Sample records for lab virtual actor

  1. Experiments in mixed reality

    NASA Astrophysics Data System (ADS)

    Krum, David M.; Sadek, Ramy; Kohli, Luv; Olson, Logan; Bolas, Mark

    2010-01-01

    As part of the Institute for Creative Technologies and the School of Cinematic Arts at the University of Southern California, the Mixed Reality lab develops technologies and techniques for presenting realistic immersive training experiences. Such experiences typically place users within a complex ecology of social actors, physical objects, and collections of intents, motivations, relationships, and other psychological constructs. Currently, it remains infeasible to completely synthesize the interactivity and sensory signatures of such ecologies. For this reason, the lab advocates mixed reality methods for training and conducts experiments exploring such methods. Currently, the lab focuses on understanding and exploiting the elasticity of human perception with respect to representational differences between real and virtual environments. This paper presents an overview of three projects: techniques for redirected walking, displays for the representation of virtual humans, and audio processing to increase stress.

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

    Shawver, D.M.; Stansfield, S.

    This overview presents current research at Sandia National Laboratories in the Virtual Reality and Intelligent Simulation Lab. Into an existing distributed VR environment which we have been developing, and which provides shared immersion for multiple users, we are adding virtual actor support. The virtual actor support we are adding to this environment is intended to provide semi-autonomous actors, with oversight and high-level guiding control by a director/user, and to allow the overall action to be driven by a scenario. We present an overview of the environment into which our virtual actors will be added in Section 3, and discuss themore » direction of the Virtual Actor research itself in Section 4. We will briefly review related work in Section 2. First however we need to place the research in the context of what motivates it. The motivation for our construction of this environment, and the line of research associated with it, is based on a long-term program of providing support, through simulation, for situational training, by which we mean a type of training in which students learn to handle multiple situations or scenarios. In these situations, the student may encounter events ranging from the routine occurance to the rare emergency. Indeed, the appeal of such training systems is that they could allow the student to experience and develop effective responses for situations they would otherwise have no opportunity to practice, until they happened to encounter an actual occurance. Examples of the type of students for this kind of training would be security forces or emergency response forces. An example of the type of training scenario we would like to support is given in Section 4.2.« less

  3. A Low-cost System for Generating Near-realistic Virtual Actors

    NASA Astrophysics Data System (ADS)

    Afifi, Mahmoud; Hussain, Khaled F.; Ibrahim, Hosny M.; Omar, Nagwa M.

    2015-06-01

    Generating virtual actors is one of the most challenging fields in computer graphics. The reconstruction of a realistic virtual actor has been paid attention by the academic research and the film industry to generate human-like virtual actors. Many movies were acted by human-like virtual actors, where the audience cannot distinguish between real and virtual actors. The synthesis of realistic virtual actors is considered a complex process. Many techniques are used to generate a realistic virtual actor; however they usually require expensive hardware equipment. In this paper, a low-cost system that generates near-realistic virtual actors is presented. The facial features of the real actor are blended with a virtual head that is attached to the actor's body. Comparing with other techniques that generate virtual actors, the proposed system is considered a low-cost system that requires only one camera that records the scene without using any expensive hardware equipment. The results of our system show that the system generates good near-realistic virtual actors that can be used on many applications.

  4. Human Factors Virtual Analysis Techniques for NASA's Space Launch System Ground Support using MSFC's Virtual Environments Lab (VEL)

    NASA Technical Reports Server (NTRS)

    Searcy, Brittani

    2017-01-01

    Using virtual environments to assess complex large scale human tasks provides timely and cost effective results to evaluate designs and to reduce operational risks during assembly and integration of the Space Launch System (SLS). NASA's Marshall Space Flight Center (MSFC) uses a suite of tools to conduct integrated virtual analysis during the design phase of the SLS Program. Siemens Jack is a simulation tool that allows engineers to analyze human interaction with CAD designs by placing a digital human model into the environment to test different scenarios and assess the design's compliance to human factors requirements. Engineers at MSFC are using Jack in conjunction with motion capture and virtual reality systems in MSFC's Virtual Environments Lab (VEL). The VEL provides additional capability beyond standalone Jack to record and analyze a person performing a planned task to assemble the SLS at Kennedy Space Center (KSC). The VEL integrates Vicon Blade motion capture system, Siemens Jack, Oculus Rift, and other virtual tools to perform human factors assessments. By using motion capture and virtual reality, a more accurate breakdown and understanding of how an operator will perform a task can be gained. By virtual analysis, engineers are able to determine if a specific task is capable of being safely performed by both a 5% (approx. 5ft) female and a 95% (approx. 6'1) male. In addition, the analysis will help identify any tools or other accommodations that may to help complete the task. These assessments are critical for the safety of ground support engineers and keeping launch operations on schedule. Motion capture allows engineers to save and examine human movements on a frame by frame basis, while virtual reality gives the actor (person performing a task in the VEL) an immersive view of the task environment. This presentation will discuss the need of human factors for SLS and the benefits of analyzing tasks in NASA MSFC's VEL.

  5. Learning Science in a Virtual Reality Application: The Impacts of Animated-Virtual Actors' Visual Complexity

    ERIC Educational Resources Information Center

    Kartiko, Iwan; Kavakli, Manolya; Cheng, Ken

    2010-01-01

    As the technology in computer graphics advances, Animated-Virtual Actors (AVAs) in Virtual Reality (VR) applications become increasingly rich and complex. Cognitive Theory of Multimedia Learning (CTML) suggests that complex visual materials could hinder novice learners from attending to the lesson properly. On the other hand, previous studies have…

  6. Open web system of Virtual labs for nuclear and applied physics

    NASA Astrophysics Data System (ADS)

    Saldikov, I. S.; Afanasyev, V. V.; Petrov, V. I.; Ternovykh, M. Yu

    2017-01-01

    An example of virtual lab work on unique experimental equipment is presented. The virtual lab work is software based on a model of real equipment. Virtual labs can be used for educational process in nuclear safety and analysis field. As an example it includes the virtual lab called “Experimental determination of the material parameter depending on the pitch of a uranium-water lattice”. This paper included general description of this lab. A description of a database on the support of laboratory work on unique experimental equipment which is included this work, its concept development are also presented.

  7. Designing virtual science labs for the Islamic Academy of Delaware

    NASA Astrophysics Data System (ADS)

    AlZahrani, Nada Saeed

    Science education is a basic part of the curriculum in modern day classrooms. Instructional approaches to science education can take many forms but hands-on application of theory via science laboratory activities for the learner is common. Not all schools have the resources to provide the laboratory environment necessary for hands-on application of science theory. Some settings rely on technology to provide a virtual laboratory experience instead. The Islamic Academy of Delaware (IAD), a typical community-based organization, was formed to support and meet the essential needs of the Muslim community of Delaware. IAD provides science education as part of the overall curriculum, but cannot provide laboratory activities as part of the science program. Virtual science labs may be a successful model for students at IAD. This study was conducted to investigate the potential of implementing virtual science labs at IAD and to develop an implementation plan for integrating the virtual labs. The literature has shown us that the lab experience is a valuable part of the science curriculum (NBPTS, 2013, Wolf, 2010, National Research Council, 1997 & 2012). The National Research Council (2012) stressed the inclusion of laboratory investigations in the science curriculum. The literature also supports the use of virtual labs as an effective substitute for classroom labs (Babateen, 2011; National Science Teachers Association, 2008). Pyatt and Simms (2011) found evidence that virtual labs were as good, if not better than physical lab experiences in some respects. Although not identical in experience to a live lab, the virtual lab has been shown to provide the student with an effective laboratory experience in situations where the live lab is not possible. The results of the IAD teacher interviews indicate that the teachers are well-prepared for, and supportive of, the implementation of virtual labs to improve the science education curriculum. The investigator believes that with the support of the literature and the readiness of the IAD administration and teachers, a recommendation to implement virtual labs into the curriculum can be made.

  8. Teachers' Perspectives on Online Virtual Labs vs. Hands-On Labs in High School Science

    NASA Astrophysics Data System (ADS)

    Bohr, Teresa M.

    This study of online science teachers' opinions addressed the use of virtual labs in online courses. A growing number of schools use virtual labs that must meet mandated laboratory standards to ensure they provide learning experiences comparable to hands-on labs, which are an integral part of science curricula. The purpose of this qualitative case study was to examine teachers' perceptions of the quality and effectiveness of high school virtual labs. The theoretical foundation was constructivism, as labs provide student-centered activities for problem solving, inquiry, and exploration of phenomena. The research questions focused on experienced teachers' perceptions of the quality of virtual vs. hands-on labs. Data were collected through survey questions derived from the lab objectives of The Next Generation Science Standards . Eighteen teachers rated the degree of importance of each objective and also rated how they felt virtual labs met these objectives; these ratings were reported using descriptive statistics. Responses to open-ended questions were few and served to illustrate the numerical results. Many teachers stated that virtual labs are valuable supplements but could not completely replace hands-on experiences. Studies on the quality and effectiveness of high school virtual labs are limited despite widespread use. Comprehensive studies will ensure that online students have equal access to quality labs. School districts need to define lab requirements, and colleges need to specify the lab experience they require. This study has potential to inspire positive social change by assisting science educators, including those in the local school district, in evaluating and selecting courseware designed to promote higher order thinking skills, real-world problem solving, and development of strong inquiry skills, thereby improving science instruction for all high school students.

  9. Use of 3D techniques for virtual production

    NASA Astrophysics Data System (ADS)

    Grau, Oliver; Price, Marc C.; Thomas, Graham A.

    2000-12-01

    Virtual production for broadcast is currently mainly used in the form of virtual studios, where the resulting media is a sequence of 2D images. With the steady increase of 3D computing power in home PCs and the technical progress in 3D display technology, the content industry is looking for new kinds of program material, which makes use of 3D technology. The applications range form analysis of sport scenes, 3DTV, up to the creation of fully immersive content. In a virtual studio a camera films one or more actors in a controlled environment. The pictures of the actors can be segmented very accurately in real time using chroma keying techniques. The isolated silhouette can be integrated into a new synthetic virtual environment using a studio mixer. The resulting shape description of the actors is 2D so far. For the realization of more sophisticated optical interactions of the actors with the virtual environment, such as occlusions and shadows, an object-based 3D description of scenes is needed. However, the requirements of shape accuracy, and the kind of representation, differ in accordance with the application. This contribution gives an overview of requirements and approaches for the generation of an object-based 3D description in various applications studied by the BBC R and D department. An enhanced Virtual Studio for 3D programs is proposed that covers a range of applications for virtual production.

  10. Sensor-Augmented Virtual Labs: Using Physical Interactions with Science Simulations to Promote Understanding of Gas Behavior

    NASA Astrophysics Data System (ADS)

    Chao, Jie; Chiu, Jennifer L.; DeJaegher, Crystal J.; Pan, Edward A.

    2016-02-01

    Deep learning of science involves integration of existing knowledge and normative science concepts. Past research demonstrates that combining physical and virtual labs sequentially or side by side can take advantage of the unique affordances each provides for helping students learn science concepts. However, providing simultaneously connected physical and virtual experiences has the potential to promote connections among ideas. This paper explores the effect of augmenting a virtual lab with physical controls on high school chemistry students' understanding of gas laws. We compared students using the augmented virtual lab to students using a similar sensor-based physical lab with teacher-led discussions. Results demonstrate that students in the augmented virtual lab condition made significant gains from pretest and posttest and outperformed traditional students on some but not all concepts. Results provide insight into incorporating mixed-reality technologies into authentic classroom settings.

  11. Virtual Labs and Virtual Worlds

    NASA Astrophysics Data System (ADS)

    Boehler, Ted

    2006-12-01

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

  12. Virtual Reality Lab Assistant

    NASA Technical Reports Server (NTRS)

    Saha, Hrishikesh; Palmer, Timothy A.

    1996-01-01

    Virtual Reality Lab Assistant (VRLA) demonstration model is aligned for engineering and material science experiments to be performed by undergraduate and graduate students in the course as a pre-lab simulation experience. This will help students to get a preview of how to use the lab equipment and run experiments without using the lab hardware/software equipment. The quality of the time available for laboratory experiments can be significantly improved through the use of virtual reality technology.

  13. The experiment editor: supporting inquiry-based learning with virtual labs

    NASA Astrophysics Data System (ADS)

    Galan, D.; Heradio, R.; de la Torre, L.; Dormido, S.; Esquembre, F.

    2017-05-01

    Inquiry-based learning is a pedagogical approach where students are motivated to pose their own questions when facing problems or scenarios. In physics learning, students are turned into scientists who carry out experiments, collect and analyze data, formulate and evaluate hypotheses, and so on. Lab experimentation is essential for inquiry-based learning, yet there is a drawback with traditional hands-on labs in the high costs associated with equipment, space, and maintenance staff. Virtual laboratories are helpful to reduce these costs. This paper enriches the virtual lab ecosystem by providing an integrated environment to automate experimentation tasks. In particular, our environment supports: (i) scripting and running experiments on virtual labs, and (ii) collecting and analyzing data from the experiments. The current implementation of our environment supports virtual labs created with the authoring tool Easy Java/Javascript Simulations. Since there are public repositories with hundreds of freely available labs created with this tool, the potential applicability to our environment is considerable.

  14. Exploring Virtual Reality for Classroom Use: The Virtual Reality and Education Lab at East Carolina University.

    ERIC Educational Resources Information Center

    Auld, Lawrence W. S.; Pantelidis, Veronica S.

    1994-01-01

    Describes the Virtual Reality and Education Lab (VREL) established at East Carolina University to study the implications of virtual reality for elementary and secondary education. Highlights include virtual reality software evaluation; hardware evaluation; computer-based curriculum objectives which could use virtual reality; and keeping current…

  15. Assessing the Impact of a Virtual Lab in an Allied Health Program.

    PubMed

    Kay, Robin; Goulding, Helene; Li, Jia

    2018-01-01

    Competency-based education in health care requires rigorous standards to ensure professional proficiency. Demonstrating competency in hands-on laboratories calls for effective preparation, knowledge, and experience, all of which can be difficult to achieve using traditional teaching methods. Virtual laboratories are an alternative, cost-effective approach to providing students with sufficient preparatory information. Research on the use of virtual labs in allied health education is limited. The current study investigated the benefits, challenges, and perceived impact of a virtual lab in an allied health program. The sample consisted of 64 students (55 females, 9 males) enrolled in a university medical laboratory science program. A convergent mixed-methods approach (Likert survey, open-ended questions, think-aloud protocol data) revealed that students had positive attitudes towards visual learning, authenticity, learner control, organization, and scaffolding afforded by the virtual lab. Challenges reported included navigational difficulties, an absence of control over content selection, and lack of understanding for certain concepts. Over 90% of students agreed that the virtual lab helped them prepare for hands-on laboratory sessions and that they would use this format of instruction again. Overall, 84% of the students agreed that the virtual lab helped them to achieve greater success in learning.

  16. Governing Methods: Policy Innovation Labs, Design and Data Science in the Digital Governance of Education

    ERIC Educational Resources Information Center

    Williamson, Ben

    2015-01-01

    Policy innovation labs are emerging knowledge actors and technical experts in the governing of education. The article offers a historical and conceptual account of the organisational form of the policy innovation lab. Policy innovation labs are characterised by specific methods and techniques of design, data science, and digitisation in public…

  17. Supercharging Lessons with a Virtual Lab

    ERIC Educational Resources Information Center

    Stewart, Jefferson; Vincent, Daniel

    2013-01-01

    The authors describes their experiences incorporating the virtual lab into a simple circuit lesson during an energy unit in a sixth-grade class. The lesson included a hands-on group experiment using wire, batteries, and light bulbs to make a circuit and an online simulation, using a virtual lab. Class discussions, student inquiries, and the study…

  18. Highly Sophisticated Virtual Laboratory Instruments in Education

    NASA Astrophysics Data System (ADS)

    Gaskins, T.

    2006-12-01

    Many areas of Science have advanced or stalled according to the ability to see what can not normally be seen. Visual understanding has been key to many of the world's greatest breakthroughs, such as discovery of DNAs double helix. Scientists use sophisticated instruments to see what the human eye can not. Light microscopes, scanning electron microscopes (SEM), spectrometers and atomic force microscopes are employed to examine and learn the details of the extremely minute. It's rare that students prior to university have access to such instruments, or are granted full ability to probe and magnify as desired. Virtual Lab, by providing highly authentic software instruments and comprehensive imagery of real specimens, provides them this opportunity. Virtual Lab's instruments let explorers operate virtual devices on a personal computer to examine real specimens. Exhaustive sets of images systematically and robotically photographed at thousands of positions and multiple magnifications and focal points allow students to zoom in and focus on the most minute detail of each specimen. Controls on each Virtual Lab device interactively and smoothly move the viewer through these images to display the specimen as the instrument saw it. Users control position, magnification, focal length, filters and other parameters. Energy dispersion spectrometry is combined with SEM imagery to enable exploration of chemical composition at minute scale and arbitrary location. Annotation capabilities allow scientists, teachers and students to indicate important features or areas. Virtual Lab is a joint project of NASA and the Beckman Institute at the University of Illinois at Urbana- Champaign. Four instruments currently compose the Virtual Lab suite: A scanning electron microscope and companion energy dispersion spectrometer, a high-power light microscope, and a scanning probe microscope that captures surface properties to the level of atoms. Descriptions of instrument operating principles and uses are also part of Virtual Lab. The Virtual Lab software and its increasingly rich collection of specimens are free to anyone. This presentation describes Virtual Lab and its uses in formal and informal education.

  19. Virtual Lab to Develop Achievement in Electronic Circuits for Hearing-Impaired Students

    ERIC Educational Resources Information Center

    Baladoh, S. M.; Elgamal, A. F.; Abas, H. A.

    2017-01-01

    This paper aims to report and discuss the use of a virtual lab for developing achievement in electronic circuits for hearing-impaired students. Results from a number of studies have proved that the virtual lab allowed students to build and test a wide variety of electronic circuits. The present study was implemented to investigate the…

  20. The Virtual Research Lab: Research Outcome Expectations, Research Knowledge, and the Graduate Student Experience

    ERIC Educational Resources Information Center

    Stadtlander, Lee; Giles, Martha; Sickel, Amy

    2013-01-01

    This paper examines the complexities of working with student researchers in a virtual lab setting, logistics, and methods to resolve issues. To demonstrate the feasibility of a virtual lab, a mixed-methods study consisting of quantitative surveys and qualitative data examined changes in doctoral students' confidence as measured by research outcome…

  1. The Virtual Genetics Lab II: Improvements to a Freely Available Software Simulation of Genetics

    ERIC Educational Resources Information Center

    White, Brian T.

    2012-01-01

    The Virtual Genetics Lab II (VGLII) is an improved version of the highly successful genetics simulation software, the Virtual Genetics Lab (VGL). The software allows students to use the techniques of genetic analysis to design crosses and interpret data to solve realistic genetics problems involving a hypothetical diploid insect. This is a brief…

  2. Are Virtual Labs as Effective as Hands-on Labs for Undergraduate Physics? A Comparative Study at Two Major Universities

    ERIC Educational Resources Information Center

    Darrah, Marjorie; Humbert, Roxann; Finstein, Jeanne; Simon, Marllin; Hopkins, John

    2014-01-01

    Most physics professors would agree that the lab experiences students have in introductory physics are central to the learning of the concepts in the course. It is also true that these physics labs require time and money for upkeep, not to mention the hours spent setting up and taking down labs. Virtual physics lab experiences can provide an…

  3. National Security Implications of Virtual Currency: Examining the Potential for Non-state Actor Deployment

    DTIC Science & Technology

    2015-02-01

    Centralization . . . . . . . . . . . . . . . . . . . . . . 43 “Anonymity”: A Bitcoin Case Study...been a case of x National Security Implications of Virtual Currency such a non-state actor deployment; in this report, we aim to high- light...development of VCs may advance, including a gen- eral increased sophistication in cryptographic applications. More gen- erally, we make the case that the main

  4. The Study on Virtual Medical Instrument based on LabVIEW.

    PubMed

    Chengwei, Li; Limei, Zhang; Xiaoming, Hu

    2005-01-01

    With the increasing performance of computer, the virtual instrument technology has greatly advanced over the years, and then virtual medical instrument technology becomes available. This paper presents the virtual medical instrument, and then as an example, an application of a signal acquisition, processing and analysis system using LabVIEW is also given.

  5. Part I: Virtual laboratory versus traditional laboratory: Which is more effective for teaching electrochemistry? Part II: The green synthesis of aurones using a deep eutectic solvent

    NASA Astrophysics Data System (ADS)

    Hawkins, Ian C.

    The role of the teaching laboratory in science education has been debated over the last century. The goals and purposes of the laboratory are still debated and while most science educators consider laboratory a vital part of the education process, they differ widely on the purposes for laboratory and what methods should be used to teach laboratory. One method of instruction, virtual labs, has become popular among some as a possible way of capitalizing on the benefits of lab in a less costly and more time flexible format. The research regarding the use of virtual labs is limited and the few studies that have been done on General Chemistry labs do not use the virtual labs as a substitute for hands-on experiences, but rather as a supplement to a traditional laboratory program. This research seeks to determine the possible viability of a virtual simulation to replace a traditional hands-on electrochemistry lab in the General Chemistry II course sequence. The data indicate that for both content knowledge and the development of hands-on skills the virtual lab showed no significant difference in overall scores on the assessments, but that an individual item related to the physical set-up of a battery showed better scores for the hands-on labs over the virtual labs. Further research should be done to determine if these results are similar in other settings with the use of different virtual labs and how the virtual labs compare to other laboratories using different learning styles and learning goals. One often cited purpose of laboratory experiences in the context of preparing chemists is to simulate the experiences common in chemical research so graduate experience in a research laboratory was a necessary part of my education in the field of laboratory instruction. This research experience provided me the opportunity, to complete an organic synthesis of aurones using a deep eutectic solvent. These solvents show unique properties that make them a viable alternative to ionic liquids. Aurones are a unique biological product in many plants and preliminary research has shown that these chemicals could be viable drug candidates. The use of the deep eutectic solvent provides a green and inexpensive way to make large numbers of different aurones quickly. In this dissertation, we show the synthesis of 12 different aurones using this method.

  6. Education System Using Interactive 3D Computer Graphics (3D-CG) Animation and Scenario Language for Teaching Materials

    ERIC Educational Resources Information Center

    Matsuda, Hiroshi; Shindo, Yoshiaki

    2006-01-01

    The 3D computer graphics (3D-CG) animation using a virtual actor's speaking is very effective as an educational medium. But it takes a long time to produce a 3D-CG animation. To reduce the cost of producing 3D-CG educational contents and improve the capability of the education system, we have developed a new education system using Virtual Actor.…

  7. HTC Vive MeVisLab integration via OpenVR for medical applications

    PubMed Central

    Egger, Jan; Gall, Markus; Wallner, Jürgen; Boechat, Pedro; Hann, Alexander; Li, Xing; Chen, Xiaojun; Schmalstieg, Dieter

    2017-01-01

    Virtual Reality, an immersive technology that replicates an environment via computer-simulated reality, gets a lot of attention in the entertainment industry. However, VR has also great potential in other areas, like the medical domain, Examples are intervention planning, training and simulation. This is especially of use in medical operations, where an aesthetic outcome is important, like for facial surgeries. Alas, importing medical data into Virtual Reality devices is not necessarily trivial, in particular, when a direct connection to a proprietary application is desired. Moreover, most researcher do not build their medical applications from scratch, but rather leverage platforms like MeVisLab, MITK, OsiriX or 3D Slicer. These platforms have in common that they use libraries like ITK and VTK, and provide a convenient graphical interface. However, ITK and VTK do not support Virtual Reality directly. In this study, the usage of a Virtual Reality device for medical data under the MeVisLab platform is presented. The OpenVR library is integrated into the MeVisLab platform, allowing a direct and uncomplicated usage of the head mounted display HTC Vive inside the MeVisLab platform. Medical data coming from other MeVisLab modules can directly be connected per drag-and-drop to the Virtual Reality module, rendering the data inside the HTC Vive for immersive virtual reality inspection. PMID:28323840

  8. Games, Simulations and Virtual Labs for Science Education: a Compendium and Some Examples

    NASA Astrophysics Data System (ADS)

    Russell, R. M.

    2012-12-01

    We have assembled a list of computer-based simulations, games, and virtual labs for science education. This list, with links to the sources of these resources, is available online. The entries span a broad range of science, math, and engineering topics. They also span a range of target student ages, from elementary school to university students. We will provide a brief overview of this web site and the resources found on it. We will also briefly demonstrate some of our own educational simulations and games. Computer-based simulations and virtual labs are valuable resources for science educators in various settings, allowing learners to experiment and explore "what if" scenarios. Educational computer games can motivate learners in both formal and informal settings, encouraging them to spend much more time exploring a topic than they might otherwise be inclined to do. Part of this presentation is effectively a "literature review" of numerous sources of simulations, games, and virtual labs. Although we have encountered several nice collections of such resources, those collections seem to be restricted in scope. They either represent materials developed by a specific group or agency (e.g. NOAA's games web site) or are restricted to a specific discipline (e.g. geology simulations and virtual labs). This presentation directs viewers to games, simulations, and virtual labs from many different sources and spanning a broad range of STEM disciplines.

  9. HTC Vive MeVisLab integration via OpenVR for medical applications.

    PubMed

    Egger, Jan; Gall, Markus; Wallner, Jürgen; Boechat, Pedro; Hann, Alexander; Li, Xing; Chen, Xiaojun; Schmalstieg, Dieter

    2017-01-01

    Virtual Reality, an immersive technology that replicates an environment via computer-simulated reality, gets a lot of attention in the entertainment industry. However, VR has also great potential in other areas, like the medical domain, Examples are intervention planning, training and simulation. This is especially of use in medical operations, where an aesthetic outcome is important, like for facial surgeries. Alas, importing medical data into Virtual Reality devices is not necessarily trivial, in particular, when a direct connection to a proprietary application is desired. Moreover, most researcher do not build their medical applications from scratch, but rather leverage platforms like MeVisLab, MITK, OsiriX or 3D Slicer. These platforms have in common that they use libraries like ITK and VTK, and provide a convenient graphical interface. However, ITK and VTK do not support Virtual Reality directly. In this study, the usage of a Virtual Reality device for medical data under the MeVisLab platform is presented. The OpenVR library is integrated into the MeVisLab platform, allowing a direct and uncomplicated usage of the head mounted display HTC Vive inside the MeVisLab platform. Medical data coming from other MeVisLab modules can directly be connected per drag-and-drop to the Virtual Reality module, rendering the data inside the HTC Vive for immersive virtual reality inspection.

  10. Virtual Labs in proteomics: new E-learning tools.

    PubMed

    Ray, Sandipan; Koshy, Nicole Rachel; Reddy, Panga Jaipal; Srivastava, Sanjeeva

    2012-05-17

    Web-based educational resources have gained enormous popularity recently and are increasingly becoming a part of modern educational systems. Virtual Labs are E-learning platforms where learners can gain the experience of practical experimentation without any direct physical involvement on real bench work. They use computerized simulations, models, videos, animations and other instructional technologies to create interactive content. Proteomics being one of the most rapidly growing fields of the biological sciences is now an important part of college and university curriculums. Consequently, many E-learning programs have started incorporating the theoretical and practical aspects of different proteomic techniques as an element of their course work in the form of Video Lectures and Virtual Labs. To this end, recently we have developed a Virtual Proteomics Lab at the Indian Institute of Technology Bombay, which demonstrates different proteomics techniques, including basic and advanced gel and MS-based protein separation and identification techniques, bioinformatics tools and molecular docking methods, and their applications in different biological samples. This Tutorial will discuss the prominent Virtual Labs featuring proteomics content, including the Virtual Proteomics Lab of IIT-Bombay, and E-resources available for proteomics study that are striving to make proteomic techniques and concepts available and accessible to the student and research community. This Tutorial is part of the International Proteomics Tutorial Programme (IPTP 14). Details can be found at: http://www.proteomicstutorials.org/. Copyright © 2012 Elsevier B.V. All rights reserved.

  11. 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.…

  12. Virtual Simulations as Preparation for Lab Exercises: Assessing Learning of Key Laboratory Skills in Microbiology and Improvement of Essential Non-Cognitive Skills.

    PubMed

    Makransky, Guido; Thisgaard, Malene Warming; Gadegaard, Helen

    2016-01-01

    To investigate if a virtual laboratory simulation (vLAB) could be used to replace a face to face tutorial (demonstration) to prepare students for a laboratory exercise in microbiology. A total of 189 students who were participating in an undergraduate biology course were randomly selected into a vLAB or demonstration condition. In the vLAB condition students could use a vLAB at home to 'practice' streaking out bacteria on agar plates in a virtual environment. In the demonstration condition students were given a live demonstration from a lab tutor showing them how to streak out bacteria on agar plates. All students were blindly assessed on their ability to perform the streaking technique in the physical lab, and were administered a pre and post-test to determine their knowledge of microbiology, intrinsic motivation to study microbiology, and self-efficacy in the field of microbiology prior to, and after the experiment. The results showed that there were no significant differences between the two groups on their lab scores, and both groups had similar increases in knowledge of microbiology, intrinsic motivation to study microbiology, as well as self-efficacy in the field of microbiology. Our data show that vLABs function just as well as face to face tutorials in preparing students for a physical lab activity in microbiology. The results imply that vLABs could be used instead of face to face tutorials, and a combination of virtual and physical lab exercises could be the future of science education.

  13. The Participatory Design of a (Today and) Future Digital Entomology Lab

    ERIC Educational Resources Information Center

    Hai-Jew, Shalin

    2011-01-01

    This article showcases a virtual interactive participatory design activity for building a digital entomology lab. Conceptualized as a virtual complement to a general entomology course at Kansas State University, the lab would allow learners to explore morphological aspects of insects--their various forms and functions--in order to understand…

  14. Heroes for a Wicked World: Enders Game as a Case for Fiction in PME

    DTIC Science & Technology

    2015-06-10

    Sengers, “Narrative Intelligence,” 3. 84. Blair, D. and Meyer, T. “Tools for an Interactive Virtual Cinema .” Creating Personalities for Synthetic Actors...Conflict . . . in Space. Historian Max Hastings writes, “It was the Japanese people’s ill-fortune that it became feasible to bomb them just when American...2012). Blair, D. and Meyer, T. “Tools for an Interactive Virtual Cinema .” Creating Personalities for Synthetic Actors: Towards Autonomous Personality

  15. Virtual Computing Laboratories: A Case Study with Comparisons to Physical Computing Laboratories

    ERIC Educational Resources Information Center

    Burd, Stephen D.; Seazzu, Alessandro F.; Conway, Christopher

    2009-01-01

    Current technology enables schools to provide remote or virtual computing labs that can be implemented in multiple ways ranging from remote access to banks of dedicated workstations to sophisticated access to large-scale servers hosting virtualized workstations. This paper reports on the implementation of a specific lab using remote access to…

  16. Incorporating the e-HIM[R] Virtual Lab into the Health Information Administration Professional Practice Experience

    ERIC Educational Resources Information Center

    Barefield, Amanda C.; Condon, Jim; McCuen, Charlotte; Sayles, Nanette B.

    2010-01-01

    This article will highlight the experiences of two baccalaureate Health Information Administration (HIA) programs in the adoption of the American Health Information Management Association's (AHIMA) e-HIM Virtual Laboratory (Virtual Lab) into the Professional Practice Experience (PPE). Information is provided describing the implementation of the…

  17. Assessing Student Learning in a Virtual Laboratory Environment

    ERIC Educational Resources Information Center

    Wolf, T.

    2010-01-01

    Laboratory experience is a key factor in technical and scientific education. Virtual laboratories have been proposed to reduce cost and simplify maintenance of lab facilities while still providing students with access to real systems. It is important to determine if such virtual labs are still effective for student learning. In the assessment of a…

  18. The Virtual Radiopharmacy Laboratory: A 3-D Simulation for Distance Learning

    ERIC Educational Resources Information Center

    Alexiou, Antonios; Bouras, Christos; Giannaka, Eri; Kapoulas, Vaggelis; Nani, Maria; Tsiatsos, Thrasivoulos

    2004-01-01

    This article presents Virtual Radiopharmacy Laboratory (VR LAB), a virtual laboratory accessible through the Internet. VR LAB is designed and implemented in the framework of the VirRAD European project. This laboratory represents a 3D simulation of a radio-pharmacy laboratory, where learners, represented by 3D avatars, can experiment on…

  19. Jefferson Lab Virtual Tour

    ScienceCinema

    None

    2018-01-16

    Take a virtual tour of the campus of Thomas Jefferson National Accelerator Facility. You can see inside our two accelerators, three experimental areas, accelerator component fabrication and testing areas, high-performance computing areas and laser labs.

  20. Simulations, Games, and Virtual Labs for Science Education: a Compendium and Some Examples

    NASA Astrophysics Data System (ADS)

    Russell, R. M.

    2011-12-01

    We have assembled a list of computer-based simulations, games, and virtual labs for science education. This list, with links to the sources of these resources, is available online. The entries span a broad range of science, math, and engineering topics. They also span a range of target student ages, from elementary school to university students. We will provide a brief overview of this web site and the resources found on it. We will also briefly demonstrate some of our own educational simulations, including the "Very, Very Simple Climate Model", and report on formative evaluations of these resources. Computer-based simulations and virtual labs are valuable resources for science educators in various settings, allowing learners to experiment and explore "what if" scenarios. Educational computer games can motivate learners in both formal and informal settings, encouraging them to spend much more time exploring a topic than they might otherwise be inclined to do. Part of this presentation is effectively a "literature review" of numerous sources of simulations, games, and virtual labs. Although we have encountered several nice collections of such resources, those collections seem to be restricted in scope. They either represent materials developed by a specific group or agency (e.g. NOAA's games web site) or are restricted to a specific discipline (e.g. geology simulations and virtual labs). This presentation directs viewers to games, simulations, and virtual labs from many different sources and spanning a broad range of STEM disciplines.

  1. ASK4Labs: A Web-Based Repository for Supporting Learning Design Driven Remote and Virtual Labs Recommendations

    ERIC Educational Resources Information Center

    Zervas, Panagiotis; Fiskilis, Stefanos; Sampson, Demetrios G.

    2014-01-01

    Over the past years, Remote and Virtual Labs (RVLs) have gained increased attention for their potential to support technology-enhanced science education by enabling science teachers to improve their day-to-day science teaching. Therefore, many educational institutions and scientific organizations have invested efforts for providing online access…

  2. Comparing Physical, Virtual, and Hybrid Flipped Labs for General Education Biology

    ERIC Educational Resources Information Center

    Son, Ji Y.

    2016-01-01

    The purpose of this study was to examine the impact on learning, attitudes, and costs in a redesigned general education undergraduate biology course that implemented web-based virtual labs (VLs) to replace traditional physical labs (PLs). Over an academic year, two new modes of VL instruction were compared to the traditional PL offering: (1) all…

  3. The Effectiveness of Using Virtual Laboratories to Teach Computer Networking Skills in Zambia

    ERIC Educational Resources Information Center

    Lampi, Evans

    2013-01-01

    The effectiveness of using virtual labs to train students in computer networking skills, when real equipment is limited or unavailable, is uncertain. The purpose of this study was to determine the effectiveness of using virtual labs to train students in the acquisition of computer network configuration and troubleshooting skills. The study was…

  4. Developing a Virtual Rock Deformation Laboratory

    NASA Astrophysics Data System (ADS)

    Zhu, W.; Ougier-simonin, A.; Lisabeth, H. P.; Banker, J. S.

    2012-12-01

    Experimental rock physics plays an important role in advancing earthquake research. Despite its importance in geophysics, reservoir engineering, waste deposits and energy resources, most geology departments in U.S. universities don't have rock deformation facilities. A virtual deformation laboratory can serve as an efficient tool to help geology students naturally and internationally learn about rock deformation. Working with computer science engineers, we built a virtual deformation laboratory that aims at fostering user interaction to facilitate classroom and outreach teaching and learning. The virtual lab is built to center around a triaxial deformation apparatus in which laboratory measurements of mechanical and transport properties such as stress, axial and radial strains, acoustic emission activities, wave velocities, and permeability are demonstrated. A student user can create her avatar to enter the virtual lab. In the virtual lab, the avatar can browse and choose among various rock samples, determine the testing conditions (pressure, temperature, strain rate, loading paths), then operate the virtual deformation machine to observe how deformation changes physical properties of rocks. Actual experimental results on the mechanical, frictional, sonic, acoustic and transport properties of different rocks at different conditions are compiled. The data acquisition system in the virtual lab is linked to the complied experimental data. Structural and microstructural images of deformed rocks are up-loaded and linked to different deformation tests. The integration of the microstructural image and the deformation data allows the student to visualize how forces reshape the structure of the rock and change the physical properties. The virtual lab is built using the Game Engine. The geological background, outstanding questions related to the geological environment, and physical and mechanical concepts associated with the problem will be illustrated on the web portal. In addition, some web based data collection tools are available to collect student feedback and opinions on their learning experience. The virtual laboratory is designed to be an online education tool that facilitates interactive learning.; Virtual Deformation Laboratory

  5. White Paper for Virtual Control Room

    NASA Technical Reports Server (NTRS)

    Little, William; Tully-Hanson, Benjamin

    2015-01-01

    The Virtual Control Room (VCR) Proof of Concept (PoC) project is the result of an award given by the Fourth Annual NASA T&I Labs Challenge Project Call. This paper will outline the work done over the award period to build and enhance the capabilities of the Augmented/Virtual Reality (AVR) Lab at NASA's Kennedy Space Center (KSC) to create the VCR.

  6. Teaching computer interfacing with virtual instruments in an object-oriented language.

    PubMed Central

    Gulotta, M

    1995-01-01

    LabVIEW is a graphic object-oriented computer language developed to facilitate hardware/software communication. LabVIEW is a complete computer language that can be used like Basic, FORTRAN, or C. In LabVIEW one creates virtual instruments that aesthetically look like real instruments but are controlled by sophisticated computer programs. There are several levels of data acquisition VIs that make it easy to control data flow, and many signal processing and analysis algorithms come with the software as premade VIs. In the classroom, the similarity between virtual and real instruments helps students understand how information is passed between the computer and attached instruments. The software may be used in the absence of hardware so that students can work at home as well as in the classroom. This article demonstrates how LabVIEW can be used to control data flow between computers and instruments, points out important features for signal processing and analysis, and shows how virtual instruments may be used in place of physical instrumentation. Applications of LabVIEW to the teaching laboratory are also discussed, and a plausible course outline is given. PMID:8580361

  7. Teaching computer interfacing with virtual instruments in an object-oriented language.

    PubMed

    Gulotta, M

    1995-11-01

    LabVIEW is a graphic object-oriented computer language developed to facilitate hardware/software communication. LabVIEW is a complete computer language that can be used like Basic, FORTRAN, or C. In LabVIEW one creates virtual instruments that aesthetically look like real instruments but are controlled by sophisticated computer programs. There are several levels of data acquisition VIs that make it easy to control data flow, and many signal processing and analysis algorithms come with the software as premade VIs. In the classroom, the similarity between virtual and real instruments helps students understand how information is passed between the computer and attached instruments. The software may be used in the absence of hardware so that students can work at home as well as in the classroom. This article demonstrates how LabVIEW can be used to control data flow between computers and instruments, points out important features for signal processing and analysis, and shows how virtual instruments may be used in place of physical instrumentation. Applications of LabVIEW to the teaching laboratory are also discussed, and a plausible course outline is given.

  8. 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.

  9. Interactive, Online, Adsorption Lab to Support Discovery of the Scientific Process

    NASA Astrophysics Data System (ADS)

    Carroll, K. C.; Ulery, A. L.; Chamberlin, B.; Dettmer, A.

    2014-12-01

    Science students require more than methods practice in lab activities; they must gain an understanding of the application of the scientific process through lab work. Large classes, time constraints, and funding may limit student access to science labs, denying students access to the types of experiential learning needed to motivate and develop new scientists. Interactive, discovery-based computer simulations and virtual labs provide an alternative, low-risk opportunity for learners to engage in lab processes and activities. Students can conduct experiments, collect data, draw conclusions, and even abort a session. We have developed an online virtual lab, through which students can interactively develop as scientists as they learn about scientific concepts, lab equipment, and proper lab techniques. Our first lab topic is adsorption of chemicals to soil, but the methodology is transferrable to other topics. In addition to learning the specific procedures involved in each lab, the online activities will prompt exploration and practice in key scientific and mathematical concepts, such as unit conversion, significant digits, assessing risks, evaluating bias, and assessing quantity and quality of data. These labs are not designed to replace traditional lab instruction, but to supplement instruction on challenging or particularly time-consuming concepts. To complement classroom instruction, students can engage in a lab experience outside the lab and over a shorter time period than often required with real-world adsorption studies. More importantly, students can reflect, discuss, review, and even fail at their lab experience as part of the process to see why natural processes and scientific approaches work the way they do. Our Media Productions team has completed a series of online digital labs available at virtuallabs.nmsu.edu and scienceofsoil.com, and these virtual labs are being integrated into coursework to evaluate changes in student learning.

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

    Berry, Max; Lystig, Ted; Beard, Jonathan

    Purpose. To compare the learning of endovascular interventional skills by training on pig models versus virtual reality simulators. Methods. Twelve endovascular novices participated in a study consisting of a pig laboratory (P-Lab) and a virtual reality laboratory (VR-Lab). Subjects were stratified by experience and randomized into four training groups. Following 1 hr of didactic instruction, all attempted an iliac artery stenosis (IAS) revascularization in both laboratories. Onsite proctors evaluated performances using task-specific checklists and global rating scales, yielding a Total Score. Participants completed two training sessions of 3 hr each, using their group's assigned method (P-Lab x 2, P-Lab +more » VR-Lab, VR-Lab + P-Lab, or VR-Lab x 2) and were re-evaluated in both laboratories. A panel of two highly experienced interventional radiologists performed assessments from video recordings. ANCOVA analysis of Total Score against years of surgical, interventional radiology (IR) experience and cumulative number of P-Lab or VR-Lab sessions was conducted. Inter-rater reliability (IRR) was determined by comparing proctored scores with the video assessors in only the VR-Lab. Results. VR-Lab sessions improved the VR-Lab Total Score ({beta} 3.029, p = 0.0015) and P-Lab Total Score ({beta} = 1.814, p = 0.0452). P-Lab sessions increased the P-Lab Total Score ({beta} = 4.074, p < 0.0001) but had no effect on the VR-Lab Total Score. In the general statistical model, both P-Lab sessions ({beta} = 2.552, p = 0.0010) and VR-Lab sessions ({beta} 2.435, p = 0.0032) significantly improved Total Score. Neither previous surgical experience nor IR experience predicted Total Score. VR-Lab scores were consistently higher than the P-Lab scores ({delta} = 6.659, p < 0.0001). VR-Lab IRR was substantial (r = 0.649, p < 0.0008). Conclusions. Endovascular skills learned in the virtual environment may be transferable to the real catheterization laboratory as modeled in the P-Lab.« less

  11. Quality Improvement in Virtual Higher Education: A Grounded Theory Approach

    ERIC Educational Resources Information Center

    Mahdiuon, Rouhollah; Masoumi, Davoud; Farasatkhah, Maghsoud

    2017-01-01

    The article aims to explore the attributes of quality and quality improvement including the process and specific actions associated with these attributes--that contribute enhancing quality in Iranian Virtual Higher Education (VHE) institutions. A total of 16 interviews were conducted with experts and key actors in Iranian virtual higher education.…

  12. The VLAB OER Experience: Modeling Potential-Adopter Student Acceptance

    ERIC Educational Resources Information Center

    Raman, Raghu; Achuthan, Krishnashree; Nedungadi, Prema; Diwakar, Shyam; Bose, Ranjan

    2014-01-01

    Virtual Labs (VLAB) is a multi-institutional Open Educational Resources (OER) initiative, exclusively focused on lab experiments for engineering education. This project envisages building a large OER repository, containing over 1650 virtual experiments mapped to the engineering curriculum. The introduction of VLAB is a paradigm shift in an…

  13. Virtual Labs vs. Remote Labs: Between Myth & Reality.

    ERIC Educational Resources Information Center

    Alhalabi, Bassem; Hamza, M. Khalid; Hsu, Sam; Romance, Nancy

    Many United States institutions of higher education have established Web-based educational environments that provide higher education curricula via the Internet and diverse modalities. Success has been limited primarily to virtual classrooms (real audio/video transmission) and/or test taking (online form filing). An extensive survey was carried…

  14. Designing communication and remote controlling of virtual instrument network system

    NASA Astrophysics Data System (ADS)

    Lei, Lin; Wang, Houjun; Zhou, Xue; Zhou, Wenjian

    2005-01-01

    In this paper, a virtual instrument network through the LAN and finally remote control of virtual instruments is realized based on virtual instrument and LabWindows/CVI software platform. The virtual instrument network system is made up of three subsystems. There are server subsystem, telnet client subsystem and local instrument control subsystem. This paper introduced virtual instrument network structure in detail based on LabWindows. Application procedure design of virtual instrument network communication, the Client/the programming mode of the server, remote PC and server communication far realizing, the control power of the workstation is transmitted, server program and so on essential technical were introduced. And virtual instruments network may connect to entire Internet on. Above-mentioned technology, through measuring the application in the electronic measurement virtual instrument network that is already built up, has verified the actual using value of the technology. Experiment and application validate that this design is resultful.

  15. Object Creation and Human Factors Evaluation for Virtual Environments

    NASA Technical Reports Server (NTRS)

    Lindsey, Patricia F.

    1998-01-01

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

  16. National Lab Science Day | News

    Science.gov Websites

    Laboratory news From lab leadership Submit content - login required Provide feedback Subscribe to our officer at Fermilab, guided Secretary Moniz and members of the U.S. Senate and House on virtual tours of virtual tour Particle detector tours Collisions in 3-D DOE facilities Dark matter and dark energy Particle

  17. Sensor-Augmented Virtual Labs: Using Physical Interactions with Science Simulations to Promote Understanding of Gas Behavior

    ERIC Educational Resources Information Center

    Chao, Jie; Chiu, Jennifer L.; DeJaegher, Crystal J.; Pan, Edward A.

    2016-01-01

    Deep learning of science involves integration of existing knowledge and normative science concepts. Past research demonstrates that combining physical and virtual labs sequentially or side by side can take advantage of the unique affordances each provides for helping students learn science concepts. However, providing simultaneously connected…

  18. The "Virtual ChemLab" Project: A Realistic and Sophisticated Simulation of Organic Synthesis and Organic Qualitative Analysis

    ERIC Educational Resources Information Center

    Woodfield, Brian F.; Andrus, Merritt B.; Waddoups, Gregory L.; Moore, Melissa S.; Swan, Richard; Allen, Rob; Bodily, Greg; Andersen, Tricia; Miller, Jordan; Simmons, Bryon; Stanger, Richard

    2005-01-01

    A set of sophisticated and realistic laboratory simulations is created for use in freshman- and sophomore-level chemistry classes and laboratories called 'Virtual ChemLab'. A detailed assessment of student responses is provided and the simulation's pedagogical utility is described using the organic simulation.

  19. Web-based e-learning and virtual lab of human-artificial immune system.

    PubMed

    Gong, Tao; Ding, Yongsheng; Xiong, Qin

    2014-05-01

    Human immune system is as important in keeping the body healthy as the brain in supporting the intelligence. However, the traditional models of the human immune system are built on the mathematics equations, which are not easy for students to understand. To help the students to understand the immune systems, a web-based e-learning approach with virtual lab is designed for the intelligent system control course by using new intelligent educational technology. Comparing the traditional graduate educational model within the classroom, the web-based e-learning with the virtual lab shows the higher inspiration in guiding the graduate students to think independently and innovatively, as the students said. It has been found that this web-based immune e-learning system with the online virtual lab is useful for teaching the graduate students to understand the immune systems in an easier way and design their simulations more creatively and cooperatively. The teaching practice shows that the optimum web-based e-learning system can be used to increase the learning effectiveness of the students.

  20. The Effects of Virtual Versus Physical Lab Manipulatives on Inquiry Skill Acquisition and Conceptual Understanding of Density

    NASA Astrophysics Data System (ADS)

    Brinson, James R.

    The current study compared the effects of virtual versus physical laboratory manipulatives on 84 undergraduate non-science majors' (a) conceptual understanding of density and (b) density-related inquiry skill acquisition. A pre-post comparison study design was used, which incorporated all components of an inquiry-guided classroom, except experimental mode, and which controlled for curriculum, instructor, instructional method, time spent on task, and availability of reference resources. Participants were randomly assigned to either a physical or virtual lab group. Pre- and post-assessments of conceptual understanding and inquiry skills were administered to both groups. Paired-samples t tests revealed a significant mean percent correct score increase for conceptual understanding in both the physical lab group (M = .103, SD = .168), t(38) = -3.82, p < .001, r = .53, two-tailed, and the virtual lab group (M = .084, SD = .177), t(44) = -3.20, p = .003, r = .43, two-tailed. However, a one-way ANCOVA (using pretest scores as the covariate) revealed that the main effect of lab group on conceptual learning gains was not significant, F(1, 81) = 0.081, p = .776, two-tailed. An omnibus test of model coefficients within hierarchical logistic regression revealed that a correct response on inquiry pretest scores was not a significant predictor of a correct post-test response, chi 2(1, N = 84) = 1.68, p = .195, and that when lab mode was added to the model, it did not significantly increase the model's predictive ability, chi2(2, N = 84) = 1.95, p = .377. Thus, the data in the current study revealed no significant difference in the effect of physical versus virtual manipulatives when used to teach conceptual understanding and inquiry skills related to density.

  1. Utah Virtual Lab: JAVA interactivity for teaching science and statistics on line.

    PubMed

    Malloy, T E; Jensen, G C

    2001-05-01

    The Utah on-line Virtual Lab is a JAVA program run dynamically off a database. It is embedded in StatCenter (www.psych.utah.edu/learn/statsampler.html), an on-line collection of tools and text for teaching and learning statistics. Instructors author a statistical virtual reality that simulates theories and data in a specific research focus area by defining independent, predictor, and dependent variables and the relations among them. Students work in an on-line virtual environment to discover the principles of this simulated reality: They go to a library, read theoretical overviews and scientific puzzles, and then go to a lab, design a study, collect and analyze data, and write a report. Each student's design and data analysis decisions are computer-graded and recorded in a database; the written research report can be read by the instructor or by other students in peer groups simulating scientific conventions.

  2. Virtual lab for learning equipment and treatment of experimental measurements of rainfall, runoff and erosion in small rural catchments

    NASA Astrophysics Data System (ADS)

    Ángel Bajo, José; Redel-Macías, María Dolores; Nichols, Mary; Pérez, Rafael; Bellido, Francisco; Marín-Moreno, Víctor; Taguas, Encarnación V.

    2017-04-01

    A virtual lab for learning to use devices and to treat experimental measurements of hydrological and erosive processes in small agricultural catchments was created to support the practical content of the subject Restoration of Forest Ecosystems of the Master of Forest Engineer (University of Cordoba). The objective was to build a virtual place representing a real site equipped to make measurements of rainfall, runoff and sediment concentration. The virtual lab included pictures, videos and explanations that facilitate learning. Moreover, some practical cases were proposed to apply the explained terms. The structure of menu consisted of: Experimental measurements in catchments; Gallery of videos; Equipment; Practical case; Glossary and Additional Information. Their contents were carefully carried out by professors and scientists of Hydrology and Electronics. The main advantages of the virtual lab were its compatibility with on-line platforms such as Moodle and the presentation of examples for the direct analysis as a basis for solving the proposed practical cases. It has been successfully used for two years and was well-values by the students due the opportunities offered by self-access learning tools. In addition, constraints associated with field trips such as logistical complexity and economic aspects are removed.

  3. From e-manufacturing to Internet Product Process Development (IPPD) through remote - labs

    NASA Astrophysics Data System (ADS)

    Córdoba Nieto, Ernesto; Andres Cifuentes Parra, Paulo; Camilo Parra Díaz, Juan

    2014-07-01

    This paper presents the research developed at Universidad Nacional de Colombia about the e-Manufacturing platform that is being developed and implemented at LabFabEx (acronym in Spanish as "Laboratorio Fabrica Experimental"). This platform besides has an approach to virtual-remote labs that have been tested by several students and engineers of different industrial fields. At this paper it is shown the physical and communication experimental platform, the general scope and characteristics of this e-Manufacturing platform and the virtual lab approach. This research project is funded by COLCIENCIAS (Administrative Department of science, technology and innovation in Colombia) and the enterprise IMOCOM S.A.

  4. STS-134 crew in Virtual Reality Lab during their MSS/EVAA SUPT2 Team training

    NASA Image and Video Library

    2010-08-27

    JSC2010-E-121049 (27 Aug. 2010) --- NASA astronaut Andrew Feustel (foreground), STS-134 mission specialist, uses the virtual reality lab in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to train for some of his duties aboard the space shuttle and space station. This type of computer interface, paired with virtual reality training hardware and software, helps to prepare crew members for dealing with space station elements. Photo credit: NASA or National Aeronautics and Space Administration

  5. STS-133 crew during MSS/EVAA TEAM training in Virtual Reality Lab

    NASA Image and Video Library

    2010-10-01

    JSC2010-E-170878 (1 Oct. 2010) --- NASA astronaut Michael Barratt, STS-133 mission specialist, uses the virtual reality lab in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to train for some of his duties aboard the space shuttle and space station. This type of computer interface, paired with virtual reality training hardware and software, helps to prepare crew members for dealing with space station elements. Photo credit: NASA or National Aeronautics and Space Administration

  6. STS-134 crew in Virtual Reality Lab during their MSS/EVAA SUPT2 Team training

    NASA Image and Video Library

    2010-08-27

    JSC2010-E-121056 (27 Aug. 2010) --- NASA astronaut Gregory H. Johnson, STS-134 pilot, uses the virtual reality lab in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to train for some of his duties aboard the space shuttle and space station. This type of computer interface, paired with virtual reality training hardware and software, helps to prepare crew members for dealing with space station elements. Photo credit: NASA or National Aeronautics and Space Administration

  7. STS-133 crew during MSS/EVAA TEAM training in Virtual Reality Lab

    NASA Image and Video Library

    2010-10-01

    JSC2010-E-170888 (1 Oct. 2010) --- NASA astronaut Nicole Stott, STS-133 mission specialist, uses the virtual reality lab in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to train for some of her duties aboard the space shuttle and space station. This type of computer interface, paired with virtual reality training hardware and software, helps to prepare crew members for dealing with space station elements. Photo credit: NASA or National Aeronautics and Space Administration

  8. STS-133 crew during MSS/EVAA TEAM training in Virtual Reality Lab

    NASA Image and Video Library

    2010-10-01

    JSC2010-E-170882 (1 Oct. 2010) --- NASA astronaut Nicole Stott, STS-133 mission specialist, uses the virtual reality lab in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to train for some of her duties aboard the space shuttle and space station. This type of computer interface, paired with virtual reality training hardware and software, helps to prepare crew members for dealing with space station elements. Photo credit: NASA or National Aeronautics and Space Administration

  9. 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).

  10. [Virtual microscopy in pathology teaching and postgraduate training (continuing education)].

    PubMed

    Sinn, H P; Andrulis, M; Mogler, C; Schirmacher, P

    2008-11-01

    As with conventional microscopy, virtual microscopy permits histological tissue sections to be viewed on a computer screen with a free choice of viewing areas and a wide range of magnifications. This, combined with the possibility of linking virtual microscopy to E-Learning courses, make virtual microscopy an ideal tool for teaching and postgraduate training in pathology. Uses of virtual microscopy in pathology teaching include blended learning with the presentation of digital teaching slides in the internet parallel to presentation in the histology lab, extending student access to histology slides beyond the lab. Other uses are student self-learning in the Internet, as well as the presentation of virtual slides in the classroom with or without replacing real microscopes. Successful integration of virtual microscopy depends on its embedding in the virtual classroom and the creation of interactive E-learning content. Applications derived from this include the use of virtual microscopy in video clips, podcasts, SCORM modules and the presentation of virtual microscopy using interactive whiteboards in the classroom.

  11. Comparisons of Multilevel Modeling and Structural Equation Modeling Approaches to Actor-Partner Interdependence Model.

    PubMed

    Hong, Sehee; Kim, Soyoung

    2018-01-01

    There are basically two modeling approaches applicable to analyzing an actor-partner interdependence model: the multilevel modeling (hierarchical linear model) and the structural equation modeling. This article explains how to use these two models in analyzing an actor-partner interdependence model and how these two approaches work differently. As an empirical example, marital conflict data were used to analyze an actor-partner interdependence model. The multilevel modeling and the structural equation modeling produced virtually identical estimates for a basic model. However, the structural equation modeling approach allowed more realistic assumptions on measurement errors and factor loadings, rendering better model fit indices.

  12. 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.

  13. Complementing Neurophysiology Education for Developing Countries via Cost-Effective Virtual Labs: Case Studies and Classroom Scenarios.

    PubMed

    Diwakar, Shyam; Parasuram, Harilal; Medini, Chaitanya; Raman, Raghu; Nedungadi, Prema; Wiertelak, Eric; Srivastava, Sanjeeva; Achuthan, Krishnashree; Nair, Bipin

    2014-01-01

    Classroom-level neuroscience experiments vary from detailed protocols involving chemical, physiological and imaging techniques to computer-based modeling. The application of Information and Communication Technology (ICT) is revolutionizing the current laboratory scenario in terms of active learning especially for distance education cases. Virtual web-based labs are an asset to educational institutions confronting economic issues in maintaining equipment, facilities and other conditions needed for good laboratory practice. To enhance education, we developed virtual laboratories in neuroscience and explored their first-level use in (Indian) University education in the context of developing countries. Besides using interactive animations and remotely-triggered experimental devices, a detailed mathematical simulator was implemented on a web-based software platform. In this study, we focused on the perceptions of technology adoption for a virtual neurophysiology laboratory as a new pedagogy tool for complementing college laboratory experience. The study analyses the effect of virtual labs on users assessing the relationship between cognitive, social and teaching presence. Combining feedback from learners and teachers, the study suggests enhanced motivation for students and improved teaching experience for instructors.

  14. Complementing Neurophysiology Education for Developing Countries via Cost-Effective Virtual Labs: Case Studies and Classroom Scenarios

    PubMed Central

    Diwakar, Shyam; Parasuram, Harilal; Medini, Chaitanya; Raman, Raghu; Nedungadi, Prema; Wiertelak, Eric; Srivastava, Sanjeeva; Achuthan, Krishnashree; Nair, Bipin

    2014-01-01

    Classroom-level neuroscience experiments vary from detailed protocols involving chemical, physiological and imaging techniques to computer-based modeling. The application of Information and Communication Technology (ICT) is revolutionizing the current laboratory scenario in terms of active learning especially for distance education cases. Virtual web-based labs are an asset to educational institutions confronting economic issues in maintaining equipment, facilities and other conditions needed for good laboratory practice. To enhance education, we developed virtual laboratories in neuroscience and explored their first-level use in (Indian) University education in the context of developing countries. Besides using interactive animations and remotely-triggered experimental devices, a detailed mathematical simulator was implemented on a web-based software platform. In this study, we focused on the perceptions of technology adoption for a virtual neurophysiology laboratory as a new pedagogy tool for complementing college laboratory experience. The study analyses the effect of virtual labs on users assessing the relationship between cognitive, social and teaching presence. Combining feedback from learners and teachers, the study suggests enhanced motivation for students and improved teaching experience for instructors. PMID:24693260

  15. A Further Characterization of Empirical Research Related to Learning Outcome Achievement in Remote and Virtual Science Labs

    ERIC Educational Resources Information Center

    Brinson, James R.

    2017-01-01

    This paper further characterizes recently reviewed literature related to student learning outcome achievement in non-traditional (virtual and remote) versus traditional (hands-on) science labs, as well as factors to consider when evaluating the state and progress of research in this field as a whole. Current research is characterized according to…

  16. STS-105 Crew Training in VR Lab

    NASA Image and Video Library

    2001-03-15

    JSC2001-00751 (15 March 2001) --- Astronaut Scott J. Horowitz, STS-105 mission commander, uses the virtual reality lab at the Johnson Space Center (JSC) to train for his duties aboard the Space Shuttle Discovery. This type of computer interface paired with virtual reality training hardware and software helps to prepare the entire team for dealing with International Space Station (ISS) elements.

  17. Photographic coverage of STS-112 during EVA 3 in VR Lab.

    NASA Image and Video Library

    2002-08-21

    JSC2002-E-34622 (21 August 2002) --- Astronaut David A. Wolf, STS-112 mission specialist, uses the virtual reality lab at the Johnson Space Center (JSC) to train for his duties aboard the Space Shuttle Atlantis. This type of computer interface paired with virtual reality training hardware and software helps to prepare the entire team for dealing with ISS elements.

  18. STS-115 Vitual Lab Training

    NASA Image and Video Library

    2005-06-07

    JSC2005-E-21191 (7 June 2005) --- Astronaut Steven G. MacLean, STS-115 mission specialist representing the Canadian Space Agency, uses the virtual reality lab at the Johnson Space Center to train for his duties aboard the space shuttle. This type of computer interface, paired with virtual reality training hardware and software, helps to prepare the entire team for dealing with space station elements.

  19. STS-105 Crew Training in VR Lab

    NASA Image and Video Library

    2001-03-15

    JSC2001-00758 (15 March 2001) --- Astronaut Frederick W. Sturckow, STS-105 pilot, uses the virtual reality lab at the Johnson Space Center (JSC) to train for his duties aboard the Space Shuttle Discovery. This type of computer interface paired with virtual reality training hardware and software helps to prepare the entire team for dealing with International Space Station (ISS) elements.

  20. STS-115 Vitual Lab Training

    NASA Image and Video Library

    2005-06-07

    JSC2005-E-21192 (7 June 2005) --- Astronauts Christopher J. Ferguson (left), STS-115 pilot, and Daniel C. Burbank, mission specialist, use the virtual reality lab at the Johnson Space Center to train for their duties aboard the space shuttle. This type of computer interface, paired with virtual reality training hardware and software, helps to prepare the entire team for dealing with space station elements.

  1. Providing Guidance in Virtual Lab Experimentation: The Case of an Experiment Design Tool

    ERIC Educational Resources Information Center

    Efstathiou, Charalampos; Hovardas, Tasos; Xenofontos, Nikoletta A.; Zacharia, Zacharias C.; deJong, Ton; Anjewierden, Anjo; van Riesen, Siswa A. N.

    2018-01-01

    The present study employed a quasi-experimental design to assess a computer-based tool, which was intended to scaffold the task of designing experiments when using a virtual lab for the process of experimentation. In particular, we assessed the impact of this tool on primary school students' cognitive processes and inquiry skills before and after…

  2. A Study on Learning Effect among Different Learning Styles in a Web-Based Lab of Science for Elementary School Students

    ERIC Educational Resources Information Center

    Sun, Koun-tem; Lin, Yuan-cheng; Yu, Chia-jui

    2008-01-01

    The purpose of this study is to explore the learning effect related to different learning styles in a Web-based virtual science laboratory for elementary school students. The online virtual lab allows teachers to integrate information and communication technology (ICT) into science lessons. The results of this experimental teaching method…

  3. 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.

  4. STS-134 crew in Virtual Reality Lab during their MSS/EVAA SUPT2 Team training

    NASA Image and Video Library

    2010-08-27

    JSC2010-E-121045 (27 Aug. 2010) --- NASA astronaut Andrew Feustel (right), STS-134 mission specialist, uses the virtual reality lab in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to train for some of his duties aboard the space shuttle and space station. This type of computer interface, paired with virtual reality training hardware and software, helps to prepare crew members for dealing with space station elements. David Homan assisted Feustel. Photo credit: NASA or National Aeronautics and Space Administration

  5. The StratusLab cloud distribution: Use-cases and support for scientific applications

    NASA Astrophysics Data System (ADS)

    Floros, E.

    2012-04-01

    The StratusLab project is integrating an open cloud software distribution that enables organizations to setup and provide their own private or public IaaS (Infrastructure as a Service) computing clouds. StratusLab distribution capitalizes on popular infrastructure virtualization solutions like KVM, the OpenNebula virtual machine manager, Claudia service manager and SlipStream deployment platform, which are further enhanced and expanded with additional components developed within the project. The StratusLab distribution covers the core aspects of a cloud IaaS architecture, namely Computing (life-cycle management of virtual machines), Storage, Appliance management and Networking. The resulting software stack provides a packaged turn-key solution for deploying cloud computing services. The cloud computing infrastructures deployed using StratusLab can support a wide range of scientific and business use cases. Grid computing has been the primary use case pursued by the project and for this reason the initial priority has been the support for the deployment and operation of fully virtualized production-level grid sites; a goal that has already been achieved by operating such a site as part of EGI's (European Grid Initiative) pan-european grid infrastructure. In this area the project is currently working to provide non-trivial capabilities like elastic and autonomic management of grid site resources. Although grid computing has been the motivating paradigm, StratusLab's cloud distribution can support a wider range of use cases. Towards this direction, we have developed and currently provide support for setting up general purpose computing solutions like Hadoop, MPI and Torque clusters. For what concerns scientific applications the project is collaborating closely with the Bioinformatics community in order to prepare VM appliances and deploy optimized services for bioinformatics applications. In a similar manner additional scientific disciplines like Earth Science can take advantage of StratusLab cloud solutions. Interested users are welcomed to join StratusLab's user community by getting access to the reference cloud services deployed by the project and offered to the public.

  6. Meeting the Needs of Gifted and Talented Students: Case Study of a Virtual Learning Lab in a Rural Middle School

    ERIC Educational Resources Information Center

    Swan, Bonnie; Coulombe-Quach, Xuan-Lise; Huang, Angela; Godek, Jaime; Becker, Deborah; Zhou, Yan

    2015-01-01

    Researchers used case study methods to investigate a virtual learning lab (VLL) in a rural school district that was created in 2011 as a way to better meet the unique needs of exceptional students who are considered gifted. Data were collected through focus groups, classroom observations, interviews, and reviewing relevant documents. Topics…

  7. STS-111 Training in VR lab with Expedition IV and V Crewmembers

    NASA Image and Video Library

    2001-10-18

    JSC2001-E-39090 (18 October 2001) --- Cosmonaut Valeri G. Korzun, Expedition Five mission commander representing Rosaviakosmos, uses the virtual reality lab at the Johnson Space Center (JSC) to train for his duties on the International Space Station (ISS). This type of computer interface paired with virtual reality training hardware and software helps the entire team for dealing with ISS elements.

  8. Towards Competence-Based Learning Design Driven Remote and Virtual Labs Recommendations for Science Teachers

    ERIC Educational Resources Information Center

    Zervas, Panagiotis; Sergis, Stylianos; Sampson, Demetrios G.; Fyskilis, Stefanos

    2015-01-01

    Remote and virtual labs (RVLs) are widely used by science education teachers in their daily teaching practice. This has led to a plethora of RVLs that are offered with or without cost. In order to organise them and facilitate their search and findability, several RVL web-based repositories have been operated. As a result, a key open challenge is…

  9. The photoelectric effect and study of the diffraction of light: Two new experiments in UNILabs virtual and remote laboratories network

    NASA Astrophysics Data System (ADS)

    Pedro Sánchez, Juan; Sáenz, Jacobo; de la Torre, Luis; Carreras, Carmen; Yuste, Manuel; Heradio, Rubén; Dormido, Sebastián

    2016-05-01

    This work describes two experiments: "study of the diffraction of light: Fraunhofer approximation" and "the photoelectric effect". Both of them count with a virtual, simulated, version of the experiment as well as with a real one which can be operated remotely. The two previous virtual and remote labs (built using Easy Java(script) Simulations) are integrated in UNILabs, a network of online interactive laboratories based on the free Learning Management System Moodle. In this web environment, students can find not only the virtual and remote labs but also manuals with related theory, the user interface description for each application, and so on.

  10. Design and implementation of an internet-based electrical engineering laboratory.

    PubMed

    He, Zhenlei; Shen, Zhangbiao; Zhu, Shanan

    2014-09-01

    This paper describes an internet-based electrical engineering laboratory (IEE-Lab) with virtual and physical experiments at Zhejiang University. In order to synthesize the advantages of both experiment styles, the IEE-Lab is come up with Client/Server/Application framework and combines the virtual and physical experiments. The design and workflow of IEE-Lab are introduced. The analog electronic experiment is taken as an example to show Flex plug-in design, data communication based on XML (Extensible Markup Language), experiment simulation modeled by Modelica and control terminals' design. Crown Copyright © 2014. Published by Elsevier Ltd. All rights reserved.

  11. Virtual Learning Environments as Sociomaterial Agents in the Network of Teaching Practice

    ERIC Educational Resources Information Center

    Johannesen, Monica; Erstad, Ola; Habib, Laurence

    2012-01-01

    This article presents findings related to the sociomaterial agency of educators and their practice in Norwegian education. Using actor-network theory, we ask how Virtual Learning Environments (VLEs) negotiate the agency of educators and how they shape their teaching practice. Since the same kinds of VLE tools have been widely implemented…

  12. Aerospace applications of virtual environment technology.

    PubMed

    Loftin, R B

    1996-11-01

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

  13. Towards a Metadata Schema for Characterizing Lesson Plans Supported by Virtual and Remote Labs in School Science Education

    ERIC Educational Resources Information Center

    Zervas, Panagiotis; Tsourlidaki, Eleftheria; Sotiriou, Sofoklis; Sampson, Demetrios G.

    2015-01-01

    Technological advancements in the field of World Wide Web have led to a plethora of remote and virtual labs (RVLs) that are currently available online and they are offered with or without cost. However, using a RVL to teach a specific science subject might not be a straightforward task for a science teacher. As a result, science teachers need to…

  14. Sniffing Out Efficacy: Sniffy Lite, a Virtual Animal Lab

    ERIC Educational Resources Information Center

    Venneman, Sandy S.; Knowles, Laura, Ruth

    2005-01-01

    We investigated the benefits of using a virtual laboratory, Sniffy Lite CD-ROM (Alloway, Wilson, Graham, & Krames, 2000), as a supplemental teaching tool to present schedules of reinforcement in operant conditioning. Our results suggest that using the virtual laboratory significantly enhanced understanding. Students who used the virtual laboratory…

  15. Effect of Virtual Analytical Chemistry Laboratory on Enhancing Student Research Skills and Practices

    ERIC Educational Resources Information Center

    Bortnik, Boris; Stozhko, Natalia; Pervukhina, Irina; Tchernysheva, Albina; Belysheva, Galina

    2017-01-01

    This article aims to determine the effect of a virtual chemistry laboratory on university student achievement. The article describes a model of a laboratory course that includes a virtual component. This virtual component is viewed as a tool of student pre-lab autonomous learning. It presents electronic resources designed for a virtual laboratory…

  16. The NASA Augmented/Virtual Reality Lab: The State of the Art at KSC

    NASA Technical Reports Server (NTRS)

    Little, William

    2017-01-01

    The NASA Augmented Virtual Reality (AVR) Lab at Kennedy Space Center is dedicated to the investigation of Augmented Reality (AR) and Virtual Reality (VR) technologies, with the goal of determining potential uses of these technologies as human-computer interaction (HCI) devices in an aerospace engineering context. Begun in 2012, the AVR Lab has concentrated on commercially available AR and VR devices that are gaining in popularity and use in a number of fields such as gaming, training, and telepresence. We are working with such devices as the Microsoft Kinect, the Oculus Rift, the Leap Motion, the HTC Vive, motion capture systems, and the Microsoft Hololens. The focus of our work has been on human interaction with the virtual environment, which in turn acts as a communications bridge to remote physical devices and environments which the operator cannot or should not control or experience directly. Particularly in reference to dealing with spacecraft and the oftentimes hazardous environments they inhabit, it is our hope that AR and VR technologies can be utilized to increase human safety and mission success by physically removing humans from those hazardous environments while virtually putting them right in the middle of those environments.

  17. Evaluation of robotic cardiac surgery simulation training: A randomized controlled trial.

    PubMed

    Valdis, Matthew; Chu, Michael W A; Schlachta, Christopher; Kiaii, Bob

    2016-06-01

    To compare the currently available simulation training modalities used to teach robotic surgery. Forty surgical trainees completed a standardized robotic 10-cm dissection of the internal thoracic artery and placed 3 sutures of a mitral valve annuloplasty in porcine models and were then randomized to a wet lab, a dry lab, a virtual reality lab, or a control group that received no additional training. All groups trained to a level of proficiency determined by 2 expert robotic cardiac surgeons. All assessments were evaluated using the Global Evaluative Assessment of Robotic Skills in a blinded fashion. Wet lab trainees showed the greatest improvement in time-based scoring and the objective scoring tool compared with the experts (mean, 24.9 ± 1.7 vs 24.9 ± 2.6; P = .704). The virtual reality lab improved their scores and met the level of proficiency set by our experts for all primary outcomes (mean, 24.9 ± 1.7 vs 22.8 ± 3.7; P = .103). Only the control group trainees were not able to meet the expert level of proficiency for both time-based scores and the objective scoring tool (mean, 24.9 ± 1.7 vs 11.0 ± 4.5; P < .001). The average duration of training was shortest for the dry lab and longest for the virtual reality simulation (1.6 hours vs 9.3 hours; P < .001). We have completed the first randomized controlled trial to objectively compare the different training modalities of robotic surgery. Our data demonstrate the significant benefits of wet lab and virtual reality robotic simulation training and highlight key differences in current training methods. This study can help guide training programs in investing resources in cost-effective, high-yield simulation exercises. Copyright © 2016 The American Association for Thoracic Surgery. All rights reserved.

  18. Do Policies that Encourage Better Attendance in Lab Change Students' Academic Behaviors and Performances in Introductory Science Courses?

    ERIC Educational Resources Information Center

    Moore, Randy; Jensen, Philip A.

    2008-01-01

    Science courses with hands-on investigative labs are a typical part of the general education requirements at virtually all colleges and universities. In these courses, labs that satisfy a curricular requirement for "lab experience" are important because they provide the essence of the scientific experience--that is, they give students…

  19. STS-126 crew during preflight VR LAB MSS EVA2 training

    NASA Image and Video Library

    2008-04-14

    JSC2008-E-033771 (14 April 2008) --- Astronaut Eric A. Boe, STS-126 pilot, uses the virtual reality lab in the Space Vehicle Mockup Facility at NASA's Johnson Space Center to train for some of his duties aboard the space shuttle and space station. This type of computer interface, paired with virtual reality training hardware and software, helps to prepare the entire team for dealing with space station elements.

  20. Air-condition Control System of Weaving Workshop Based on LabVIEW

    NASA Astrophysics Data System (ADS)

    Song, Jian

    The project of air-condition measurement and control system based on LabVIEW is put forward for the sake of controlling effectively the environmental targets in the weaving workshop. In this project, which is based on the virtual instrument technology and in which LabVIEW development platform by NI is adopted, the system is constructed on the basis of the virtual instrument technology. It is composed of the upper PC, central control nodes based on CC2530, sensor nodes, sensor modules and executive device. Fuzzy control algorithm is employed to achieve the accuracy control of the temperature and humidity. A user-friendly man-machine interaction interface is designed with virtual instrument technology at the core of the software. It is shown by experiments that the measurement and control system can run stably and reliably and meet the functional requirements for controlling the weaving workshop.

  1. Networking Labs in the Online Environment: Indicators for Success

    ERIC Educational Resources Information Center

    Lahoud, Hilmi A.; Krichen, Jack P.

    2010-01-01

    Several techniques have been used to provide hands-on educational experiences to online learners, including remote labs, simulation software, and virtual labs, which offer a more structured environment, including simulations and scheduled asynchronous access to physical resources. This exploratory study investigated how these methods can be used…

  2. RoboLab and virtual environments

    NASA Technical Reports Server (NTRS)

    Giarratano, Joseph C.

    1994-01-01

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

  3. Integration Head Mounted Display Device and Hand Motion Gesture Device for Virtual Reality Laboratory

    NASA Astrophysics Data System (ADS)

    Rengganis, Y. A.; Safrodin, M.; Sukaridhoto, S.

    2018-01-01

    Virtual Reality Laboratory (VR Lab) is an innovation for conventional learning media which show us whole learning process in laboratory. There are many tools and materials are needed by user for doing practical in it, so user could feel new learning atmosphere by using this innovation. Nowadays, technologies more sophisticated than before. So it would carry in education and it will be more effective, efficient. The Supported technologies are needed us for making VR Lab such as head mounted display device and hand motion gesture device. The integration among them will be used us for making this research. Head mounted display device for viewing 3D environment of virtual reality laboratory. Hand motion gesture device for catching user real hand and it will be visualized in virtual reality laboratory. Virtual Reality will show us, if using the newest technologies in learning process it could make more interesting and easy to understand.

  4. Vision-based navigation in a dynamic environment for virtual human

    NASA Astrophysics Data System (ADS)

    Liu, Yan; Sun, Ji-Zhou; Zhang, Jia-Wan; Li, Ming-Chu

    2004-06-01

    Intelligent virtual human is widely required in computer games, ergonomics software, virtual environment and so on. We present a vision-based behavior modeling method to realize smart navigation in a dynamic environment. This behavior model can be divided into three modules: vision, global planning and local planning. Vision is the only channel for smart virtual actor to get information from the outside world. Then, the global and local planning module use A* and D* algorithm to find a way for virtual human in a dynamic environment. Finally, the experiments on our test platform (Smart Human System) verify the feasibility of this behavior model.

  5. Effects of Implementing a Hybrid Wet Lab and Online Module Lab Curriculum into a General Chemistry Course: Impacts on Student Performance and Engagement with the Chemistry Triplet

    ERIC Educational Resources Information Center

    Irby, Stefan M.; Borda, Emily J.; Haupt, Justin

    2018-01-01

    Here, we describe the implementation a hybrid general chemistry teaching laboratory curriculum that replaces a portion of a course's traditional "wet lab" experiences with online virtual lab modules. These modules intentionally utilize representations on all three levels of the chemistry triplet-macroscopic, submicroscopic, and symbolic.…

  6. STS-105 Crew Training in VR Lab

    NASA Image and Video Library

    2001-03-15

    JSC2001-00754 (15 March 2001) --- Astronaut Patrick G. Forrester, STS-105 mission specialist, uses specialized gear in the virtual reality lab at the Johnson Space Center (JSC) to train for his duties aboard the Space Shuttle Discovery. This type of virtual reality training allows the astronauts to wear a helmet and special gloves while looking at computer displays simulating actual movements around the various locations on the International Space Station (ISS) hardware with which they will be working.

  7. STS-109 Crew Training in VR Lab, Building 9

    NASA Image and Video Library

    2001-08-08

    JSC2001-E-24452 (8 August 2001) --- Astronauts John M. Grunsfeld (left), STS-109 payload commander, and Nancy J. Currie, mission specialist, use the virtual reality lab at the Johnson Space Center (JSC) to train for some of their duties aboard the Space Shuttle Columbia. This type of computer interface paired with virtual reality training hardware and software helps to prepare the entire team to perform its duties during the fourth Hubble Space Telescope (HST) servicing mission.

  8. STS-111 Training in VR lab with Expedition IV and V Crewmembers

    NASA Image and Video Library

    2001-10-18

    JSC2001-E-39082 (18 October 2001) --- Cosmonaut Valeri G. Korzun (left), Expedition Five mission commander, and astronaut Carl E. Walz, Expedition Four flight engineer, use the virtual reality lab at the Johnson Space Center (JSC) to train for their duties on the International Space Station (ISS). This type of computer interface paired with virtual reality training hardware and software helps the entire team for dealing with ISS elements. Korzun represents Rosaviakosmos.

  9. Evaluation of the Use of a Virtual Patient on Student Competence and Confidence in Performing Simulated Clinic Visits.

    PubMed

    Taglieri, Catherine A; Crosby, Steven J; Zimmerman, Kristin; Schneider, Tulip; Patel, Dhiren K

    2017-06-01

    Objective. To assess the effect of incorporating virtual patient activities in a pharmacy skills lab on student competence and confidence when conducting real-time comprehensive clinic visits with mock patients. Methods. Students were randomly assigned to a control or intervention group. The control group completed the clinic visit prior to completing virtual patient activities. The intervention group completed the virtual patient activities prior to the clinic visit. Student proficiency was evaluated in the mock lab. All students completed additional exercises with the virtual patient and were subsequently assessed. Student impressions were assessed via a pre- and post-experience survey. Results. Student performance conducting clinic visits was higher in the intervention group compared to the control group. Overall student performance continued to improve in the subsequent module. There was no change in student confidence from pre- to post-experience. Student rating of the ease of use and realistic simulation of the virtual patient increased; however, student rating of the helpfulness of the virtual patient decreased. Despite student rating of the helpfulness of the virtual patient program, student performance improved. Conclusion. Virtual patient activities enhanced student performance during mock clinic visits. Students felt the virtual patient realistically simulated a real patient. Virtual patients may provide additional learning opportunities for students.

  10. The Immersive Virtual Reality Lab: Possibilities for Remote Experimental Manipulations of Autonomic Activity on a Large Scale.

    PubMed

    Juvrud, Joshua; Gredebäck, Gustaf; Åhs, Fredrik; Lerin, Nils; Nyström, Pär; Kastrati, Granit; Rosén, Jörgen

    2018-01-01

    There is a need for large-scale remote data collection in a controlled environment, and the in-home availability of virtual reality (VR) and the commercial availability of eye tracking for VR present unique and exciting opportunities for researchers. We propose and provide a proof-of-concept assessment of a robust system for large-scale in-home testing using consumer products that combines psychophysiological measures and VR, here referred to as a Virtual Lab. For the first time, this method is validated by correlating autonomic responses, skin conductance response (SCR), and pupillary dilation, in response to a spider, a beetle, and a ball using commercially available VR. Participants demonstrated greater SCR and pupillary responses to the spider, and the effect was dependent on the proximity of the stimuli to the participant, with a stronger response when the spider was close to the virtual self. We replicated these effects across two experiments and in separate physical room contexts to mimic variability in home environment. Together, these findings demonstrate the utility of pupil dilation as a marker of autonomic arousal and the feasibility to assess this in commercially available VR hardware and support a robust Virtual Lab tool for massive remote testing.

  11. The Immersive Virtual Reality Lab: Possibilities for Remote Experimental Manipulations of Autonomic Activity on a Large Scale

    PubMed Central

    Juvrud, Joshua; Gredebäck, Gustaf; Åhs, Fredrik; Lerin, Nils; Nyström, Pär; Kastrati, Granit; Rosén, Jörgen

    2018-01-01

    There is a need for large-scale remote data collection in a controlled environment, and the in-home availability of virtual reality (VR) and the commercial availability of eye tracking for VR present unique and exciting opportunities for researchers. We propose and provide a proof-of-concept assessment of a robust system for large-scale in-home testing using consumer products that combines psychophysiological measures and VR, here referred to as a Virtual Lab. For the first time, this method is validated by correlating autonomic responses, skin conductance response (SCR), and pupillary dilation, in response to a spider, a beetle, and a ball using commercially available VR. Participants demonstrated greater SCR and pupillary responses to the spider, and the effect was dependent on the proximity of the stimuli to the participant, with a stronger response when the spider was close to the virtual self. We replicated these effects across two experiments and in separate physical room contexts to mimic variability in home environment. Together, these findings demonstrate the utility of pupil dilation as a marker of autonomic arousal and the feasibility to assess this in commercially available VR hardware and support a robust Virtual Lab tool for massive remote testing. PMID:29867318

  12. Ames Lab 101: osgBullet

    ScienceCinema

    McCorkle, Doug

    2017-12-27

    Ames Laboratory scientist Doug McCorkle explains osgBullet, a 3-D virtual simulation software, and how it helps engineers design complex products and systems in a realistic, real-time virtual environment.

  13. Making Real Virtual Labs

    ERIC Educational Resources Information Center

    Keller, Harry E.; Keller, Edward E.

    2005-01-01

    Francis Bacon began defining scientific methodology in the early 17th century, and secondary school science classes began to implement science labs in the mid-19th century. By the early 20th century, leading educators were suggesting that science labs be used to develop scientific thinking habits in young students, and at the beginning of the 21st…

  14. ExperimentaLab: A Virtual Platform to Enhance Entrepreneurial Education through Training

    ERIC Educational Resources Information Center

    Iscaro, Valentina; Castaldi, Laura; Sepe, Enrica

    2017-01-01

    With a view to enhancing the entrepreneurial activity of universities, the authors explore the concepts and features of the "experimental lab", presenting it as an effective means of supporting entrepreneurial training programmes and helping students to turn ideas into actual start-ups. In this context, the term experimental lab refers…

  15. A Computer Lab that Students Use but Never See

    ERIC Educational Resources Information Center

    Young, Jeffrey R.

    2008-01-01

    North Carolina State University may never build another computer lab. Instead the university has installed racks of equipment in windowless rooms where students and professors never go. This article describes a project called the Virtual Computing Lab. Users enter it remotely from their own computers in dormitory rooms or libraries. They get all…

  16. 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…

  17. Immersive Education, an Annotated Webliography

    ERIC Educational Resources Information Center

    Pricer, Wayne F.

    2011-01-01

    In this second installment of a two-part feature on immersive education a webliography will provide resources discussing the use of various types of computer simulations including: (a) augmented reality, (b) virtual reality programs, (c) gaming resources for teaching with technology, (d) virtual reality lab resources, (e) virtual reality standards…

  18. STS-105 Crew Training in VR Lab

    NASA Image and Video Library

    2001-03-15

    JSC2001-00748 (15 March 2001) --- Astronaut Patrick G. Forrester, STS-105 mission specialist, prepares to use specialized gear in the virtual reality lab at the Johnson Space Center (JSC) to train for his duties aboard the Space Shuttle Discovery. This type of virtual reality training allows the astronauts to wear a helmet and special gloves while looking at computer displays simulating actual movements around the various locations on the International Space Station (ISS) hardware with which they will be working.

  19. STS-131 crew during VR Lab MSS/EVAB SUPT3 Team 91016 training

    NASA Image and Video Library

    2009-09-25

    JSC2009-E-214346 (25 Sept. 2009) --- Japan Aerospace Exploration Agency (JAXA) astronaut Naoko Yamazaki, STS-131 mission specialist, uses the virtual reality lab in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to train for some of her duties aboard the space shuttle and space station. This type of computer interface, paired with virtual reality training hardware and software, helps to prepare the entire team for dealing with space station elements.

  20. STS-131 crew during VR Lab MSS/EVAB SUPT3 Team 91016 training

    NASA Image and Video Library

    2009-09-25

    JSC2009-E-214328 (25 Sept. 2009) --- Japan Aerospace Exploration Agency (JAXA) astronaut Naoko Yamazaki, STS-131 mission specialist, uses the virtual reality lab in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to train for some of her duties aboard the space shuttle and space station. This type of computer interface, paired with virtual reality training hardware and software, helps to prepare the entire team for dealing with space station elements.

  1. STS-111 Training in VR lab with Expedition IV and V Crewmembers

    NASA Image and Video Library

    2001-10-18

    JSC2001-E-39083 (18 October 2001) --- Astronaut Franklin R. Chang-Diaz, STS-111 mission specialist, uses specialized gear in the virtual reality lab at the Johnson Space Center (JSC) to train for his duties aboard the Space Shuttle Endeavour. This type of virtual reality training allows the astronauts to wear a helmet and special gloves while looking at computer displays simulating actual movements around the various locations on the International Space Station (ISS) hardware with which they will be working.

  2. STS-111 Training in VR lab with Expedition IV and V Crewmembers

    NASA Image and Video Library

    2001-10-18

    JSC2001-E-39085 (18 October 2001) --- Cosmonaut Valeri G. Korzun (left), Expedition Five mission commander, astronaut Peggy A. Whitson, Expedition Five flight engineer, and astronaut Carl E. Walz, Expedition Four flight engineer, use the virtual reality lab at the Johnson Space Center (JSC) to train for their duties on the International Space Station (ISS). This type of computer interface paired with virtual reality training hardware and software helps the entire team for dealing with ISS elements. Korzun represents Rosaviakosmos.

  3. STS-133 crew training in VR Lab with replacement crew member Steve Bowen

    NASA Image and Video Library

    2011-01-24

    JSC2011-E-006293 (24 Jan. 2011) --- NASA astronaut Michael Barratt, STS-133 mission specialist, uses the virtual reality lab in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to train for some of his duties aboard the space shuttle and space station. This type of computer interface, paired with virtual reality training hardware and software, helps to prepare crew members for dealing with space station elements. Photo credit: NASA or National Aeronautics and Space Administration

  4. Photographic coverage of STS-112 during EVA 3 in VR Lab.

    NASA Image and Video Library

    2002-08-21

    JSC2002-E-34625 (21 Aug. 2002) --- Astronaut Sandra H. Magnus (left), STS-112 mission specialist, uses the virtual reality lab at NASA?s Johnson Space Center (JSC) to train for her duties aboard the space shuttle Atlantis. This type of computer interface paired with virtual reality training hardware and software helps to prepare the entire team for dealing with ISS elements. Lead SSRMS instructor Elizabeth C. Bloomer assisted Magnus. Astronaut Ellen Ochoa (standing) looks on. Photo credit: NASA

  5. STS-131 crew during VR Lab MSS/EVAB SUPT3 Team 91016 training

    NASA Image and Video Library

    2009-09-25

    JSC2009-E-214321 (25 Sept. 2009) --- NASA astronauts James P. Dutton Jr., STS-131 pilot; and Stephanie Wilson, mission specialist, use the virtual reality lab in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to train for some of their duties aboard the space shuttle and space station. This type of computer interface, paired with virtual reality training hardware and software, helps to prepare the entire team for dealing with space station elements.

  6. The Design of a Chemical Virtual Instrument Based on LabVIEW for Determining Temperatures and Pressures.

    PubMed

    Wang, Wen-Bin; Li, Jang-Yuan; Wu, Qi-Jun

    2007-01-01

    A LabVIEW-based self-constructed chemical virtual instrument (VI) has been developed for determining temperatures and pressures. It can be put together easily and quickly by selecting hardware modules, such as the PCI-DAQ card or serial port method, different kinds of sensors, signal-conditioning circuits or finished chemical instruments, and software modules such as data acquisition, saving, proceeding. The VI system provides individual and extremely flexible solutions for automatic measurements in physical chemistry research.

  7. The Design of a Chemical Virtual Instrument Based on LabVIEW for Determining Temperatures and Pressures

    PubMed Central

    Wang, Wen-Bin; Li, Jang-Yuan; Wu, Qi-Jun

    2007-01-01

    A LabVIEW-based self-constructed chemical virtual instrument (VI) has been developed for determining temperatures and pressures. It can be put together easily and quickly by selecting hardware modules, such as the PCI-DAQ card or serial port method, different kinds of sensors, signal-conditioning circuits or finished chemical instruments, and software modules such as data acquisition, saving, proceeding. The VI system provides individual and extremely flexible solutions for automatic measurements in physical chemistry research. PMID:17671611

  8. Middle school students' learning of mechanics concepts through engagement in different sequences of physical and virtual experiments

    NASA Astrophysics Data System (ADS)

    Sullivan, Sarah; Gnesdilow, Dana; Puntambekar, Sadhana; Kim, Jee-Seon

    2017-08-01

    Physical and virtual experimentation are thought to have different affordances for supporting students' learning. Research investigating the use of physical and virtual experiments to support students' learning has identified a variety of, sometimes conflicting, outcomes. Unanswered questions remain about how physical and virtual experiments may impact students' learning and for which contexts and content areas they may be most effective. Using a quasi-experimental design, we examined eighth grade students' (N = 100) learning of physics concepts related to pulleys depending on the sequence of physical and virtual labs they engaged in. Five classes of students were assigned to either the: physical first condition (PF) (n = 55), where students performed a physical pulley experiment and then performed the same experiment virtually, or virtual first condition (VF) (n = 45), with the opposite sequence. Repeated measures ANOVA's were conducted to examine how physical and virtual labs impacted students' learning of specific physics concepts. While we did not find clear-cut support that one sequence was better, we did find evidence that participating in virtual experiments may be more beneficial for learning certain physics concepts, such as work and mechanical advantage. Our findings support the idea that if time or physical materials are limited, using virtual experiments may help students understand work and mechanical advantage.

  9. A Pilot Study of the Effectiveness of Augmented Reality to Enhance the Use of Remote Labs in Electrical Engineering Education

    NASA Astrophysics Data System (ADS)

    Mejías Borrero, A.; Andújar Márquez, J. M.

    2012-10-01

    Lab practices are an essential part of teaching in Engineering. However, traditional laboratory lessons developed in classroom labs (CL) must be adapted to teaching and learning strategies that go far beyond the common concept of e-learning, in the sense that completely virtualized distance education disconnects teachers and students from the real world, which can generate specific problems in laboratory classes. Current proposals of virtual labs (VL) and remote labs (RL) do not either cover new needs properly or contribute remarkable improvement to traditional labs—except that they favor distance training. Therefore, online teaching and learning in lab practices demand a further step beyond current VL and RL. This paper poses a new reality and new teaching/learning concepts in the field of lab practices in engineering. The developed augmented reality-based lab system (augmented remote lab, ARL) enables teachers and students to work remotely (Internet/intranet) in current CL, including virtual elements which interact with real ones. An educational experience was conducted to assess the developed ARL with the participation of a group of 10 teachers and another group of 20 students. Both groups have completed lab practices of the contents in the subjects Digital Systems and Robotics and Industrial Automation, which belong to the second year of the new degree in Electronic Engineering (adapted to the European Space for Higher Education). The labs were carried out by means of three different possibilities: CL, VL and ARL. After completion, both groups were asked to fill in some questionnaires aimed at measuring the improvement contributed by ARL relative to CL and VL. Except in some specific questions, the opinion of teachers and students was rather similar and positive regarding the use and possibilities of ARL. Although the results are still preliminary and need further study, seems to conclude that ARL remarkably improves the possibilities of current VL and RL. Furthermore, ARL can be concluded to allow further possibilities when used online than traditional laboratory lessons completed in CL.

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

    ERIC Educational Resources Information Center

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

    2016-01-01

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

  11. 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…

  12. Virtual Environment User Interfaces to Support RLV and Space Station Simulations in the ANVIL Virtual Reality Lab

    NASA Technical Reports Server (NTRS)

    Dumas, Joseph D., II

    1998-01-01

    Several virtual reality I/O peripherals were successfully configured and integrated as part of the author's 1997 Summer Faculty Fellowship work. These devices, which were not supported by the developers of VR software packages, use new software drivers and configuration files developed by the author to allow them to be used with simulations developed using those software packages. The successful integration of these devices has added significant capability to the ANVIL lab at MSFC. In addition, the author was able to complete the integration of a networked virtual reality simulation of the Space Shuttle Remote Manipulator System docking Space Station modules which was begun as part of his 1996 Fellowship. The successful integration of this simulation demonstrates the feasibility of using VR technology for ground-based training as well as on-orbit operations.

  13. Material Matters for Learning in Virtual Networks: A Case Study of a Professional Learning Programme Hosted in a Google+ Online Community

    ERIC Educational Resources Information Center

    Ackland, Aileen; Swinney, Ann

    2015-01-01

    In this paper, we draw on Actor-Network Theories (ANT) to explore how material components functioned to create gateways and barriers to a virtual learning network in the context of a professional development module in higher education. Students were practitioners engaged in family learning in different professional roles and contexts. The data…

  14. Internet-Based Laboratory Immersion: When The Real Deal is Not Available

    NASA Astrophysics Data System (ADS)

    Meisner, Gerald; Hoffman, Harol

    2004-11-01

    Do you want all of your students to investigate equilibrium conditions in the physics lab, but don't have time for lab investigations? Do your under-prepared students need basic, careful and detailed remedial work to help them succeed? LAAPhysics provides an answer to these questions by means of robust online physics courseware based on: (1) a sound, research-based pedagogy (2) a rich laboratory environment with skills and operational knowledge transferable to the wet lab' and (3) a paradigm which is economically scalable. LAAPhysics provides both synchronous and asynchronous learning experiences for an introductory, algebra-based course for students (undergraduate, AP High School, seekers of a second degree), those seeking career changes, and pre-service and in-service teachers. We have developed a simulated physics laboratory comprised of virtual lab equipment and instruments, associated curriculum modules and virtual guidance for real time feedback, formative assessment and collaborative learning.

  15. A Further Characterization of Empirical Research Related to Learning Outcome Achievement in Remote and Virtual Science Labs

    NASA Astrophysics Data System (ADS)

    Brinson, James R.

    2017-10-01

    This paper further characterizes recently reviewed literature related to student learning outcome achievement in non-traditional (virtual and remote) versus traditional (hands-on) science labs, as well as factors to consider when evaluating the state and progress of research in this field as a whole. Current research is characterized according to (1) participant nationality and culture, (2) participant education level, (3) participant demography, (4) scientific discipline, and (5) research methodology, which could provide avenues for further research and useful dialog regarding the measurement and interpretation of data related to student learning outcome achievement in, and thus the efficacy of, non-traditional versus traditional science labs. Current research is also characterized by (6) research publication media and (7) availability of non-traditional labs used, which demonstrate some of the obstacles to progress and consensus in this research field.

  16. Action adaptation during natural unfolding social scenes influences action recognition and inferences made about actor beliefs.

    PubMed

    Keefe, Bruce D; Wincenciak, Joanna; Jellema, Tjeerd; Ward, James W; Barraclough, Nick E

    2016-07-01

    When observing another individual's actions, we can both recognize their actions and infer their beliefs concerning the physical and social environment. The extent to which visual adaptation influences action recognition and conceptually later stages of processing involved in deriving the belief state of the actor remains unknown. To explore this we used virtual reality (life-size photorealistic actors presented in stereoscopic three dimensions) to see how visual adaptation influences the perception of individuals in naturally unfolding social scenes at increasingly higher levels of action understanding. We presented scenes in which one actor picked up boxes (of varying number and weight), after which a second actor picked up a single box. Adaptation to the first actor's behavior systematically changed perception of the second actor. Aftereffects increased with the duration of the first actor's behavior, declined exponentially over time, and were independent of view direction. Inferences about the second actor's expectation of box weight were also distorted by adaptation to the first actor. Distortions in action recognition and actor expectations did not, however, extend across different actions, indicating that adaptation is not acting at an action-independent abstract level but rather at an action-dependent level. We conclude that although adaptation influences more complex inferences about belief states of individuals, this is likely to be a result of adaptation at an earlier action recognition stage rather than adaptation operating at a higher, more abstract level in mentalizing or simulation systems.

  17. A comparison of the effectiveness of virtual and traditional dissection on learning frog anatomy in high school

    NASA Astrophysics Data System (ADS)

    Montgomery, Laura

    This study examined the effectiveness of a virtual frog dissection software program titled Cyber Ed Dissection Series as compared to a traditional frog dissection in relation to student achievement. The study sample consisted of eighty-four general ability level students attending a mid sized, suburban high school in Southern New Jersey. Students were divided into three groups: traditional dissectors, virtual dissectors, and a choice group. Each group of students took a pretest before beginning a unit on amphibians and upon its completion took a posttest consisting of general knowledge questions. Additionally, a lab practicum test (where students were required to identify organs and organ functions in actual specimens) was administered at the completion of the amphibian unit. Resulting test scores of the posttests and lab practicum tests were analyzed based on whether students dissected traditionally or virtually. Results indicate that there was no significant difference between traditional dissectors and virtual dissectors on the general knowledge test posttest, but there was a significant difference on the lab practicum test. This difference was further explored and analyzed in relation to gender, grade level, and ethnicity. In regard to these three variables, no significant differences between related sub-groups were noted. Responses to an open-ended question regarding the reasons the members of the choice group chose a particular method of dissection are also presented.

  18. On Scaffolding Adaptive Teaching Prompts within Virtual Labs

    ERIC Educational Resources Information Center

    Najjar, Mehdi

    2008-01-01

    Despite a growing development of virtual laboratories which use the advantages of multimedia and Internet for distance education, learning by means of such tutorial tools would be more effective if they were specifically tailored to each student needs. The virtual teaching process would be well adapted if an artificial tutor can identify the…

  19. Is There a Second Life for Virtual Worlds?

    ERIC Educational Resources Information Center

    Ramaswami, Rama

    2011-01-01

    Just a few years ago, virtual worlds were credited with the power to transform the universe. Used since the late 1990s in military and medical applications, virtual worlds first gained mainstream media attention when Linden Lab released Second Life in 2003. While other worlds, including open source environments, have launched since then (examples…

  20. The Learning Gains and Student Perceptions of a Second Life Virtual Lab

    ERIC Educational Resources Information Center

    Cobb, Stephanie; Heaney, Rose; Corcoran, Olivia; Henderson-Begg, Stephanie

    2009-01-01

    This study examines students' reactions to the virtual biosciences laboratory developed in Second Life[R] (SL) at the University of East London. Final year undergraduates and masters students studying biotechnology took part in a trial of a virtual Polymerase Chain Reaction (PCR) experiment in Second Life and evaluated their experience by…

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

    NASA Astrophysics Data System (ADS)

    Reese, Mary Celeste

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

  2. Type practical application in spectral analysis, combining Labview and open source software

    NASA Astrophysics Data System (ADS)

    Chioncel, C. P.; Anghel Drugarin, C. V.

    2018-01-01

    The paper presents the interconnection possibility of LabVIEW with his different opportunities and Scilab, one of the successful free MatLAB clones. The interconnection between those was made possible through the LabVIEW to Scilab gateway. This tool can be applied in virtual as well as in real laboratories, representing a true assistance for self-learning, too.

  3. 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.

  4. TraitEnactments as Density Distributions: The Role of Actors, Situations, and Observers in Explaining Stability and Variability

    PubMed Central

    Fleeson, William; Law, Mary Kate

    2015-01-01

    The purposes of this paper were to determine (i)whether the high consistency of individual differences in average aggregated behavior is due to actors’ personalities or to consistency in the situations those actors encounter; and(ii)whether the surprisingly high within-person variability in trait enactment is a real phenomenon corroborated by observers, or merely in individuals’ heads. Although traits are supposed to describe what individuals are like in everyday life, little evidence exists about the enactment of trait content in everyday life. Past experience-sampling studies have found both highly variable and highly consistent trait enactment, but were restricted to self-report data and to naturally occurring situations. The current study used experience-sampling in controlled lab environments with 97 targets and 183 observers to address these shortcomings. Targets attended hour-long lab sessions 20x each and observers rated targets’ behavior. Parameters of distributions were highly consistent (r’s ~ .80), revealing that actors were responsible for consistency, not situations. Nonetheless, observer ratings revealed that most variability in trait enactment was within-person, confirming that even when people put it on the line in ways that affect others, they still varied rapidly in the traits they enacted. In the face of two historically vexing objections to traits, this paper supports the density distributions model of traits and argues that trait conceptualizations must accommodate large within-person variability. PMID:26348598

  5. A nested virtualization tool for information technology practical education.

    PubMed

    Pérez, Carlos; Orduña, Juan M; Soriano, Francisco R

    2016-01-01

    A common problem of some information technology courses is the difficulty of providing practical exercises. Although different approaches have been followed to solve this problem, it is still an open issue, specially in security and computer network courses. This paper proposes NETinVM, a tool based on nested virtualization that includes a fully functional lab, comprising several computers and networks, in a single virtual machine. It also analyzes and evaluates how it has been used in different teaching environments. The results show that this tool makes it possible to perform demos, labs and practical exercises, greatly appreciated by the students, that would otherwise be unfeasible. Also, its portability allows to reproduce classroom activities, as well as the students' autonomous work.

  6. Research on Modeling Technology of Virtual Robot Based on LabVIEW

    NASA Astrophysics Data System (ADS)

    Wang, Z.; Huo, J. L.; Y Sun, L.; Y Hao, X.

    2017-12-01

    Because of the dangerous working environment, the underwater operation robot for nuclear power station needs manual teleoperation. In the process of operation, it is necessary to guide the position and orientation of the robot in real time. In this paper, the geometric modeling of the virtual robot and the working environment is accomplished by using SolidWorks software, and the accurate modeling and assembly of the robot are realized. Using LabVIEW software to read the model, and established the manipulator forward kinematics and inverse kinematics model, and realized the hierarchical modeling of virtual robot and computer graphics modeling. Experimental results show that the method studied in this paper can be successfully applied to robot control system.

  7. Intelligent Motion and Interaction Within Virtual Environments

    NASA Technical Reports Server (NTRS)

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

    2007-01-01

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

  8. STS-116 and Expedition 12 Preflight Training, VR Lab Bldg. 9.

    NASA Image and Video Library

    2005-05-06

    JSC2005-E-18147 (6 May 2005) --- Astronauts Sunita L. Williams (left), Expedition 14 flight engineer, and Joan E. Higginbotham, STS-116 mission specialist, use the virtual reality lab at the Johnson Space Center to train for their duties aboard the space shuttle. This type of computer interface, paired with virtual reality training hardware and software, helps to prepare the entire team for dealing with space station elements. Williams will join Expedition 14 in progress and serve as a flight engineer after traveling to the station on space shuttle mission STS-116.

  9. The Next Wave: Humans, Computers, and Redefining Reality

    NASA Technical Reports Server (NTRS)

    Little, William

    2018-01-01

    The Augmented/Virtual Reality (AVR) Lab at KSC is dedicated to " exploration into the growing computer fields of Extended Reality and the Natural User Interface (it is) a proving ground for new technologies that can be integrated into future NASA projects and programs." The topics of Human Computer Interface, Human Computer Interaction, Augmented Reality, Virtual Reality, and Mixed Reality are defined; examples of work being done in these fields in the AVR Lab are given. Current new and future work in Computer Vision, Speech Recognition, and Artificial Intelligence are also outlined.

  10. Design of virtual display and testing system for moving mass electromechanical actuator

    NASA Astrophysics Data System (ADS)

    Gao, Zhigang; Geng, Keda; Zhou, Jun; Li, Peng

    2015-12-01

    Aiming at the problem of control, measurement and movement virtual display of moving mass electromechanical actuator(MMEA), the virtual testing system of MMEA was developed based on the PC-DAQ architecture and the software platform of LabVIEW, and the comprehensive test task such as drive control of MMEA, tests of kinematic parameter, measurement of centroid position and virtual display of movement could be accomplished. The system could solve the alignment for acquisition time between multiple measurement channels in different DAQ cards, then on this basis, the researches were focused on the dynamic 3D virtual display by the LabVIEW, and the virtual display of MMEA were realized by the method of calling DLL and the method of 3D graph drawing controls. Considering the collaboration with the virtual testing system, including the hardware drive, the measurement software of data acquisition, and the 3D graph drawing controls method was selected, which could obtained the synchronization measurement, control and display. The system can measure dynamic centroid position and kinematic position of movable mass block while controlling the MMEA, and the interface of 3D virtual display has realistic effect and motion smooth, which can solve the problem of display and playback about MMEA in the closed shell.

  11. Ames Lab 101: C6: Virtual Engineering

    ScienceCinema

    McCorkle, Doug

    2018-01-01

    Ames Laboratory scientist Doug McCorkle explains the importance of virtual engineering and talks about the C6. The C6 is a three-dimensional, fully-immersive synthetic environment residing in the center atrium of Iowa State University's Howe Hall.

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

    ERIC Educational Resources Information Center

    Foster, Andrea L.

    2008-01-01

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

  13. Development, Implementation, and Assessment of General Chemistry Lab Experiments Performed in the Virtual World of Second Life

    ERIC Educational Resources Information Center

    Winkelmann, Kurt; Keeney-Kennicutt, Wendy; Fowler, Debra; Macik, Maria

    2017-01-01

    Virtual worlds are a potential medium for teaching college-level chemistry laboratory courses. To determine the feasibility of conducting chemistry experiments in such an environment, undergraduate students performed two experiments in the immersive virtual world of Second Life (SL) as part of their regular General Chemistry 2 laboratory course.…

  14. Teaching Physics to Deaf College Students in a 3-D Virtual Lab

    ERIC Educational Resources Information Center

    Robinson, Vicki

    2013-01-01

    Virtual worlds are used in many educational and business applications. At the National Technical Institute for the Deaf at Rochester Institute of Technology (NTID/RIT), deaf college students are introduced to the virtual world of Second Life, which is a 3-D immersive, interactive environment, accessed through computer software. NTID students use…

  15. Virtual Worlds: A New Opportunity for People with Lifelong Disability?

    ERIC Educational Resources Information Center

    Stendal, Karen; Balandin, Susan; Molka-Danielsen, Judith

    2011-01-01

    Virtual worlds, such as Second Life[R], are the latest star in the online communication sky. Created by Linden Lab, Second Life is a three-dimensional environment that provides a context for avatars to communicate and socialise with other avatars in a variety of settings (Bell, 2009). Virtual worlds have been used to train people with intellectual…

  16. GEARS a 3D Virtual Learning Environment and Virtual Social and Educational World Used in Online Secondary Schools

    ERIC Educational Resources Information Center

    Barkand, Jonathan; Kush, Joseph

    2009-01-01

    Virtual Learning Environments (VLEs) are becoming increasingly popular in online education environments and have multiple pedagogical advantages over more traditional approaches to education. VLEs include 3D worlds where students can engage in simulated learning activities such as Second Life. According to Claudia L'Amoreaux at Linden Lab, "at…

  17. A Pilot Study of the Effectiveness of Augmented Reality to Enhance the Use of Remote Labs in Electrical Engineering Education

    ERIC Educational Resources Information Center

    Borrero, A. Mejias; Marquez, J. M. Andujar

    2012-01-01

    Lab practices are an essential part of teaching in Engineering. However, traditional laboratory lessons developed in classroom labs (CL) must be adapted to teaching and learning strategies that go far beyond the common concept of e-learning, in the sense that completely virtualized distance education disconnects teachers and students from the real…

  18. 3D-Lab: a collaborative web-based platform for molecular modeling.

    PubMed

    Grebner, Christoph; Norrby, Magnus; Enström, Jonatan; Nilsson, Ingemar; Hogner, Anders; Henriksson, Jonas; Westin, Johan; Faramarzi, Farzad; Werner, Philip; Boström, Jonas

    2016-09-01

    The use of 3D information has shown impact in numerous applications in drug design. However, it is often under-utilized and traditionally limited to specialists. We want to change that, and present an approach making 3D information and molecular modeling accessible and easy-to-use 'for the people'. A user-friendly and collaborative web-based platform (3D-Lab) for 3D modeling, including a blazingly fast virtual screening capability, was developed. 3D-Lab provides an interface to automatic molecular modeling, like conformer generation, ligand alignments, molecular dockings and simple quantum chemistry protocols. 3D-Lab is designed to be modular, and to facilitate sharing of 3D-information to promote interactions between drug designers. Recent enhancements to our open-source virtual reality tool Molecular Rift are described. The integrated drug-design platform allows drug designers to instantaneously access 3D information and readily apply advanced and automated 3D molecular modeling tasks, with the aim to improve decision-making in drug design projects.

  19. Virtual Physics Laboratory Application Based on the Android Smartphone to Improve Learning Independence and Conceptual Understanding

    ERIC Educational Resources Information Center

    Arista, Fitra Suci; Kuswanto, Heru

    2018-01-01

    The research study concerned here was to: (1) produce a virtual physics laboratory application to be called ViPhyLab by using the Android smartphone as basis; (2) determine the appropriateness and quality of the virtual physics laboratory application that had been developed; and (3) describe the improvement in learning independence and conceptual…

  20. Mobile e-Learning for Next Generation Communication Environment

    ERIC Educational Resources Information Center

    Wu, Tin-Yu; Chao, Han-Chieh

    2008-01-01

    This article develops an environment for mobile e-learning that includes an interactive course, virtual online labs, an interactive online test, and lab-exercise training platform on the fourth generation mobile communication system. The Next Generation Learning Environment (NeGL) promotes the term "knowledge economy." Inter-networking…

  1. Expedition 15 Crew Members training in the Virtual Reality (VR) Laboratory

    NASA Image and Video Library

    2006-09-25

    JSC2006-E-41640 (25 Sept. 2006) --- Cosmonaut Fyodor N. Yurchikhin, Expedition 15 commander representing Russia's Federal Space Agency, participates in a camera review training session in the virtual reality lab in the Space Vehicle Mockup Facility at Johnson Space Center.

  2. Expedition 15 Crew Members training in the Virtual Reality (VR) Laboratory

    NASA Image and Video Library

    2006-09-25

    JSC2006-E-41641 (25 Sept. 2006) --- Cosmonaut Oleg V. Kotov, Expedition 15 flight engineer representing Russia's Federal Space Agency, participates in a camera review training session in the virtual reality lab in the Space Vehicle Mockup Facility at Johnson Space Center.

  3. The Virtual Genetics Lab: A Freely-Available Open-Source Genetics Simulation

    ERIC Educational Resources Information Center

    White, Brian; Bolker, Ethan; Koolar, Nikunj; Ma, Wei; Maw, Naing Naing; Yu, Chung Ying

    2007-01-01

    This lab is a computer simulation of transmission genetics. It presents students with a genetic phenomenon--the inheritance of a randomly--selected trait. The students' task is to determine how this trait is inherited by designing their own crosses and analyzing the results produced by the software.

  4. The Ever-Present Demand for Public Computing Resources. CDS Spotlight

    ERIC Educational Resources Information Center

    Pirani, Judith A.

    2014-01-01

    This Core Data Service (CDS) Spotlight focuses on public computing resources, including lab/cluster workstations in buildings, virtual lab/cluster workstations, kiosks, laptop and tablet checkout programs, and workstation access in unscheduled classrooms. The findings are derived from 758 CDS 2012 participating institutions. A dataset of 529…

  5. Complete LabVIEW-Controlled HPLC Lab: An Advanced Undergraduate Experience

    ERIC Educational Resources Information Center

    Beussman, Douglas J.; Walters, John P.

    2017-01-01

    Virtually all modern chemical instrumentation is controlled by computers. While software packages are continually becoming easier to use, allowing for more researchers to utilize more complex instruments, conveying some level of understanding as to how computers and instruments communicate is still an important part of the undergraduate…

  6. Virtual Doppelgangers: Psychological Effects of Avatars Who Ignore Their Owners

    NASA Astrophysics Data System (ADS)

    Bailenson, Jeremy N.; Segovia, Kathryn Y.

    For a decade, the Virtual Human Interaction Lab has been creating doppelgangers, virtual versions of the self, for research purposes. This chapter considers how humans may be affected by confrontation with virtual versions of themselves, on the basis of well-established psychological theories, including social cognitive theory (social learning theory), media richness theory (information richness theory), and self-perception theory. Experiments carried out in the Lab, and informed by these theories, have explored such notable topics as health communication, marketing, and false memories. The findings of one series of studies suggest that doppelgangerscan show the rewards of exercise and proper eating habits, changing people's health-related behavior as a result. Other studies showed that doppelgangers are powerful marketing agents and can be used in advertisements to create favorable brand impressions among consumers. Other research documented that children have difficulty in distinguishing between an actual memory elicited by a physical world event and a false memory elicited by mental image or doppelganger.

  7. Virtual and remote experiments for radiometric and photometric measurements

    NASA Astrophysics Data System (ADS)

    Thoms, L.-J.; Girwidz, R.

    2017-09-01

    The analysis of spectra is fundamental to our modern understanding of wave optics and colour perception. Since spectrometers are expensive, and accurate calibration is necessary to achieve high quality spectra, we developed a remote lab on optical spectrometry. With this tool, students can carry out real experiments over the Internet. In this article the pros and cons of remote labs, the physical background of optical spectrometry, and the development and use of a radiometric remote lab for higher education are discussed. The remote lab is freely accessible to everyone at http://virtualremotelab.net.

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

    NASA Technical Reports Server (NTRS)

    Chronister, Andrew

    2016-01-01

    In the field of human-computer interaction, Augmented Reality (AR) and Virtual Reality (VR) have been rapidly growing areas of interest and concerted development effort thanks to both private and public research. At NASA, a number of groups have explored the possibilities afforded by AR and VR technology, among which is the IT Advanced Concepts Lab (ITACL). Within ITACL, the AVR (Augmented/Virtual Reality) Lab focuses on VR technology specifically for its use in command and control. Previous work in the AVR lab includes the Natural User Interface (NUI) project and the Virtual Control Panel (VCP) project, which created virtual three-dimensional interfaces that users could interact with while wearing a VR headset thanks to body- and hand-tracking technology. The Virtual Tablet (VT) project attempts to improve on these previous efforts by incorporating a physical surrogate which is mirrored in the virtual environment, mitigating issues with difficulty of visually determining the interface location and lack of tactile feedback discovered in the development of previous efforts. The physical surrogate takes the form of a handheld sheet of acrylic glass with several infrared-range reflective markers and a sensor package attached. Using the sensor package to track orientation and a motion-capture system to track the marker positions, a model of the surrogate is placed in the virtual environment at a position which corresponds with the real-world location relative to the user's VR Head Mounted Display (HMD). A set of control mechanisms is then projected onto the surface of the surrogate such that to the user, immersed in VR, the control interface appears to be attached to the object they are holding. The VT project was taken from an early stage where the sensor package, motion-capture system, and physical surrogate had been constructed or tested individually but not yet combined or incorporated into the virtual environment. My contribution was to combine the pieces of hardware, write software to incorporate each piece of position or orientation data into a coherent description of the object's location in space, place the virtual analogue accordingly, and project the control interface onto it, resulting in a functioning object which has both a physical and a virtual presence. Additionally, the virtual environment was enhanced with two live video feeds from cameras mounted on the robotic device being used as an example target of the virtual interface. The working VT allows users to naturally interact with a control interface with little to no training and without the issues found in previous efforts.

  9. 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.

  10. Teaching Web Security Using Portable Virtual Labs

    ERIC Educational Resources Information Center

    Chen, Li-Chiou; Tao, Lixin

    2012-01-01

    We have developed a tool called Secure WEb dEvelopment Teaching (SWEET) to introduce security concepts and practices for web application development. This tool provides introductory tutorials, teaching modules utilizing virtualized hands-on exercises, and project ideas in web application security. In addition, the tool provides pre-configured…

  11. Cloud-Based Virtual Laboratory for Network Security Education

    ERIC Educational Resources Information Center

    Xu, Le; Huang, Dijiang; Tsai, Wei-Tek

    2014-01-01

    Hands-on experiments are essential for computer network security education. Existing laboratory solutions usually require significant effort to build, configure, and maintain and often do not support reconfigurability, flexibility, and scalability. This paper presents a cloud-based virtual laboratory education platform called V-Lab that provides a…

  12. Software platform virtualization in chemistry research and university teaching

    PubMed Central

    2009-01-01

    Background Modern chemistry laboratories operate with a wide range of software applications under different operating systems, such as Windows, LINUX or Mac OS X. Instead of installing software on different computers it is possible to install those applications on a single computer using Virtual Machine software. Software platform virtualization allows a single guest operating system to execute multiple other operating systems on the same computer. We apply and discuss the use of virtual machines in chemistry research and teaching laboratories. Results Virtual machines are commonly used for cheminformatics software development and testing. Benchmarking multiple chemistry software packages we have confirmed that the computational speed penalty for using virtual machines is low and around 5% to 10%. Software virtualization in a teaching environment allows faster deployment and easy use of commercial and open source software in hands-on computer teaching labs. Conclusion Software virtualization in chemistry, mass spectrometry and cheminformatics is needed for software testing and development of software for different operating systems. In order to obtain maximum performance the virtualization software should be multi-core enabled and allow the use of multiprocessor configurations in the virtual machine environment. Server consolidation, by running multiple tasks and operating systems on a single physical machine, can lead to lower maintenance and hardware costs especially in small research labs. The use of virtual machines can prevent software virus infections and security breaches when used as a sandbox system for internet access and software testing. Complex software setups can be created with virtual machines and are easily deployed later to multiple computers for hands-on teaching classes. We discuss the popularity of bioinformatics compared to cheminformatics as well as the missing cheminformatics education at universities worldwide. PMID:20150997

  13. Software platform virtualization in chemistry research and university teaching.

    PubMed

    Kind, Tobias; Leamy, Tim; Leary, Julie A; Fiehn, Oliver

    2009-11-16

    Modern chemistry laboratories operate with a wide range of software applications under different operating systems, such as Windows, LINUX or Mac OS X. Instead of installing software on different computers it is possible to install those applications on a single computer using Virtual Machine software. Software platform virtualization allows a single guest operating system to execute multiple other operating systems on the same computer. We apply and discuss the use of virtual machines in chemistry research and teaching laboratories. Virtual machines are commonly used for cheminformatics software development and testing. Benchmarking multiple chemistry software packages we have confirmed that the computational speed penalty for using virtual machines is low and around 5% to 10%. Software virtualization in a teaching environment allows faster deployment and easy use of commercial and open source software in hands-on computer teaching labs. Software virtualization in chemistry, mass spectrometry and cheminformatics is needed for software testing and development of software for different operating systems. In order to obtain maximum performance the virtualization software should be multi-core enabled and allow the use of multiprocessor configurations in the virtual machine environment. Server consolidation, by running multiple tasks and operating systems on a single physical machine, can lead to lower maintenance and hardware costs especially in small research labs. The use of virtual machines can prevent software virus infections and security breaches when used as a sandbox system for internet access and software testing. Complex software setups can be created with virtual machines and are easily deployed later to multiple computers for hands-on teaching classes. We discuss the popularity of bioinformatics compared to cheminformatics as well as the missing cheminformatics education at universities worldwide.

  14. Virtual Instrument for Determining Rate Constant of Second-Order Reaction by pX Based on LabVIEW 8.0.

    PubMed

    Meng, Hu; Li, Jiang-Yuan; Tang, Yong-Huai

    2009-01-01

    The virtual instrument system based on LabVIEW 8.0 for ion analyzer which can measure and analyze ion concentrations in solution is developed and comprises homemade conditioning circuit, data acquiring board, and computer. It can calibrate slope, temperature, and positioning automatically. When applied to determine the reaction rate constant by pX, it achieved live acquiring, real-time displaying, automatical processing of testing data, generating the report of results; and other functions. This method simplifies the experimental operation greatly, avoids complicated procedures of manual processing data and personal error, and improves veracity and repeatability of the experiment results.

  15. Development of and feedback on a fully automated virtual reality system for online training in weight management skills.

    PubMed

    Thomas, J Graham; Spitalnick, Josh S; Hadley, Wendy; Bond, Dale S; Wing, Rena R

    2015-01-01

    Virtual reality (VR) technology can provide a safe environment for observing, learning, and practicing use of behavioral weight management skills, which could be particularly useful in enhancing minimal contact online weight management programs. The Experience Success (ES) project developed a system for creating and deploying VR scenarios for online weight management skills training. Virtual environments populated with virtual actors allow users to experiment with implementing behavioral skills via a PC-based point and click interface. A culturally sensitive virtual coach guides the experience, including planning for real-world skill use. Thirty-seven overweight/obese women provided feedback on a test scenario focused on social eating situations. They reported that the scenario gave them greater skills, confidence, and commitment for controlling eating in social situations. © 2014 Diabetes Technology Society.

  16. Development of and Feedback on a Fully Automated Virtual Reality System for Online Training in Weight Management Skills

    PubMed Central

    Spitalnick, Josh S.; Hadley, Wendy; Bond, Dale S.; Wing, Rena R.

    2014-01-01

    Virtual reality (VR) technology can provide a safe environment for observing, learning, and practicing use of behavioral weight management skills, which could be particularly useful in enhancing minimal contact online weight management programs. The Experience Success (ES) project developed a system for creating and deploying VR scenarios for online weight management skills training. Virtual environments populated with virtual actors allow users to experiment with implementing behavioral skills via a PC-based point and click interface. A culturally sensitive virtual coach guides the experience, including planning for real-world skill use. Thirty-seven overweight/obese women provided feedback on a test scenario focused on social eating situations. They reported that the scenario gave them greater skills, confidence, and commitment for controlling eating in social situations. PMID:25367014

  17. Digitization of the human body in the present-day economy

    NASA Astrophysics Data System (ADS)

    D'Apuzzo, Nicola

    2004-12-01

    In this paper we report on the historic development of human body digitization and on the actual state of commercially available technology. Complete systems for the digitization of the human body exist since more than ten years. One of the main users of this technology was the entertainment industry. Every new movie excited with attractive visual effects, but only few people knew that the most thrilling cuts were realized by using virtual persons. The faces and bodies of actors were digitized and the "virtual twin" replaced the actor in the movie. Nowadays, the state of the human body digitization is so high that it is not possible any more to distinguish the real actor from the virtual one. Indeed, for the rush technical development has to be thanked the movie industry, which was one of the strong economic motors for this technology. Today, with the possibility of a massive cost reduction given by new technologies, methods for digitization of the human body are used also in other fields of application, such as ergonomics, medical applications, computer games, biometry and anthropometrics. With the time, this technology becomes interesting also for sport, fitness, fashion and beauty. A large expansion of human body digitization is expected in the near future. To date, different technologies are used commercially for the measurement of the human body. They can be divided into three distinguished groups: laser-scanning, projection of light patterns, combination modeling and image processing. The different solutions have strengths and weaknesses that profile their suitability for specific applications. This paper gives an overview of their differences and characteristics and expresses clues for the selection of the adequate method. Practical examples of commercial exploitation of human body digitization are also presented and new interesting perspectives are introduced.

  18. Digitization of the human body in the present-day economy

    NASA Astrophysics Data System (ADS)

    D'Apuzzo, Nicola

    2005-01-01

    In this paper we report on the historic development of human body digitization and on the actual state of commercially available technology. Complete systems for the digitization of the human body exist since more than ten years. One of the main users of this technology was the entertainment industry. Every new movie excited with attractive visual effects, but only few people knew that the most thrilling cuts were realized by using virtual persons. The faces and bodies of actors were digitized and the "virtual twin" replaced the actor in the movie. Nowadays, the state of the human body digitization is so high that it is not possible any more to distinguish the real actor from the virtual one. Indeed, for the rush technical development has to be thanked the movie industry, which was one of the strong economic motors for this technology. Today, with the possibility of a massive cost reduction given by new technologies, methods for digitization of the human body are used also in other fields of application, such as ergonomics, medical applications, computer games, biometry and anthropometrics. With the time, this technology becomes interesting also for sport, fitness, fashion and beauty. A large expansion of human body digitization is expected in the near future. To date, different technologies are used commercially for the measurement of the human body. They can be divided into three distinguished groups: laser-scanning, projection of light patterns, combination modeling and image processing. The different solutions have strengths and weaknesses that profile their suitability for specific applications. This paper gives an overview of their differences and characteristics and expresses clues for the selection of the adequate method. Practical examples of commercial exploitation of human body digitization are also presented and new interesting perspectives are introduced.

  19. Inside Linden Lab

    ERIC Educational Resources Information Center

    Atkinson, Tom

    2008-01-01

    In this article, the author provides an overview of Second Life[trademark], or simply SL, which was developed at Linden Lab, a San Francisco-based corporation. SL is an online society within a threee-dimensional virtual world entirely built and owned by its residents, where they can explore, build, socialize and participate in their own economy.…

  20. Towards New Multiplatform Hybrid Online Laboratory Models

    ERIC Educational Resources Information Center

    Rodriguez-Gil, Luis; García-Zubia, Javier; Orduña, Pablo; López-de-Ipiña, Diego

    2017-01-01

    Online laboratories have traditionally been split between virtual labs, with simulated components; and remote labs, with real components. The former tend to provide less realism but to be easily scalable and less expensive to maintain, while the latter are fully real but tend to require a higher maintenance effort and be more error-prone. This…

  1. Simulated and Virtual Science Laboratory Experiments: Improving Critical Thinking and Higher-Order Learning Skills

    ERIC Educational Resources Information Center

    Simon, Nicole A.

    2013-01-01

    Virtual laboratory experiments using interactive computer simulations are not being employed as viable alternatives to laboratory science curriculum at extensive enough rates within higher education. Rote traditional lab experiments are currently the norm and are not addressing inquiry, Critical Thinking, and cognition throughout the laboratory…

  2. Laparoscopic baseline ability assessment by virtual reality.

    PubMed

    Madan, Atul K; Frantzides, Constantine T; Sasso, Lisa M

    2005-02-01

    Assessment of any surgical skill is time-consuming and difficult. Currently, there are no accepted metrics for most surgical skills, especially laparoscopic skills. Virtual reality has been utilized for laparoscopic training of surgical residents. Our hypothesis is that this technology can be utilized for laparoscopic ability metrics. This study involved medical students with no previous laparoscopic experience. All students were taken into a porcine laboratory in order to assess two operative tasks (measuring a piece of bowel and placing a piece of bowel into a laparoscopic bag). Then they were taken into an inanimate lab with a Minimally Invasive Surgery Trainer-Virtual Reality (MIST-VR). Each student repeatedly performed one task (placing a virtual reality ball into a receptacle). The students' scores and times from the animate lab were compared with average economy of movement and times from the MIST-VR. The MIST-VR scored both hands individually. Thirty-two first- and second-year medical students were included in the study. There was statistically significant (P < 0.05) correlation between 11 of 16 possible relationships between the virtual reality trainer and operative tasks. While not all of the possible relationships demonstrated statistically significant correlation, the majority of the possible relationships demonstrated statistically significant correlation. Virtual reality may be an avenue for measuring laparoscopic surgical ability.

  3. Virtual Reality Simulator Systems in Robotic Surgical Training.

    PubMed

    Mangano, Alberto; Gheza, Federico; Giulianotti, Pier Cristoforo

    2018-06-01

    The number of robotic surgical procedures has been increasing worldwide. It is important to maximize the cost-effectiveness of robotic surgical training and safely reduce the time needed for trainees to reach proficiency. The use of preliminary lab training in robotic skills is a good strategy for the rapid acquisition of further, standardized robotic skills. Such training can be done either by using a simulator or by exercises in a dry or wet lab. While the use of an actual robotic surgical system for training may be problematic (high cost, lack of availability), virtual reality (VR) simulators can overcome many of these obstacles. However, there is still a lack of standardization. Although VR training systems have improved, they cannot yet replace experience in a wet lab. In particular, simulated scenarios are not yet close enough to a real operative experience. Indeed, there is a difference between technical skills (i.e., mechanical ability to perform a simulated task) and surgical competence (i.e., ability to perform a real surgical operation). Thus, while a VR simulator can replace a dry lab, it cannot yet replace training in a wet lab or operative training in actual patients. However, in the near future, it is expected that VR surgical simulators will be able to provide total reality simulation and replace training in a wet lab. More research is needed to produce more wide-ranging, trans-specialty robotic curricula.

  4. Implementation of the Web-based laboratory

    NASA Astrophysics Data System (ADS)

    Ying, Liu; Li, Xunbo

    2005-12-01

    With the rapid developments of Internet technologies, remote access and control via Internet is becoming a reality. A realization of the web-based laboratory (the W-LAB) was presented. The main target of the W-LAB was to allow users to easily access and conduct experiments via the Internet. While realizing the remote communication, a system, which adopted the double client-server architecture, was introduced. It ensures the system better security and higher functionality. The experimental environment implemented in the W-Lab was integrated by both virtual lab and remote lab. The embedded technology in the W-LAB system as an economical and efficient way to build the distributed infrastructural network was introduced. Furthermore, by introducing the user authentication mechanism in the system, it effectively secures the remote communication.

  5. Playing in or out of character: user role differences in the experience of interactive storytelling.

    PubMed

    Roth, Christian; Vermeulen, Ivar; Vorderer, Peter; Klimmt, Christoph; Pizzi, David; Lugrin, Jean-Luc; Cavazza, Marc

    2012-11-01

    Interactive storytelling (IS) is a promising new entertainment technology synthesizing preauthored narrative with dynamic user interaction. Existing IS prototypes employ different modes to involve users in a story, ranging from individual avatar control to comprehensive control over the virtual environment. The current experiment tested whether different player modes (exerting local vs. global influence) yield different user experiences (e.g., senses of immersion vs. control). A within-subject design involved 34 participants playing the cinematic IS drama "Emo Emma"( 1 ) both in the local (actor) and in global (ghost) mode. The latter mode allowed free movement in the virtual environment and hidden influence on characters, objects, and story development. As expected, control-related experiential qualities (effectance, autonomy, flow, and pride) were more intense for players in the global (ghost) mode. Immersion-related experiences did not differ over modes. Additionally, men preferred the sense of command facilitated by the ghost mode, whereas women preferred the sense of involvement facilitated by the actor mode.

  6. Virtual and remote robotic laboratory using EJS, MATLAB and LabVIEW.

    PubMed

    Chaos, Dictino; Chacón, Jesús; Lopez-Orozco, Jose Antonio; Dormido, Sebastián

    2013-02-21

    This paper describes the design and implementation of a virtual and remote laboratory based on Easy Java Simulations (EJS) and LabVIEW. The main application of this laboratory is to improve the study of sensors in Mobile Robotics, dealing with the problems that arise on the real world experiments. This laboratory allows the user to work from their homes, tele-operating a real robot that takes measurements from its sensors in order to obtain a map of its environment. In addition, the application allows interacting with a robot simulation (virtual laboratory) or with a real robot (remote laboratory), with the same simple and intuitive graphical user interface in EJS. Thus, students can develop signal processing and control algorithms for the robot in simulation and then deploy them on the real robot for testing purposes. Practical examples of application of the laboratory on the inter-University Master of Systems Engineering and Automatic Control are presented.

  7. Virtual and Remote Robotic Laboratory Using EJS, MATLAB and Lab VIEW

    PubMed Central

    Chaos, Dictino; Chacón, Jesús; Lopez-Orozco, Jose Antonio; Dormido, Sebastián

    2013-01-01

    This paper describes the design and implementation of a virtual and remote laboratory based on Easy Java Simulations (EJS) and LabVIEW. The main application of this laboratory is to improve the study of sensors in Mobile Robotics, dealing with the problems that arise on the real world experiments. This laboratory allows the user to work from their homes, tele-operating a real robot that takes measurements from its sensors in order to obtain a map of its environment. In addition, the application allows interacting with a robot simulation (virtual laboratory) or with a real robot (remote laboratory), with the same simple and intuitive graphical user interface in EJS. Thus, students can develop signal processing and control algorithms for the robot in simulation and then deploy them on the real robot for testing purposes. Practical examples of application of the laboratory on the inter-University Master of Systems Engineering and Automatic Control are presented. PMID:23429578

  8. Exploring the changing learning environment of the gross anatomy lab.

    PubMed

    Hopkins, Robin; Regehr, Glenn; Wilson, Timothy D

    2011-07-01

    The objective of this study was to assess the impact of virtual models and prosected specimens in the context of the gross anatomy lab. In 2009, student volunteers from an undergraduate anatomy class were randomly assigned to study groups in one of three learning conditions. All groups studied the muscles of mastication and completed identical learning objectives during a 45-minute lab. All groups were provided with two reference atlases. Groups were distinguished by the type of primary tools they were provided: gross prosections, three-dimensional stereoscopic computer model, or both resources. The facilitator kept observational field notes. A prepost multiple-choice knowledge test was administered to evaluate students' learning. No significant effect of the laboratory models was demonstrated between groups on the prepost assessment of knowledge. Recurring observations included students' tendency to revert to individual memorization prior to the posttest, rotation of models to match views in the provided atlas, and dissemination of groups into smaller working units. The use of virtual lab resources seemed to influence the social context and learning environment of the anatomy lab. As computer-based learning methods are implemented and studied, they must be evaluated beyond their impact on knowledge gain to consider the effect technology has on students' social development.

  9. Innovative research on the group teaching mode based on the LabVIEW virtual environment

    NASA Astrophysics Data System (ADS)

    Liang, Pei; Huang, Jie; Gong, Hua-ping; Dong, Qian-min; Dong, Yan-yan; Sun, Cai-xia

    2017-08-01

    This paper discusses the widely existing problems of increasing demand of professional engineer in electronic science major and the backward of the teaching mode at present. From one specialized course "Virtual Instrument technique and LABVIEW programming", we explore the new group-teaching mode based on the Virtual Instrument technique, and then the Specific measures and implementation procedures and effect of this teaching mode summarized in the end.

  10. Virtual Reality and Online Databases: Will "Look and Feel" Literally Mean "Look" and "Feel"? [and]"Online" Interviews Dr. Thomas A. Furness III, Virtual Reality Pioneer.

    ERIC Educational Resources Information Center

    Miller, Carmen

    1992-01-01

    The first of two articles discusses virtual reality (VR) and online databases; the second one reports on an interview with Thomas A. Furness III, who defines VR and explains work at the Human Interface Technology Laboratory (HIT). Sidebars contain a glossary of VR terms and a conversation with Toni Emerson, the HIT lab's librarian. (LRW)

  11. Can a virtual supermarket bring realism into the lab? Comparing shopping behavior using virtual and pictorial store representations to behavior in a physical store.

    PubMed

    van Herpen, Erica; van den Broek, Eva; van Trijp, Hans C M; Yu, Tian

    2016-12-01

    Immersive virtual reality techniques present new opportunities for research into consumer behavior. The current study examines whether the increased realism of a virtual store compared to pictorial (2D) stimuli elicits consumer behavior that is more in line with behavior in a physical store. We examine the number, variety, and type of products selected, amount of money spent, and responses to price promotions and shelf display, in three product categories (fruit & vegetables, milk, and biscuits). We find that virtual reality elicits behavior that is more similar to behavior in the physical store compared to the picture condition for the number of products selected (Milk: M store  = 1.19, M virtual  = 1.53, M pictures  = 2.58) and amount of money spent (Milk: M store  = 1.27, M virtual  = 1.53, M pictures  = 2.60 Euro), and for the selection of products from different areas of the shelf, both vertically (purchases from top shelves, milk and biscuits: P store  = 21.6%, P virtual  = 33.4%, P pictures  = 50.0%) and horizontally (purchase from left shelf, biscuits: P store  = 35.5%, P virtual  = 53.3%, P pictures  = 66.7%). This indicates that virtual reality can improve realism in responses to shelf allocation. Virtual reality was not able to diminish other differences between lab and physical store: participants bought more products and spent more money (for biscuits and fruit & vegetables), bought more national brands, and responded more strongly to price promotions in both virtual reality and pictorial representations than in the physical store. Implications for the use of virtual reality in studies of consumer food choice behavior as well as for future improvement of virtual reality techniques are discussed. Copyright © 2016 Elsevier Ltd. All rights reserved.

  12. STS-111 Expedition Five Crew Training Clip

    NASA Technical Reports Server (NTRS)

    2002-01-01

    The STS-111 Expedition Five Crew begins with training on payload operations. Flight Engineer Peggy Whitson and Mission Specialist Sandy Magnus are shown in Shuttle Remote Manipulator System (SRMS) procedures. Flight Engineer Sergei Treschev gets suited for Neutral Neutral Buoyancy Lab (NBL) training. Virtual Reality lab training is shown with Peggy Whitson. Habitation Equipment and procedures are also presented.

  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. STS-133 crew during MSS/EVAA TEAM training in Virtual Reality Lab

    NASA Image and Video Library

    2010-10-01

    JSC2010-E-170877 (1 Oct. 2010) --- A large monitor is featured in this image during STS-133 crew members? training activities in the virtual reality laboratory in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center. Photo credit: NASA or National Aeronautics and Space Administration

  15. Myths and Realities

    ERIC Educational Resources Information Center

    Atkinson, Tom

    2008-01-01

    Second Life[TM], or simply SL, was developed at Linden Lab, a San Francisco-based corporation defined by its creators as "an online society within a 3-D virtual world entirely built and owned by its residents, where they can explore, build, socialize and participate in their own economy." With over 14 million residents in the SL virtual community,…

  16. Noise and Vibration Risk Prevention Virtual Web for Ubiquitous Training

    ERIC Educational Resources Information Center

    Redel-Macías, María Dolores; Cubero-Atienza, Antonio J.; Martínez-Valle, José Miguel; Pedrós-Pérez, Gerardo; del Pilar Martínez-Jiménez, María

    2015-01-01

    This paper describes a new Web portal offering experimental labs for ubiquitous training of university engineering students in work-related risk prevention. The Web-accessible computer program simulates the noise and machine vibrations met in the work environment, in a series of virtual laboratories that mimic an actual laboratory and provide the…

  17. Sandia National Laboratories: Physical, Chemical, and Nano Sciences

    Science.gov Websites

    Robotics R&D 100 Awards Laboratory Directed Research & Development Technology Deployment Centers Honey I shrunk the circuit CINT Virtual Tour Center for Integrated Nanotechnologies Honey I shrunk the circuit Ion Beam Lab Virtual Tour: Coming Soon! Honey I shrunk the circuit CINT 10 Year Anniversary Video

  18. Adding Automatic Evaluation to Interactive Virtual Labs

    ERIC Educational Resources Information Center

    Farias, Gonzalo; Muñoz de la Peña, David; Gómez-Estern, Fabio; De la Torre, Luis; Sánchez, Carlos; Dormido, Sebastián

    2016-01-01

    Automatic evaluation is a challenging field that has been addressed by the academic community in order to reduce the assessment workload. In this work we present a new element for the authoring tool Easy Java Simulations (EJS). This element, which is named automatic evaluation element (AEE), provides automatic evaluation to virtual and remote…

  19. Supporting Teachers' Technological Pedagogical Content Knowledge of Fractions through Co-Designing a Virtual Manipulative

    ERIC Educational Resources Information Center

    Hansen, Alice; Mavrikis, Manolis; Geraniou, Eirini

    2016-01-01

    This study explores the impact that co-designing a virtual manipulative, Fractions Lab, had on teachers' professional development. Tapping into an existing community of practice of mathematics specialist teachers, the study identifies how a cooperative enquiry approach utilising workshops and school-based visits challenged 23 competent primary…

  20. [Actor as a simulated patient in medical education at the University of Pécs].

    PubMed

    Koppán, Ágnes; Eklicsné Lepenye, Katalin; Halász, Renáta; Sebők, Judit; Szemán, Eszter; Németh, Zsuzsanna; Rendeki, Szilárd

    2017-07-01

    Medical training in the 21st century faces simulation-based education as one of the challenges that efficiently contributes to clinical skills development while moderating the burden on the clinicians and patients alike. The University of Pécs, Medical School has launched a simulation program in the MediSkillsLab based on history taking with actors to improve patient interviewing communication skills. This new program was inspired by experiences gathered in previous medical language teaching and integrates the method of the "Standardized Patient Program". The method has been applied in America since the 1960s. This is the first time the program has been introduced in Hungary and implemented in an interdisciplinary design, where medical specialists, linguists, actor-patients and medical students collaborate to improve professional, language and communicative competence of the students. A course like this has its pivotal role in the medical training, and as a result more efficient and patient-oriented communication may take place at the clinical setting. Orv Hetil. 2017; 158(26): 1022-1027.

  1. Virtual Instrument for Determining Rate Constant of Second-Order Reaction by pX Based on LabVIEW 8.0

    PubMed Central

    Meng, Hu; Li, Jiang-Yuan; Tang, Yong-Huai

    2009-01-01

    The virtual instrument system based on LabVIEW 8.0 for ion analyzer which can measure and analyze ion concentrations in solution is developed and comprises homemade conditioning circuit, data acquiring board, and computer. It can calibrate slope, temperature, and positioning automatically. When applied to determine the reaction rate constant by pX, it achieved live acquiring, real-time displaying, automatical processing of testing data, generating the report of results; and other functions. This method simplifies the experimental operation greatly, avoids complicated procedures of manual processing data and personal error, and improves veracity and repeatability of the experiment results. PMID:19730752

  2. Why Universities Join Cross-Sector Social Partnerships: Theory and Evidence

    ERIC Educational Resources Information Center

    Siegel, David J.

    2010-01-01

    Cross-sector partnerships are an increasingly popular mode of organizing to address intractable social problems, yet theory and research have virtually ignored university involvement in such activity. This article attempts to ascertain the reasons universities join networks of other social actors to support a common cause. Theories on the…

  3. Reusable, Lifelike Virtual Humans for Mentoring and Role-Playing

    ERIC Educational Resources Information Center

    Sims, Edward M.

    2007-01-01

    Lifelike, interactive digital characters, serving as mentors and role-playing actors, have been shown to significantly improve learner motivation and retention. However, the cost of modeling such characters, authoring and editing their interactions, and delivering them over limited-bandwidth connections can be prohibitive. This paper describes a…

  4. Web-Enhanced Networking: A Future Alternative for Command and Control 2025

    DTIC Science & Technology

    2010-01-01

    folksonomies .”6 Since the launch of Facebook in 2004, the utility of virtual networking and live stream applications has been brought to the main stage...connections that could exist between actors. (Kilduff & Tsai, p30) folksonomy A type of classification system for online content, created by an

  5. Exploring the Impact of TeachME™ Lab Virtual Classroom Teaching Simulation on Early Childhood Education Majors' Self-Efficacy Beliefs

    ERIC Educational Resources Information Center

    Bautista, Nazan Uludag; Boone, William J.

    2015-01-01

    The purpose of this study was to investigate the impact of a mixed-reality teaching environment, called TeachME™ Lab (TML), on early childhood education majors' science teaching self-efficacy beliefs. Sixty-two preservice early childhood teachers participated in the study. Analysis of the quantitative (STEBI-b) and qualitative (journal entries)…

  6. Awakening interest in the natural sciences - BASF's Kids' Labs.

    PubMed

    Lang, Cinthia

    2012-01-01

    At BASF's Ludwigshafen headquarters, kids and young adults in grades 1-13 can learn about chemistry in the Kids' Labs. Different programs exist for different levels of knowledge. In the two 'Hands-on Lab H(2)O & Co.' Kids' Labs, students from grades 1-6 explore the secrets of chemistry. BASF Kids' Labs have now been set up in over 30 countries. In Switzerland alone, almost 2,000 students have taken part in the 'Water Loves Chemistry' Kids' Lab since it was started in 2011. In Alsace, 600 students have participated to date. In the Teens' Lab 'Xplore Middle School', middle school students explore five different programs with the themes 'substance labyrinth', 'nutrition', 'coffee, caffeine & co.', 'cosmetics' and 'energy'. Biotechnological methods are the focus of the Teens' Lab 'Xplore Biotech' for students taking basic and advanced biology courses. In the 'Xplore High School' Teens' Lab, chemistry teachers present their own experimental lab instruction for students in basic and advanced chemistry courses. The Virtual Lab has been expanding the offerings of the BASF Kids' Labs since 2011. The online lab was developed by the company for the International Year Of Chemistry and gives kids and young adults the opportunity to do interactive experiments outside of the lab.

  7. VirtualToxLab — A platform for estimating the toxic potential of drugs, chemicals and natural products

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

    Vedani, Angelo, E-mail: angelo.vedani@unibas.ch; Department of Pharmaceutical Sciences, University of Basel, Klingelbergstrasse 50, 4056 Basel; Dobler, Max

    The VirtualToxLab is an in silico technology for estimating the toxic potential (endocrine and metabolic disruption, some aspects of carcinogenicity and cardiotoxicity) of drugs, chemicals and natural products. The technology is based on an automated protocol that simulates and quantifies the binding of small molecules towards a series of proteins, known or suspected to trigger adverse effects. The toxic potential, a non-linear function ranging from 0.0 (none) to 1.0 (extreme), is derived from the individual binding affinities of a compound towards currently 16 target proteins: 10 nuclear receptors (androgen, estrogen α, estrogen β, glucocorticoid, liver X, mineralocorticoid, peroxisome proliferator-activated receptormore » γ, progesterone, thyroid α, and thyroid β), four members of the cytochrome P450 enzyme family (1A2, 2C9, 2D6, and 3A4), a cytosolic transcription factor (aryl hydrocarbon receptor) and a potassium ion channel (hERG). The interface to the technology allows building and uploading molecular structures, viewing and downloading results and, most importantly, rationalizing any prediction at the atomic level by interactively analyzing the binding mode of a compound with its target protein(s) in real-time 3D. The VirtualToxLab has been used to predict the toxic potential for over 2500 compounds: the results are posted on (http://www.virtualtoxlab.org). The free platform — the OpenVirtualToxLab — is accessible (in client–server mode) over the Internet. It is free of charge for universities, governmental agencies, regulatory bodies and non-profit organizations. -- Highlights: ► In silico technology for estimating the toxic potential of drugs and chemicals. ► Simulation of binding towards 16 proteins suspected to trigger adverse effects. ► Mechanistic interpretation and real-time 3D visualization. ► Accessible over the Internet. ► Free of charge for universities, governmental agencies, regulatory bodies and NPOs.« less

  8. Virtual Project Management: Examining the Roles and Functions of Online Instructors in Creating Learning Applications with Value

    ERIC Educational Resources Information Center

    Barrett, Bob

    2012-01-01

    While many students and instructors are transitioning from the brick-and-mortar classrooms to virtual classrooms, labs, and simulations, this requires a higher-level of expertise, control, and perseverance by the instructor. Traditional methods of teaching, leading, managing, and organizing learn activities has changed in terms of the virtual…

  9. Teaching Digital Natives: 3-D Virtual Science Lab in the Middle School Science Classroom

    ERIC Educational Resources Information Center

    Franklin, Teresa J.

    2008-01-01

    This paper presents the development of a 3-D virtual environment in Second Life for the delivery of standards-based science content for middle school students in the rural Appalachian region of Southeast Ohio. A mixed method approach in which quantitative results of improved student learning and qualitative observations of implementation within…

  10. Using Virtual Environments as Professional Development Tools for Pre-Service Teachers Seeking ESOL Endorsement

    ERIC Educational Resources Information Center

    Blankenship, Rebecca J.

    2010-01-01

    The purpose of this study was to investigate the potential use of Second Life (Linden Labs, 2004) and Skype (Skype Limited, 2009) as simulated virtual professional development tools for pre-service teachers seeking endorsement in teaching English as a Second Official Language (ESOL). Second Life is an avatar-based Internet program that allows…

  11. Making Sense of Students' Actions in an Open-Ended Virtual Laboratory Environment

    ERIC Educational Resources Information Center

    Gal, Ya'akov; Uzan, Oriel; Belford, Robert; Karabinos, Michael; Yaron, David

    2015-01-01

    A process for analyzing log files collected from open-ended learning environments is developed and tested on a virtual lab problem involving reaction stoichiometry. The process utilizes a set of visualization tools that, by grouping student actions in a hierarchical manner, helps experts make sense of the linear list of student actions recorded in…

  12. Socialisation for Learning at a Distance in a 3-D Multi-User Virtual Environment

    ERIC Educational Resources Information Center

    Edirisingha, Palitha; Nie, Ming; Pluciennik, Mark; Young, Ruth

    2009-01-01

    This paper reports findings of a pilot study that examined the pedagogical potential of "Second Life" (SL), a popular three-dimensional multi-user virtual environment (3-D MUVE) developed by the Linden Lab. The study is part of a 1-year research and development project titled "Modelling of Secondlife Environments"…

  13. Interfacing LabVIEW With Instrumentation for Electronic Failure Analysis and Beyond

    NASA Technical Reports Server (NTRS)

    Buchanan, Randy K.; Bryan, Coleman; Ludwig, Larry

    1996-01-01

    The Laboratory Virtual Instrumentation Engineering Workstation (LabVIEW) software is designed such that equipment and processes related to control systems can be operationally lined and controlled by the use of a computer. Various processes within the failure analysis laboratories of NASA's Kennedy Space Center (KSC) demonstrate the need for modernization and, in some cases, automation, using LabVIEW. An examination of procedures and practices with the Failure Analaysis Laboratory resulted in the conclusion that some device was necessary to elevate the potential users of LabVIEW to an operational level in minimum time. This paper outlines the process involved in creating a tutorial application to enable personnel to apply LabVIEW to their specific projects. Suggestions for furthering the extent to which LabVIEW is used are provided in the areas of data acquisition and process control.

  14. Structure-Based Virtual Screening of Commercially Available Compound Libraries.

    PubMed

    Kireev, Dmitri

    2016-01-01

    Virtual screening (VS) is an efficient hit-finding tool. Its distinctive strength is that it allows one to screen compound libraries that are not available in the lab. Moreover, structure-based (SB) VS also enables an understanding of how the hit compounds bind the protein target, thus laying ground work for the rational hit-to-lead progression. SBVS requires a very limited experimental effort and is particularly well suited for academic labs and small biotech companies that, unlike pharmaceutical companies, do not have physical access to quality small-molecule libraries. Here, we describe SBVS of commercial compound libraries for Mer kinase inhibitors. The screening protocol relies on the docking algorithm Glide complemented by a post-docking filter based on structural protein-ligand interaction fingerprints (SPLIF).

  15. ESIP Lab: Supporting Development of Earth Sciences Cyberinfrastructure through Innovation Commons

    NASA Astrophysics Data System (ADS)

    Burgess, A. B.; Robinson, E.

    2017-12-01

    The Earth Science Information Partners (ESIP) is an open, networked community that brings together science, data and information technology practitioners from across sectors. Participation in ESIP is beneficial because it provides an intellectual commons to expose, gather and enhance in-house capabilities in support of an organization's own mandate. Recently, ESIP has begun to explore piloting activities that have worked in the U.S. in other countries as a way to facilitate international collaboration and cross-pollination. The newly formed ESIP Lab realizes the commons concept by providing a virtual place to come up with with new solutions through facilitated ideation, take that idea to a low stakes development environment and potentially fail, but if successful, expose developing technology to domain experts through a technology evaluation process. The Lab does this by supporting and funding solution-oriented projects that have discrete development periods and associated budgets across organizations and agencies. In addition, the Lab provides access to AWS cloud computing resources, travel support, virtual and in-person collaborative platform for distributed groups and exposure to the ESIP community as an expert pool. This cycle of ideation to incubation to evaluation and ultimately adoption or infusion of Earth sciences cyberinfrastructure empowers the scientific community and has spawned a variety of developments like community-led ontology portals, ideas for W3C prov standard improvement and an evaluation framework that pushes technology forward and aides in infusion. The Lab is one of these concepts that could be implemented in other countries and the outputs of the Lab would be shared as a commons and available across traditional borders. This presentation will share the methods and the outcomes of the Lab and seed ideas for adoption internationally.

  16. Virtual reality applications in robotic simulations

    NASA Technical Reports Server (NTRS)

    Homan, David J.; Gott, Charles J.; Goza, S. Michael

    1994-01-01

    Virtual reality (VR) provides a means to practice integrated extravehicular activities (EVA)/remote manipulator system (RMS) operations in the on-orbit configuration with no discomfort or risk to crewmembers. VR afforded the STS-61 crew the luxury of practicing the integrated EVA/RMS operations in an on-orbit configuration prior to the actual flight. The VR simulation was developed by the Automation and Robotics Division's Telepresence/Virtual Reality Lab and Integrated Graphics, Operations, and Analysis Lab (IGOAL) at JSC. The RMS Part Task Trainer (PTT) was developed by the IGOAL for RMS training in 1988 as a fully functional, kinematic simulation of the shuttle RMS and served as the RMS portion of the integrated VR simulation. Because the EVA crewmember could get a realistic view of the shuttle and payload bay in the VR simulation, he/she could explore different positions and views to determine the best method for performing a specific task, thus greatly increasing the efficiency of use of the neutral buoyancy facilities.

  17. [Application of virtual instrumentation technique in toxicological studies].

    PubMed

    Moczko, Jerzy A

    2005-01-01

    Research investigations require frequently direct connection of measuring equipment to the computer. Virtual instrumentation technique considerably facilitates programming of sophisticated acquisition-and-analysis procedures. In standard approach these two steps are performed subsequently with separate software tools. The acquired data are transfered with export / import procedures of particular program to the another one which executes next step of analysis. The described procedure is cumbersome, time consuming and may be potential source of the errors. In 1987 National Instruments Corporation introduced LabVIEW language based on the concept of graphical programming. Contrary to conventional textual languages it allows the researcher to concentrate on the resolved problem and omit all syntactical rules. Programs developed in LabVIEW are called as virtual instruments (VI) and are portable among different computer platforms as PCs, Macintoshes, Sun SPARCstations, Concurrent PowerMAX stations, HP PA/RISK workstations. This flexibility warrants that the programs prepared for one particular platform would be also appropriate to another one. In presented paper basic principles of connection of research equipment to computer systems were described.

  18. Virtual Laboratories to Achieve Higher-Order Learning in Fluid Mechanics

    NASA Astrophysics Data System (ADS)

    Ward, A. S.; Gooseff, M. N.; Toto, R.

    2009-12-01

    Bloom’s higher-order cognitive skills (analysis, evaluation, and synthesis) are recognized as necessary in engineering education, yet these are difficult to achieve in traditional lecture formats. Laboratory components supplement traditional lectures in an effort to emphasize active learning and provide higher-order challenges, but these laboratories are often subject to the constraints of (a) increasing student enrollment, (b) limited funding for operational, maintenance, and instructional expenses and (c) increasing demands on undergraduate student credit requirements. Here, we present results from a pilot project implementing virtual (or online) laboratory experiences as an alternative to a traditional laboratory experience in Fluid Mechanics, a required third year course. Students and faculty were surveyed to identify the topics that were most difficult, and virtual laboratory and design components developed to supplement lecture material. Each laboratory includes a traditional lab component, requiring student analysis and evaluation. The lab concludes with a design exercise, which imposes additional problem constraints and allows students to apply their laboratory observations to a real-world situation.

  19. The TriLab, a Novel ICT Based Triple Access Mode Laboratory Education Model

    ERIC Educational Resources Information Center

    Abdulwahed, Mahmoud; Nagy, Zoltan K.

    2011-01-01

    This paper introduces a novel model of laboratory education, namely the TriLab. The model is based on recent advances in ICT and implements a three access modes to the laboratory experience (virtual, hands-on and remote) in one software package. A review of the three modes is provided with highlights of advantages and disadvantages of each mode.…

  20. The Effect of Communicative Impediments on Interpersonal Attachment and Deviance

    ERIC Educational Resources Information Center

    Richardson, Nick J.; Barnum, Christopher C.

    2010-01-01

    This article introduces a theory describing the relationship between factors that increase social isolation and deviance. The theory is examined in the context of virtual visitation. We integrate social exchange, anomie, and strain theories to argue that as communication is impeded between two actors, the less satisfied either will be with the…

  1. Development of a Virtual Tool for Learning Basic Organisation and Planning in Rural Engineering Projects

    ERIC Educational Resources Information Center

    Redel-Macías, María Dolores; Castillo, Carlos; Aguilar Porro, Cristina; Polo, María; Taguas, Encarnación V.

    2014-01-01

    This paper presents a virtual lab for the contents of an Engineering project, for designing an agro-industrial building, which is also useful for a range of different transversal courses in Engineering sciences. The aims of this tool are to analyse the most important contents of a project-document (calculation, regulations, drawings and budgets),…

  2. Virtual Social Environments as a Tool for Psychological Assessment: Dynamics of Interaction with a Virtual Spouse

    ERIC Educational Resources Information Center

    Schonbrodt, Felix D.; Asendorpf, Jens B.

    2011-01-01

    Computer games are advocated as a promising tool bridging the gap between the controllability of a lab experiment and the mundane realism of a field experiment. At the same time, many authors stress the importance of observing real behavior instead of asking participants about possible or intended behaviors. In this article, the authors introduce…

  3. On-line interactive virtual experiments on nanoscience

    NASA Astrophysics Data System (ADS)

    Kadar, Manuella; Ileana, Ioan; Hutanu, Constantin

    2009-01-01

    This paper is an overview on the next generation web which allows students to experience virtual experiments on nano science, physics devices, processes and processing equipment. Virtual reality is used to support a real university lab in which a student can experiment real lab sessions. The web material is presented in an intuitive and highly visual 3D form that is accessible to a diverse group of students. Such type of laboratory provides opportunities for professional and practical education for a wide range of users. The expensive equipment and apparatuses that build the experimental stage in a particular standard laboratory is used to create virtual educational research laboratories. Students learn how to prepare the apparatuses and facilities for the experiment. The online experiments metadata schema is the format for describing online experiments, much like the schema behind a library catalogue used to describe the books in a library. As an online experiment is a special kind of learning object, one specifies its schema as an extension to an established metadata schema for learning objects. The content of the courses, metainformation as well as readings and user data are saved on the server in a database as XML objects.

  4. Immersive Virtual Moon Scene System Based on Panoramic Camera Data of Chang'E-3

    NASA Astrophysics Data System (ADS)

    Gao, X.; Liu, J.; Mu, L.; Yan, W.; Zeng, X.; Zhang, X.; Li, C.

    2014-12-01

    The system "Immersive Virtual Moon Scene" is used to show the virtual environment of Moon surface in immersive environment. Utilizing stereo 360-degree imagery from panoramic camera of Yutu rover, the system enables the operator to visualize the terrain and the celestial background from the rover's point of view in 3D. To avoid image distortion, stereo 360-degree panorama stitched by 112 images is projected onto inside surface of sphere according to panorama orientation coordinates and camera parameters to build the virtual scene. Stars can be seen from the Moon at any time. So we render the sun, planets and stars according to time and rover's location based on Hipparcos catalogue as the background on the sphere. Immersing in the stereo virtual environment created by this imaged-based rendering technique, the operator can zoom, pan to interact with the virtual Moon scene and mark interesting objects. Hardware of the immersive virtual Moon system is made up of four high lumen projectors and a huge curve screen which is 31 meters long and 5.5 meters high. This system which take all panoramic camera data available and use it to create an immersive environment, enable operator to interact with the environment and mark interesting objects contributed heavily to establishment of science mission goals in Chang'E-3 mission. After Chang'E-3 mission, the lab with this system will be open to public. Besides this application, Moon terrain stereo animations based on Chang'E-1 and Chang'E-2 data will be showed to public on the huge screen in the lab. Based on the data of lunar exploration,we will made more immersive virtual moon scenes and animations to help the public understand more about the Moon in the future.

  5. Fast Realistic MRI Simulations Based on Generalized Multi-Pool Exchange Tissue Model.

    PubMed

    Liu, Fang; Velikina, Julia V; Block, Walter F; Kijowski, Richard; Samsonov, Alexey A

    2017-02-01

    We present MRiLab, a new comprehensive simulator for large-scale realistic MRI simulations on a regular PC equipped with a modern graphical processing unit (GPU). MRiLab combines realistic tissue modeling with numerical virtualization of an MRI system and scanning experiment to enable assessment of a broad range of MRI approaches including advanced quantitative MRI methods inferring microstructure on a sub-voxel level. A flexible representation of tissue microstructure is achieved in MRiLab by employing the generalized tissue model with multiple exchanging water and macromolecular proton pools rather than a system of independent proton isochromats typically used in previous simulators. The computational power needed for simulation of the biologically relevant tissue models in large 3D objects is gained using parallelized execution on GPU. Three simulated and one actual MRI experiments were performed to demonstrate the ability of the new simulator to accommodate a wide variety of voxel composition scenarios and demonstrate detrimental effects of simplified treatment of tissue micro-organization adapted in previous simulators. GPU execution allowed  ∼ 200× improvement in computational speed over standard CPU. As a cross-platform, open-source, extensible environment for customizing virtual MRI experiments, MRiLab streamlines the development of new MRI methods, especially those aiming to infer quantitatively tissue composition and microstructure.

  6. Fast Realistic MRI Simulations Based on Generalized Multi-Pool Exchange Tissue Model

    PubMed Central

    Velikina, Julia V.; Block, Walter F.; Kijowski, Richard; Samsonov, Alexey A.

    2017-01-01

    We present MRiLab, a new comprehensive simulator for large-scale realistic MRI simulations on a regular PC equipped with a modern graphical processing unit (GPU). MRiLab combines realistic tissue modeling with numerical virtualization of an MRI system and scanning experiment to enable assessment of a broad range of MRI approaches including advanced quantitative MRI methods inferring microstructure on a sub-voxel level. A flexibl representation of tissue microstructure is achieved in MRiLab by employing the generalized tissue model with multiple exchanging water and macromolecular proton pools rather than a system of independent proton isochromats typically used in previous simulators. The computational power needed for simulation of the biologically relevant tissue models in large 3D objects is gained using parallelized execution on GPU. Three simulated and one actual MRI experiments were performed to demonstrate the ability of the new simulator to accommodate a wide variety of voxel composition scenarios and demonstrate detrimental effects of simplifie treatment of tissue micro-organization adapted in previous simulators. GPU execution allowed ∼200× improvement in computational speed over standard CPU. As a cross-platform, open-source, extensible environment for customizing virtual MRI experiments, MRiLab streamlines the development of new MRI methods, especially those aiming to infer quantitatively tissue composition and microstructure. PMID:28113746

  7. Macintosh/LabVIEW based control and data acquisition system for a single photon counting fluorometer

    NASA Astrophysics Data System (ADS)

    Stryjewski, Wieslaw J.

    1991-08-01

    A flexible software system has been developed for controlling fluorescence decay measurements using the virtual instrument approach offered by LabVIEW. The time-correlated single photon counting instrument operates under computer control in both manual and automatic mode. Implementation time was short and the equipment is now easier to use, reducing the training time required for new investigators. It is not difficult to customize the front panel or adapt the program to a different instrument. We found LabVIEW much more convenient to use for this application than traditional, textual computer languages.

  8. A Study of High School Students' Performance of a Chemistry Experiment within the Virtual World of Second Life

    ERIC Educational Resources Information Center

    Winkelmann, Kurt; Scott, Matthew; Wong, Deborah

    2014-01-01

    A small group of high school students performed a virtual laboratory experiment in Second Life that mimicked a real experiment in both its appearance and procedure. Lab report grades were equivalent to report grades for hands-on experiments, and the quality of students' results was similar. Results of an attitudinal survey show that students…

  9. VirTUal remoTe labORatories managEment System (TUTORES): Using Cloud Computing to Acquire University Practical Skills

    ERIC Educational Resources Information Center

    Caminero, Agustín C.; Ros, Salvador; Hernández, Roberto; Robles-Gómez, Antonio; Tobarra, Llanos; Tolbaños Granjo, Pedro J.

    2016-01-01

    The use of practical laboratories is a key in engineering education in order to provide our students with the resources needed to acquire practical skills. This is specially true in the case of distance education, where no physical interactions between lecturers and students take place, so virtual or remote laboratories must be used. UNED has…

  10. STS-120 crew along with Expedition crew members Dan Tani and Sandra Magnus

    NASA Image and Video Library

    2007-08-09

    JSC2007-E-41539 (9 Aug. 2007) --- Astronaut Pamela A. Melroy, STS-120 commander, uses the virtual reality lab at Johnson Space Center to train for her duties aboard the space shuttle and space station. This type of computer interface, paired with virtual reality training hardware and software, helps to prepare the entire team for dealing with space station elements.

  11. STS-EVA Mass Ops training of the STS-117 EVA crewmembers

    NASA Image and Video Library

    2006-11-01

    JSC2006-E-47612 (1 Nov. 2006) --- Astronaut Steven R. Swanson, STS-117 mission specialist, uses the virtual reality lab at Johnson Space Center to train for his duties aboard the space shuttle and space station. This type of computer interface, paired with virtual reality training hardware and software, helps to prepare the entire team for dealing with space station elements.

  12. STS-120 crew along with Expedition crew members Dan Tani and Sandra Magnus

    NASA Image and Video Library

    2007-08-09

    JSC2007-E-41532 (9 Aug. 2007) --- Astronaut Stephanie D. Wilson, STS-120 mission specialist, uses the virtual reality lab at Johnson Space Center to train for her duties aboard the space shuttle and space station. This type of computer interface, paired with virtual reality training hardware and software, helps to prepare the entire team for dealing with space station elements.

  13. STS-120 crew along with Expedition crew members Dan Tani and Sandra Magnus

    NASA Image and Video Library

    2007-08-09

    JSC2007-E-41531 (9 Aug. 2007) --- Astronaut Pamela A. Melroy, STS-120 commander, uses the virtual reality lab at Johnson Space Center to train for her duties aboard the space shuttle and space station. This type of computer interface, paired with virtual reality training hardware and software, helps to prepare the entire team for dealing with space station elements.

  14. Virtualization in education: Information Security lab in your hands

    NASA Astrophysics Data System (ADS)

    Karlov, A. A.

    2016-09-01

    The growing demand for qualified specialists in advanced information technologies poses serious challenges to the education and training of young personnel for science, industry and social problems. Virtualization as a way to isolate the user from the physical characteristics of computing resources (processors, servers, operating systems, networks, applications, etc.), has, in particular, an enormous influence in the field of education, increasing its efficiency, reducing the cost, making it more widely and readily available. The study of Information Security of computer systems is considered as an example of use of virtualization in education.

  15. Developing design principles for a Virtual Hospice: improving access to care.

    PubMed

    Taylor, Andrea; French, Tara; Raman, Sneha

    2018-03-01

    Providing access to hospice services will become increasingly difficult due to the pressures of an ageing population and limited resources. To help address this challenge, a small number of services called Virtual Hospice have been established. This paper presents early-stage design work on a Virtual Hospice to improve access to services provided by a hospice (Highland Hospice) serving a largely remote and rural population in Scotland, UK. The study was structured as a series of Experience Labs with Highland Hospice staff, healthcare professionals and patients. Experience Labs employ a participatory design approach where participants are placed at the centre of the design process, helping to ensure that the resultant service meets their needs. Data from the Experience Labs were analysed using qualitative thematic analysis and design analysis. A number of themes and barriers to accessing Highland Hospice services were identified. In response, an initial set of seven design principles was developed. Design principles are high-level guidelines that are used to improve prioritisation and decision making during the design process by ensuring alignment with research insights. The design principles were piloted with a group of stakeholders and gained positive feedback. The design principles are intended to guide the ongoing development of the Highland Hospice Virtual Hospice. However, the challenges faced by Highland Hospice in delivering services in a largely remote and rural setting are not unique. The design principles, encompassing digital and non-digital guidelines, or the design approach could be applied by other hospices in the UK or overseas. © Article author(s) (or their employer(s) unless otherwise stated in the text of the article) 2018. All rights reserved. No commercial use is permitted unless otherwise expressly granted.

  16. The need of a multi-actor perspective to understand expectations from virtual presence: managing elderly homecare informatics.

    PubMed

    Mettler, Tobias; Vimarlund, Vivian

    2011-12-01

    Different studies have analysed a wide range of use cases and scenarios for using IT-based services in homecare settings for elderly people. In most instances, the impact of such services has been studied using a one-dimensional approach, either focusing on the benefits for the patient or health service provider. The objective of this contribution is to explore a model for identifying and understanding outcomes of IT-based homecare services from a multi-actor perspective. In order to better understand the state of the art in homecare informatics, we conducted a literature review. We use experiences from previous research in the area of informatics to develop the proposed model. The proposed model consists of four core activities 'identify involved actors', 'understand consequences', 'clarify contingencies', 'take corrective actions', and one additional activity 'brainstorming IT use'. The primary goal of innovating organisations, processes and services in homecare informatics today, is to offer continued care, better decision support both to practitioners and patients, as well as effective distribution of resources. A multi-actor analysis perspective is needed to understand utility determination for the involved stakeholders.

  17. E-Drama: Facilitating Online Role-Play Using an AI Actor and Emotionally Expressive Characters

    ERIC Educational Resources Information Center

    Zhang, Li; Gillies, Marco; Dhaliwal, Kulwant; Gower, Amanda; Robertson, Dale; Crabtree, Barry

    2009-01-01

    This paper describes a multi-user role-playing environment, referred to as "e-drama", which enables groups of people to converse online, in scenario driven virtual environments. The starting point of this research, is an existing application known as "edrama", a 2D graphical environment in which users are represented by static…

  18. Experiences and Challenges of International Students in Technology-Rich Learning Environments

    ERIC Educational Resources Information Center

    Habib, Laurence; Johannesen, Monica; Øgrim, Leikny

    2014-01-01

    This article presents a study of international students and their use of technology in a Scandinavian institution of Higher Education. A special emphasis is placed on patterns of use of a virtual learning environment (VLE) that is available to all the study programmes at the institution. Actor-Network Theory (ANT) is used as a theoretical approach…

  19. NASA Data Acquisition System Software Development for Rocket Propulsion Test Facilities

    NASA Technical Reports Server (NTRS)

    Herbert, Phillip W., Sr.; Elliot, Alex C.; Graves, Andrew R.

    2015-01-01

    Current NASA propulsion test facilities include Stennis Space Center in Mississippi, Marshall Space Flight Center in Alabama, Plum Brook Station in Ohio, and White Sands Test Facility in New Mexico. Within and across these centers, a diverse set of data acquisition systems exist with different hardware and software platforms. The NASA Data Acquisition System (NDAS) is a software suite designed to operate and control many critical aspects of rocket engine testing. The software suite combines real-time data visualization, data recording to a variety formats, short-term and long-term acquisition system calibration capabilities, test stand configuration control, and a variety of data post-processing capabilities. Additionally, data stream conversion functions exist to translate test facility data streams to and from downstream systems, including engine customer systems. The primary design goals for NDAS are flexibility, extensibility, and modularity. Providing a common user interface for a variety of hardware platforms helps drive consistency and error reduction during testing. In addition, with an understanding that test facilities have different requirements and setups, the software is designed to be modular. One engine program may require real-time displays and data recording; others may require more complex data stream conversion, measurement filtering, or test stand configuration management. The NDAS suite allows test facilities to choose which components to use based on their specific needs. The NDAS code is primarily written in LabVIEW, a graphical, data-flow driven language. Although LabVIEW is a general-purpose programming language; large-scale software development in the language is relatively rare compared to more commonly used languages. The NDAS software suite also makes extensive use of a new, advanced development framework called the Actor Framework. The Actor Framework provides a level of code reuse and extensibility that has previously been difficult to achieve using LabVIEW. The

  20. Multi-threaded integration of HTC-Vive and MeVisLab

    NASA Astrophysics Data System (ADS)

    Gunacker, Simon; Gall, Markus; Schmalstieg, Dieter; Egger, Jan

    2018-03-01

    This work presents how Virtual Reality (VR) can easily be integrated into medical applications via a plugin for a medical image processing framework called MeVisLab. A multi-threaded plugin has been developed using OpenVR, a VR library that can be used for developing vendor and platform independent VR applications. The plugin is tested using the HTC Vive, a head-mounted display developed by HTC and Valve Corporation.

  1. Reconfigurable virtual electrowetting channels.

    PubMed

    Banerjee, Ananda; Kreit, Eric; Liu, Yuguang; Heikenfeld, Jason; Papautsky, Ian

    2012-02-21

    Lab-on-a-chip systems rely on several microfluidic paradigms. The first uses a fixed layout of continuous microfluidic channels. Such lab-on-a-chip systems are almost always application specific and far from a true "laboratory." The second involves electrowetting droplet movement (digital microfluidics), and allows two-dimensional computer control of fluidic transport and mixing. The merging of the two paradigms in the form of programmable electrowetting channels takes advantage of both the "continuous" functionality of rigid channels based on which a large number of applications have been developed to date and the "programmable" functionality of digital microfluidics that permits electrical control of on-chip functions. In this work, we demonstrate for the first time programmable formation of virtual microfluidic channels and their continuous operation with pressure driven flows using an electrowetting platform. Experimental, theoretical, and numerical analyses of virtual channel formation with biologically relevant electrolyte solutions and electrically-programmable reconfiguration are presented. We demonstrate that the "wall-less" virtual channels can be formed reliably and rapidly, with propagation rates of 3.5-3.8 mm s(-1). Pressure driven transport in these virtual channels at flow rates up to 100 μL min(-1) is achievable without distortion of the channel shape. We further demonstrate that these virtual channels can be switched on-demand between multiple inputs and outputs. Ultimately, we envision a platform that would provide rapid prototyping of microfluidic concepts and would be capable of a vast library of functions and benefitting applications from clinical diagnostics in resource-limited environments to rapid system prototyping to high throughput pharmaceutical applications.

  2. Implementation of Virtualization Oriented Architecture: A Healthcare Industry Case Study

    NASA Astrophysics Data System (ADS)

    Rao, G. Subrahmanya Vrk; Parthasarathi, Jinka; Karthik, Sundararaman; Rao, Gvn Appa; Ganesan, Suresh

    This paper presents a Virtualization Oriented Architecture (VOA) and an implementation of VOA for Hridaya - a Telemedicine initiative. Hadoop Compute cloud was established at our labs and jobs which require a massive computing capability such as ECG signal analysis were submitted and the study is presented in this current paper. VOA takes advantage of inexpensive community PCs and provides added advantages such as Fault Tolerance, Scalability, Performance, High Availability.

  3. Recognition profile of emotions in natural and virtual faces.

    PubMed

    Dyck, Miriam; Winbeck, Maren; Leiberg, Susanne; Chen, Yuhan; Gur, Ruben C; Gur, Rurben C; Mathiak, Klaus

    2008-01-01

    Computer-generated virtual faces become increasingly realistic including the simulation of emotional expressions. These faces can be used as well-controlled, realistic and dynamic stimuli in emotion research. However, the validity of virtual facial expressions in comparison to natural emotion displays still needs to be shown for the different emotions and different age groups. Thirty-two healthy volunteers between the age of 20 and 60 rated pictures of natural human faces and faces of virtual characters (avatars) with respect to the expressed emotions: happiness, sadness, anger, fear, disgust, and neutral. Results indicate that virtual emotions were recognized comparable to natural ones. Recognition differences in virtual and natural faces depended on specific emotions: whereas disgust was difficult to convey with the current avatar technology, virtual sadness and fear achieved better recognition results than natural faces. Furthermore, emotion recognition rates decreased for virtual but not natural faces in participants over the age of 40. This specific age effect suggests that media exposure has an influence on emotion recognition. Virtual and natural facial displays of emotion may be equally effective. Improved technology (e.g. better modelling of the naso-labial area) may lead to even better results as compared to trained actors. Due to the ease with which virtual human faces can be animated and manipulated, validated artificial emotional expressions will be of major relevance in future research and therapeutic applications.

  4. Recognition Profile of Emotions in Natural and Virtual Faces

    PubMed Central

    Dyck, Miriam; Winbeck, Maren; Leiberg, Susanne; Chen, Yuhan; Gur, Rurben C.; Mathiak, Klaus

    2008-01-01

    Background Computer-generated virtual faces become increasingly realistic including the simulation of emotional expressions. These faces can be used as well-controlled, realistic and dynamic stimuli in emotion research. However, the validity of virtual facial expressions in comparison to natural emotion displays still needs to be shown for the different emotions and different age groups. Methodology/Principal Findings Thirty-two healthy volunteers between the age of 20 and 60 rated pictures of natural human faces and faces of virtual characters (avatars) with respect to the expressed emotions: happiness, sadness, anger, fear, disgust, and neutral. Results indicate that virtual emotions were recognized comparable to natural ones. Recognition differences in virtual and natural faces depended on specific emotions: whereas disgust was difficult to convey with the current avatar technology, virtual sadness and fear achieved better recognition results than natural faces. Furthermore, emotion recognition rates decreased for virtual but not natural faces in participants over the age of 40. This specific age effect suggests that media exposure has an influence on emotion recognition. Conclusions/Significance Virtual and natural facial displays of emotion may be equally effective. Improved technology (e.g. better modelling of the naso-labial area) may lead to even better results as compared to trained actors. Due to the ease with which virtual human faces can be animated and manipulated, validated artificial emotional expressions will be of major relevance in future research and therapeutic applications. PMID:18985152

  5. A LabVIEW-Based Virtual Instrument System for Laser-Induced Fluorescence Spectroscopy.

    PubMed

    Wu, Qijun; Wang, Lufei; Zu, Lily

    2011-01-01

    We report the design and operation of a Virtual Instrument (VI) system based on LabVIEW 2009 for laser-induced fluorescence experiments. This system achieves synchronous control of equipment and acquisition of real-time fluorescence data communicating with a single computer via GPIB, USB, RS232, and parallel ports. The reported VI system can also accomplish data display, saving, and analysis, and printing the results. The VI system performs sequences of operations automatically, and this system has been successfully applied to obtain the excitation and dispersion spectra of α-methylnaphthalene. The reported VI system opens up new possibilities for researchers and increases the efficiency and precision of experiments. The design and operation of the VI system are described in detail in this paper, and the advantages that this system can provide are highlighted.

  6. A LabVIEW-Based Virtual Instrument System for Laser-Induced Fluorescence Spectroscopy

    PubMed Central

    Wu, Qijun; Wang, Lufei; Zu, Lily

    2011-01-01

    We report the design and operation of a Virtual Instrument (VI) system based on LabVIEW 2009 for laser-induced fluorescence experiments. This system achieves synchronous control of equipment and acquisition of real-time fluorescence data communicating with a single computer via GPIB, USB, RS232, and parallel ports. The reported VI system can also accomplish data display, saving, and analysis, and printing the results. The VI system performs sequences of operations automatically, and this system has been successfully applied to obtain the excitation and dispersion spectra of α-methylnaphthalene. The reported VI system opens up new possibilities for researchers and increases the efficiency and precision of experiments. The design and operation of the VI system are described in detail in this paper, and the advantages that this system can provide are highlighted. PMID:22013388

  7. OpenVirtualToxLab--a platform for generating and exchanging in silico toxicity data.

    PubMed

    Vedani, Angelo; Dobler, Max; Hu, Zhenquan; Smieško, Martin

    2015-01-22

    The VirtualToxLab is an in silico technology for estimating the toxic potential--endocrine and metabolic disruption, some aspects of carcinogenicity and cardiotoxicity--of drugs, chemicals and natural products. The technology is based on an automated protocol that simulates and quantifies the binding of small molecules towards a series of currently 16 proteins, known or suspected to trigger adverse effects: 10 nuclear receptors (androgen, estrogen α, estrogen β, glucocorticoid, liver X, mineralocorticoid, peroxisome proliferator-activated receptor γ, progesterone, thyroid α, thyroid β), four members of the cytochrome P450 enzyme family (1A2, 2C9, 2D6, 3A4), a cytosolic transcription factor (aryl hydrocarbon receptor) and a potassium ion channel (hERG). The toxic potential of a compound--its ability to trigger adverse effects--is derived from its computed binding affinities toward these very proteins: the computationally demanding simulations are executed in client-server model on a Linux cluster of the University of Basel. The graphical-user interface supports all computer platforms, allows building and uploading molecular structures, inspecting and downloading the results and, most important, rationalizing any prediction at the atomic level by interactively analyzing the binding mode of a compound with its target protein(s) in real-time 3D. Access to the VirtualToxLab is available free of charge for universities, governmental agencies, regulatory bodies and non-profit organizations. Copyright © 2014 The Authors. Published by Elsevier Ireland Ltd.. All rights reserved.

  8. Shifting Ontologies of a Serious Game and Its Relationships with English Education for Beginners

    ERIC Educational Resources Information Center

    Hansbol, MIkala; Meyer, Bente

    2011-01-01

    This article takes as its point of departure a language project which is a subproject under the larger ongoing (2007-2011) research project Serious Games on a Global Market Place. The language project follows how the virtual universe known as Mingoville (http://www.mingoville.com) becomes an actor in English education for beginners. The virtual…

  9. Creating an Avatar to Become a "Spect-Actor" of One's Learning of English for Specific Purposes

    ERIC Educational Resources Information Center

    Privas-Bréauté, Virginie

    2016-01-01

    In this article, we shall examine why the creation of avatars in virtual worlds facilitates the learning of business English. We are committed to determining the factors that enable students in a French business school to consolidate their skills in English (from linguistic, socio-linguistic and pragmatic standpoints) and to develop more general…

  10. STS-133 crew during MSS/EVAA TEAM training in Virtual Reality Lab

    NASA Image and Video Library

    2010-10-01

    JSC2010-E-170885 (1 Oct. 2010) --- NASA astronauts Alvin Drew (left) and Tim Kopra, both STS-133 mission specialists, use virtual reality hardware in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to rehearse some of their duties on the upcoming mission to the International Space Station. This type of virtual reality training allows the astronauts to wear a helmet and special gloves while looking at computer displays simulating actual movements around the various locations on the station hardware with which they will be working. Photo credit: NASA or National Aeronautics and Space Administration

  11. STS-133 crew during MSS/EVAA TEAM training in Virtual Reality Lab

    NASA Image and Video Library

    2010-10-01

    JSC2010-E-170892 (1 Oct. 2010) --- NASA astronaut Alvin Drew, STS-133 mission specialist, uses virtual reality hardware in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to rehearse some of his duties on the upcoming mission to the International Space Station. This type of virtual reality training allows the astronauts to wear a helmet and special gloves while looking at computer displays simulating actual movements around the various locations on the station hardware with which they will be working. Photo credit: NASA or National Aeronautics and Space Administration

  12. STS-133 crew during MSS/EVAA TEAM training in Virtual Reality Lab

    NASA Image and Video Library

    2010-10-01

    JSC2010-E-170871 (1 Oct. 2010) --- NASA astronaut Tim Kopra, STS-133 mission specialist, uses virtual reality hardware in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to rehearse some of his duties on the upcoming mission to the International Space Station. This type of virtual reality training allows the astronauts to wear a helmet and special gloves while looking at computer displays simulating actual movements around the various locations on the station hardware with which they will be working. Crew trainer David Homan assisted Kopra. Photo credit: NASA or National Aeronautics and Space Administration

  13. STS-133 crew during MSS/EVAA TEAM training in Virtual Reality Lab

    NASA Image and Video Library

    2010-10-01

    JSC2010-E-170897 (1 Oct. 2010) --- NASA astronaut Tim Kopra, STS-133 mission specialist, uses virtual reality hardware in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to rehearse some of his duties on the upcoming mission to the International Space Station. This type of virtual reality training allows the astronauts to wear a helmet and special gloves while looking at computer displays simulating actual movements around the various locations on the station hardware with which they will be working. Photo credit: NASA or National Aeronautics and Space Administration

  14. STS-133 crew during MSS/EVAA TEAM training in Virtual Reality Lab

    NASA Image and Video Library

    2010-10-01

    JSC2010-E-170873 (1 Oct. 2010) --- NASA astronaut Tim Kopra, STS-133 mission specialist, uses virtual reality hardware in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to rehearse some of his duties on the upcoming mission to the International Space Station. This type of virtual reality training allows the astronauts to wear a helmet and special gloves while looking at computer displays simulating actual movements around the various locations on the station hardware with which they will be working. Crew trainer David Homan assisted Kopra. Photo credit: NASA or National Aeronautics and Space Administration

  15. STS-134 crew in Virtual Reality Lab during their MSS/EVAA SUPT2 Team training

    NASA Image and Video Library

    2010-08-27

    JSC2010-E-121053 (27 Aug. 2010) --- NASA astronaut Greg Chamitoff, STS-134 mission specialist, uses virtual reality hardware in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to rehearse some of his duties on the upcoming mission to the International Space Station. This type of virtual reality training allows the astronauts to wear a helmet and special gloves while looking at computer displays simulating actual movements around the various locations on the station hardware with which they will be working. Photo credit: NASA or National Aeronautics and Space Administration

  16. Digitizing the Facebow: A Clinician/Technician Communication Tool.

    PubMed

    Kalman, Les; Chrapka, Julia; Joseph, Yasmin

    2016-01-01

    Communication between the clinician and the technician has been an ongoing problem in dentistry. To improve the issue, a dental software application has been developed--the Virtual Facebow App. It is an alternative to the traditional analog facebow, used to orient the maxillary cast in mounting. Comparison data of the two methods indicated that the digitized virtual facebow provided increased efficiency in mounting, increased accuracy in occlusion, and lower cost. Occlusal accuracy, lab time, and total time were statistically significant (P<.05). The virtual facebow provides a novel alternative for cast mounting and another tool for clinician-technician communication.

  17. RANS Simulation (Virtual Blade Model [VBM]) of Array of Three Coaxial Lab Scaled DOE RM1 MHK Turbine with 5D Spacing

    DOE Data Explorer

    Javaherchi, Teymour

    2016-06-08

    Attached are the .cas and .dat files along with the required User Defined Functions (UDFs) and look-up table of lift and drag coefficients for the Reynolds Averaged Navier-Stokes (RANS) simulation of three coaxially located lab-scaled DOE RM1 turbine implemented in ANSYS FLUENT CFD-package. The lab-scaled DOE RM1 is a re-design geometry, based of the full scale DOE RM1 design, producing same power output as the full scale model, while operating at matched Tip Speed Ratio values at reachable laboratory Reynolds number (see attached paper). In this case study the flow field around and in the wake of the lab-scaled DOE RM1 turbines in a coaxial array is simulated using Blade Element Model (a.k.a Virtual Blade Model) by solving RANS equations coupled with k-\\omega turbulence closure model. It should be highlighted that in this simulation the actual geometry of the rotor blade is not modeled. The effect of turbine rotating blades are modeled using the Blade Element Theory. This simulation provides an accurate estimate for the performance of each device and structure of their turbulent far wake. The results of these simulations were validated against the developed in-house experimental data. Simulations for other turbine configurations are available upon request.

  18. RANS Simulation (Virtual Blade Model [VBM]) of Single Lab Scaled DOE RM1 MHK Turbine

    DOE Data Explorer

    Javaherchi, Teymour; Stelzenmuller, Nick; Aliseda, Alberto; Seydel, Joseph

    2014-04-15

    Attached are the .cas and .dat files for the Reynolds Averaged Navier-Stokes (RANS) simulation of a single lab-scaled DOE RM1 turbine implemented in ANSYS FLUENT CFD-package. The lab-scaled DOE RM1 is a re-design geometry, based of the full scale DOE RM1 design, producing same power output as the full scale model, while operating at matched Tip Speed Ratio values at reachable laboratory Reynolds number (see attached paper). In this case study the flow field around and in the wake of the lab-scaled DOE RM1 turbine is simulated using Blade Element Model (a.k.a Virtual Blade Model) by solving RANS equations coupled with k-\\omega turbulence closure model. It should be highlighted that in this simulation the actual geometry of the rotor blade is not modeled. The effect of turbine rotating blades are modeled using the Blade Element Theory. This simulation provides an accurate estimate for the performance of device and structure of it's turbulent far wake. Due to the simplifications implemented for modeling the rotating blades in this model, VBM is limited to capture details of the flow field in near wake region of the device. The required User Defined Functions (UDFs) and look-up table of lift and drag coefficients are included along with the .cas and .dat files.

  19. STS-134 crew and Expedition 24/25 crew member Shannon Walker

    NASA Image and Video Library

    2010-03-25

    JSC2010-E-043667 (25 March 2010) --- NASA astronaut Mark Kelly, STS-134 commander, uses the virtual reality lab in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to train for some of his duties aboard the space shuttle and space station. This type of computer interface, paired with virtual reality training hardware and software, helps to prepare crew members for dealing with space station elements.

  20. STS-120 crew along with Expedition crew members Dan Tani and Sandra Magnus

    NASA Image and Video Library

    2007-08-09

    JSC2007-E-41540 (9 Aug. 2007) --- Astronauts Pamela A. Melroy, STS-120 commander, and European Space Agency's (ESA) Paolo Nespoli, mission specialist, use the virtual reality lab at Johnson Space Center to train for their duties aboard the space shuttle and space station. This type of computer interface, paired with virtual reality training hardware and software, helps to prepare the entire team for dealing with space station elements.

  1. STS-120 crew along with Expedition crew members Dan Tani and Sandra Magnus

    NASA Image and Video Library

    2007-08-09

    JSC2007-E-41541 (9 Aug. 2007) --- Astronauts Stephanie Wilson, STS-120 mission specialist, and Dan Tani, Expedition 16 flight engineer, use the virtual reality lab at Johnson Space Center to train for their duties aboard the space shuttle and space station. This type of computer interface, paired with virtual reality training hardware and software, helps to prepare the entire team for dealing with space station elements.

  2. Cyber Event Artifact Investigation Training in a Virtual Environment

    DTIC Science & Technology

    2017-12-01

    Rolling Box) and several Windows versions with few patches, often having only the 1st Service Pack. We selected a WinOS VM for our Training and...or services are currently in use by that account. In the Training Lab, the suspicious (i.e., attacker created) account is viewable from the login...ARTIFACT INVESTIGATION TRAINING IN A VIRTUAL ENVIRONMENT by Simone M. Mims Tye R. Wylkynsone December 2017 Thesis Advisor: J.D. Fulp Second

  3. Productive High Performance Parallel Programming with Auto-tuned Domain-Specific Embedded Languages

    DTIC Science & Technology

    2013-01-02

    Compilation JVM Java Virtual Machine KB Kilobyte KDT Knowledge Discovery Toolbox LAPACK Linear Algebra Package LLVM Low-Level Virtual Machine LOC Lines...different starting points. Leo Meyerovich also helped solidify some of the ideas here in discussions during Par Lab retreats. I would also like to thank...multi-timestep computations by blocking in both time and space. 88 Implementation Output Approx DSL Type Language Language Parallelism LoC Graphite

  4. WEBSLIDE: A "Virtual" Slide Projector Based on World Wide Web.

    ERIC Educational Resources Information Center

    Barra, Maria; Ferrandino, Salvatore; Scarano, Vittorio

    1999-01-01

    Presents the key design concepts of a software project whose objective is to provide a simple, cheap, and efficient solution for showing slides during lessons in computer labs. Contains 26 references. (DDR)

  5. A standardized set of 3-D objects for virtual reality research and applications.

    PubMed

    Peeters, David

    2018-06-01

    The use of immersive virtual reality as a research tool is rapidly increasing in numerous scientific disciplines. By combining ecological validity with strict experimental control, immersive virtual reality provides the potential to develop and test scientific theories in rich environments that closely resemble everyday settings. This article introduces the first standardized database of colored three-dimensional (3-D) objects that can be used in virtual reality and augmented reality research and applications. The 147 objects have been normed for name agreement, image agreement, familiarity, visual complexity, and corresponding lexical characteristics of the modal object names. The availability of standardized 3-D objects for virtual reality research is important, because reaching valid theoretical conclusions hinges critically on the use of well-controlled experimental stimuli. Sharing standardized 3-D objects across different virtual reality labs will allow for science to move forward more quickly.

  6. Gender-Specific Covariations between Competencies, Interest and Effort during Science Learning in Virtual Environments

    PubMed Central

    Christophel, Eva; Schnotz, Wolfgang

    2017-01-01

    Women are still underrepresented in engineering courses although some German universities offer separate women’s engineering courses which include virtual STEM learning environments. To outline information about fundamental aspects relevant for virtual STEM learning, one has to reveal which similarities both genders in virtual learning show. Moreover, the question arises as to whether there are in fact differences in the virtual science learning of female and male learners. Working with virtual STEM learning environments requires strategic and arithmetic-operative competences. Even if we assume that female and male learners have similar competences levels, their correlational pattern of competences, motivational variables, and invested effort during virtual STEM learning might differ. If such gender differences in the correlations between cognitive and motivational variables and learning behavior were revealed, it would be possible to finetune study conditions for female students in a separate engineering course and shape virtual STEM learning in a more gender-appropriate manner. That might support an increase in the number of women in engineering courses. To reveal the differences and similarities between female and male learners, a field study was conducted with 56 students (female = 27, male = 29) as part of the Open MINT Labs project (the German term for Open STEM Labs, OML). The participants had to complete a virtual STEM learning environment during their regular science lessons. The data were collected with questionnaires. The results revealed that the strategic competences of both genders were positively correlated with situational interest in the virtual learning environment. This result shows the big impact strategic competences have for both genders regarding their situational interest. In contrast, the correlations between mental effort and competences differed between female and male participants. Especially female learners’ mental effort decreased if they had more strategic competences. On the other hand, female learners’ mental effort increased if they had more arithmetic-operative competences. All in all, female learners seem to be more sensitive to differences in their strategic and arithmetic-operative competences regarding their mental effort. These results imply that the implementation of separate women’s engineering courses could be an interesting approach. PMID:29114234

  7. Gender-Specific Covariations between Competencies, Interest and Effort during Science Learning in Virtual Environments.

    PubMed

    Christophel, Eva; Schnotz, Wolfgang

    2017-01-01

    Women are still underrepresented in engineering courses although some German universities offer separate women's engineering courses which include virtual STEM learning environments. To outline information about fundamental aspects relevant for virtual STEM learning, one has to reveal which similarities both genders in virtual learning show. Moreover, the question arises as to whether there are in fact differences in the virtual science learning of female and male learners. Working with virtual STEM learning environments requires strategic and arithmetic-operative competences. Even if we assume that female and male learners have similar competences levels, their correlational pattern of competences, motivational variables, and invested effort during virtual STEM learning might differ. If such gender differences in the correlations between cognitive and motivational variables and learning behavior were revealed, it would be possible to finetune study conditions for female students in a separate engineering course and shape virtual STEM learning in a more gender-appropriate manner. That might support an increase in the number of women in engineering courses. To reveal the differences and similarities between female and male learners, a field study was conducted with 56 students (female = 27, male = 29) as part of the Open MINT Labs project (the German term for Open STEM Labs, OML). The participants had to complete a virtual STEM learning environment during their regular science lessons. The data were collected with questionnaires. The results revealed that the strategic competences of both genders were positively correlated with situational interest in the virtual learning environment. This result shows the big impact strategic competences have for both genders regarding their situational interest. In contrast, the correlations between mental effort and competences differed between female and male participants. Especially female learners' mental effort decreased if they had more strategic competences. On the other hand, female learners' mental effort increased if they had more arithmetic-operative competences. All in all, female learners seem to be more sensitive to differences in their strategic and arithmetic-operative competences regarding their mental effort. These results imply that the implementation of separate women's engineering courses could be an interesting approach.

  8. Foreign language learning in immersive virtual environments

    NASA Astrophysics Data System (ADS)

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

    2012-03-01

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

  9. Implementation of a fast 16-Bit dynamic clamp using LabVIEW-RT.

    PubMed

    Kullmann, Paul H M; Wheeler, Diek W; Beacom, Joshua; Horn, John P

    2004-01-01

    The dynamic-clamp method provides a powerful electrophysiological tool for creating virtual ionic conductances in living cells and studying their influence on membrane potential. Here we describe G-clamp, a new way to implement a dynamic clamp using the real-time version of the Lab-VIEW programming environment together with a Windows host, an embedded microprocessor that runs a real-time operating system and a multifunction data-acquisition board. The software includes descriptions of a fast voltage-dependent sodium conductance, delayed rectifier, M-type and A-type potassium conductances, and a leak conductance. The system can also read synaptic conductance waveforms from preassembled data files. These virtual conductances can be reliably implemented at speeds < or =43 kHz while simultaneously saving two channels of data with 16-bit precision. G-clamp also includes utilities for measuring current-voltage relations, synaptic strength, and synaptic gain. Taking an approach built on a commercially available software/hardware platform has resulted in a system that is easy to assemble and upgrade. In addition, the graphical programming structure of LabVIEW should make it relatively easy for others to adapt G-clamp for new experimental applications.

  10. Return to Flight: Crew Activities Resource Reel 1 of 2

    NASA Technical Reports Server (NTRS)

    2005-01-01

    The crew of the STS-114 Discovery Mission is seen in various aspects of training for space flight. The crew activities include: 1) STS-114 Return to Flight Crew Photo Session; 2) Tile Repair Training on Precision Air Bearing Floor; 3) SAFER Tile Inspection Training in Virtual Reality Laboratory; 4) Guidance and Navigation Simulator Tile Survey Training; 5) Crew Inspects Orbital Boom and Sensor System (OBSS); 6) Bailout Training-Crew Compartment; 7) Emergency Egress Training-Crew Compartment Trainer (CCT); 8) Water Survival Training-Neutral Buoyancy Lab (NBL); 9) Ascent Training-Shuttle Motion Simulator; 10) External Tank Photo Training-Full Fuselage Trainer; 11) Rendezvous and Docking Training-Shuttle Engineering Simulator (SES) Dome; 12) Shuttle Robot Arm Training-SES Dome; 13) EVA Training Virtual Reality Lab; 14) EVA Training Neutral Buoyancy Lab; 15) EVA-2 Training-NBL; 16) EVA Tool Training-Partial Gravity Simulator; 17) Cure in Place Ablator Applicator (CIPAA) Training Glove Vacuum Chamber; 16) Crew Visit to Merritt Island Launch Area (MILA); 17) Crew Inspection-Space Shuttle Discovery; and 18) Crew Inspection-External Tank and Orbital Boom and Sensor System (OBSS). The crew are then seen answering questions from the media at the Space Shuttle Landing Facility.

  11. Mobile Applications and Multi-User Virtual Reality Simulations

    NASA Technical Reports Server (NTRS)

    Gordillo, Orlando Enrique

    2016-01-01

    This is my third internship with NASA and my second one at the Johnson Space Center. I work within the engineering directorate in ER7 (Software Robotics and Simulations Division) at a graphics lab called IGOAL. We are a very well-rounded lab because we have dedicated software developers and dedicated 3D artist, and when you combine the two, what you get is the ability to create many different things such as interactive simulations, 3D models, animations, and mobile applications.

  12. A Tutorial on Interfacing the Object Management Group (OMG) Data Distribution Service (DDS) with LabView

    NASA Technical Reports Server (NTRS)

    Smith, Kevin

    2011-01-01

    This tutorial will explain the concepts and steps for interfacing a National Instruments LabView virtual instrument (VI) running on a Windows platform with another computer via the Object Management Group (OMG) Data Distribution Service (DDS) as implemented by the Twin Oaks Computing CoreDX. This paper is for educational purposes only and therefore, the referenced source code will be simplistic and void of all error checking. Implementation will be accomplished using the C programming language.

  13. Next-generation laser retroreflectors for GNSS, solar system exploration, geodesy, gravitational physics and earth observation

    NASA Astrophysics Data System (ADS)

    Dell'Agnello, S.; Boni, A.; Cantone, C.; Ciocci, E.; Martini, M.; Patrizi, G.; Tibuzzi, M.; Delle Monache, G.; Vittori, R.; Bianco, G.; Currie, D.; Intaglietta, N.; Salvatori, L.; Lops, C.; Contessa, S.; Porcelli, L.; Mondaini, C.; Tuscano, P.; Maiello, M.

    2017-11-01

    The SCF_Lab (Satellite/lunar/gnss laser ranging and altimetry Characterization Facility Laboratory) of INFNLNF is designed to cover virtually LRAs (Laser Retroreflector Arrays) of CCRs (Cube Corner Retroreflectors) for missions in the whole solar system, with a modular organization of its instrumentation, two redundant SCF (SCF_Lab Characterization Facilities), and an evolutionary measurement approach, including customization and potentially upgrade on-demand. See http://www.lnf.infn.it/esperimenti/etrusco/ for a general description.

  14. INSA Virtual Labs: a new R+D framework for innovative space science and technology

    NASA Astrophysics Data System (ADS)

    Cardesin Moinelo, Alejandro; Sanchez Portal, Miguel

    2012-10-01

    The company INSA (Ingeniería y Servicios Aeroespaciales) has given support to ESA Scientific missions for more than 20 years and is one of the main companies present in the European Space Astronomy Centre (ESAC) in Madrid since its creation. INSA personnel at ESAC provide high level technical and scientific support to ESA for all Astronomy and Solar System missions. In order to improve and maintain the scientific and technical competences among the employees, a research group has been created with the name "INSA Virtual Labs". This group coordinates all the R+D activities carried out by INSA personnel at ESAC and aims to establish collaborations and improve synergies with other research groups, institutes and universities. This represents a great means to improve the visibility of these activities towards the scientific community and serves as breeding ground for new innovative ideas and future commercial products.

  15. Development of a virtual lab for practical eLearning in eHealth.

    PubMed

    Herzog, Juliane; Forjan, Mathias; Sauermann, Stefan; Mense, Alexander; Urbauer, Philipp

    2015-01-01

    In recent years an ongoing development in educational offers for professionals working in the field of eHealth has been observed. This education is increasingly offered in the form of eLearning courses. Furthermore, it can be seen that simulations are a valuable part to support the knowledge transfer. Based on the knowledge profiles defined for eHealth courses a virtual lab should be developed. For this purpose, a subset of skills and a use case is determined. After searching and evaluating appropriate simulating and testing tools six tools were chosen to implement the use case practically. Within an UML use case diagram the interaction between the tools and the user is represented. Initially tests have shown good results of the tools' feasibility. After an extensive testing phase the tools should be integrated in the eHealth eLearning courses.

  16. LabVIEW 2010 Computer Vision Platform Based Virtual Instrument and Its Application for Pitting Corrosion Study.

    PubMed

    Ramos, Rogelio; Zlatev, Roumen; Valdez, Benjamin; Stoytcheva, Margarita; Carrillo, Mónica; García, Juan-Francisco

    2013-01-01

    A virtual instrumentation (VI) system called VI localized corrosion image analyzer (LCIA) based on LabVIEW 2010 was developed allowing rapid automatic and subjective error-free determination of the pits number on large sized corroded specimens. The VI LCIA controls synchronously the digital microscope image taking and its analysis, finally resulting in a map file containing the coordinates of the detected probable pits containing zones on the investigated specimen. The pits area, traverse length, and density are also determined by the VI using binary large objects (blobs) analysis. The resulting map file can be used further by a scanning vibrating electrode technique (SVET) system for rapid (one pass) "true/false" SVET check of the probable zones only passing through the pit's centers avoiding thus the entire specimen scan. A complete SVET scan over the already proved "true" zones could determine the corrosion rate in any of the zones.

  17. Optimized R functions for analysis of ecological community data using the R virtual laboratory (RvLab)

    PubMed Central

    Varsos, Constantinos; Patkos, Theodore; Pavloudi, Christina; Gougousis, Alexandros; Ijaz, Umer Zeeshan; Filiopoulou, Irene; Pattakos, Nikolaos; Vanden Berghe, Edward; Fernández-Guerra, Antonio; Faulwetter, Sarah; Chatzinikolaou, Eva; Pafilis, Evangelos; Bekiari, Chryssoula; Doerr, Martin; Arvanitidis, Christos

    2016-01-01

    Abstract Background Parallel data manipulation using R has previously been addressed by members of the R community, however most of these studies produce ad hoc solutions that are not readily available to the average R user. Our targeted users, ranging from the expert ecologist/microbiologists to computational biologists, often experience difficulties in finding optimal ways to exploit the full capacity of their computational resources. In addition, improving performance of commonly used R scripts becomes increasingly difficult especially with large datasets. Furthermore, the implementations described here can be of significant interest to expert bioinformaticians or R developers. Therefore, our goals can be summarized as: (i) description of a complete methodology for the analysis of large datasets by combining capabilities of diverse R packages, (ii) presentation of their application through a virtual R laboratory (RvLab) that makes execution of complex functions and visualization of results easy and readily available to the end-user. New information In this paper, the novelty stems from implementations of parallel methodologies which rely on the processing of data on different levels of abstraction and the availability of these processes through an integrated portal. Parallel implementation R packages, such as the pbdMPI (Programming with Big Data – Interface to MPI) package, are used to implement Single Program Multiple Data (SPMD) parallelization on primitive mathematical operations, allowing for interplay with functions of the vegan package. The dplyr and RPostgreSQL R packages are further integrated offering connections to dataframe like objects (databases) as secondary storage solutions whenever memory demands exceed available RAM resources. The RvLab is running on a PC cluster, using version 3.1.2 (2014-10-31) on a x86_64-pc-linux-gnu (64-bit) platform, and offers an intuitive virtual environmet interface enabling users to perform analysis of ecological and microbial communities based on optimized vegan functions. A beta version of the RvLab is available after registration at: https://portal.lifewatchgreece.eu/ PMID:27932907

  18. Optimized R functions for analysis of ecological community data using the R virtual laboratory (RvLab).

    PubMed

    Varsos, Constantinos; Patkos, Theodore; Oulas, Anastasis; Pavloudi, Christina; Gougousis, Alexandros; Ijaz, Umer Zeeshan; Filiopoulou, Irene; Pattakos, Nikolaos; Vanden Berghe, Edward; Fernández-Guerra, Antonio; Faulwetter, Sarah; Chatzinikolaou, Eva; Pafilis, Evangelos; Bekiari, Chryssoula; Doerr, Martin; Arvanitidis, Christos

    2016-01-01

    Parallel data manipulation using R has previously been addressed by members of the R community, however most of these studies produce ad hoc solutions that are not readily available to the average R user. Our targeted users, ranging from the expert ecologist/microbiologists to computational biologists, often experience difficulties in finding optimal ways to exploit the full capacity of their computational resources. In addition, improving performance of commonly used R scripts becomes increasingly difficult especially with large datasets. Furthermore, the implementations described here can be of significant interest to expert bioinformaticians or R developers. Therefore, our goals can be summarized as: (i) description of a complete methodology for the analysis of large datasets by combining capabilities of diverse R packages, (ii) presentation of their application through a virtual R laboratory (RvLab) that makes execution of complex functions and visualization of results easy and readily available to the end-user. In this paper, the novelty stems from implementations of parallel methodologies which rely on the processing of data on different levels of abstraction and the availability of these processes through an integrated portal. Parallel implementation R packages, such as the pbdMPI (Programming with Big Data - Interface to MPI) package, are used to implement Single Program Multiple Data (SPMD) parallelization on primitive mathematical operations, allowing for interplay with functions of the vegan package. The dplyr and RPostgreSQL R packages are further integrated offering connections to dataframe like objects (databases) as secondary storage solutions whenever memory demands exceed available RAM resources. The RvLab is running on a PC cluster, using version 3.1.2 (2014-10-31) on a x86_64-pc-linux-gnu (64-bit) platform, and offers an intuitive virtual environmet interface enabling users to perform analysis of ecological and microbial communities based on optimized vegan functions. A beta version of the RvLab is available after registration at: https://portal.lifewatchgreece.eu/.

  19. Evaluation of an interactive web-based nursing course with streaming videos for medication administration skills.

    PubMed

    Sowan, Azizeh K; Idhail, Jamila Abu

    2014-08-01

    Nursing students should exhibit competence in nursing skills in order to provide safe and quality patient care. This study describes the design and students' response to an interactive web-based course using streaming video technology tailored to students' needs and the course objectives of the fundamentals of nursing skills clinical course. A mixed-methodology design was used to describe the experience of 102 first-year undergraduate nursing students at a school of nursing in Jordan who were enrolled in the course. A virtual course with streaming videos was designed to demonstrate medication administration fundamental skills. The videos recorded the ideal lab demonstration of the skills, and real-world practice performed by registered nurses for patients in a hospital setting. After course completion, students completed a 30-item satisfaction questionnaire, 8 self-efficacy scales, and a 4-item scale solicited their preferences of using the virtual course as a substitute or a replacement of the lab demonstration. Students' grades in the skill examination of the procedures were measured. Relationships between the main variables and predictors of satisfaction and self-efficacy were examined. Students were satisfied with the virtual course (3.9 ± 0.56, out of a 5-point scale) with a high-perceived overall self-efficacy (4.38 ± 0.42, out of a 5-point scale). Data showed a significant correlation between student satisfaction, self-efficacy and achievement in the virtual course (r = 0.45-0.49, p < 0.01). The majority of students accessed the course from home and some faced technical difficulties. Significant predictors of satisfaction were ease of access the course and gender (B = 0.35, 0.25, CI = 0.12-0.57, 0.02-0.48 respectively). The mean achievement score of students in the virtual class (7.5 ± 0.34) was significantly higher than that of a previous comparable cohort who was taught in the traditional method (6.0 ± 0.23) (p < 0.05). Nearly 40% of the students believed that the virtual course is a sufficient replacement of the lab demonstration. The use of multimedia within an interactive online learning environment is a valuable teaching strategy that yields a high level of nursing student satisfaction, self-efficacy, and achievement. The creation and delivery of a virtual learning environment with streaming videos for clinical courses is a complex process that should be carefully designed to positively influence the learning experience. However, the learning benefits gained from such pedagogical approach are worth faculty, institution and students' efforts. Published by Elsevier Ireland Ltd.

  20. STS-132 crew during their MSS/SIMP EVA3 OPS 4 training

    NASA Image and Video Library

    2010-01-28

    JSC2010-E-014952 (28 Jan. 2010) --- NASA astronauts Michael Good (seated) and Garrett Reisman, both STS-132 mission specialists, use the virtual reality lab in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to train for some of their duties aboard the space shuttle and space station. This type of computer interface, paired with virtual reality training hardware and software, helps to prepare crew members for dealing with space station elements.

  1. STS-134 crew and Expedition 24/25 crew member Shannon Walker

    NASA Image and Video Library

    2010-03-25

    JSC2010-E-043666 (25 March 2010) --- NASA astronauts Mark Kelly (background), STS-134 commander; and Andrew Feustel, mission specialist, use the virtual reality lab in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to train for some of their duties aboard the space shuttle and space station. This type of computer interface, paired with virtual reality training hardware and software, helps to prepare crew members for dealing with space station elements.

  2. STS-134 crew and Expedition 24/25 crew member Shannon Walker

    NASA Image and Video Library

    2010-03-25

    JSC2010-E-043668 (25 March 2010) --- NASA astronauts Mark Kelly (background), STS-134 commander; and Andrew Feustel, mission specialist, use the virtual reality lab in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to train for some of their duties aboard the space shuttle and space station. This type of computer interface, paired with virtual reality training hardware and software, helps to prepare crew members for dealing with space station elements.

  3. STS-120 crew along with Expedition crew members Dan Tani and Sandra Magnus

    NASA Image and Video Library

    2007-08-09

    JSC2007-E-41533 (9 Aug. 2007) --- Astronauts Stephanie Wilson (left), STS-120 mission specialist; Sandra Magnus, Expedition 17 flight engineer; and Dan Tani, Expedition 16 flight engineer, use the virtual reality lab at Johnson Space Center to train for their duties aboard the space shuttle and space station. This type of computer interface, paired with virtual reality training hardware and software, helps to prepare the entire team for dealing with space station elements.

  4. Virtualization of Legacy Instrumentation Control Computers for Improved Reliability, Operational Life, and Management.

    PubMed

    Katz, Jonathan E

    2017-01-01

    Laboratories tend to be amenable environments for long-term reliable operation of scientific measurement equipment. Indeed, it is not uncommon to find equipment 5, 10, or even 20+ years old still being routinely used in labs. Unfortunately, the Achilles heel for many of these devices is the control/data acquisition computer. Often these computers run older operating systems (e.g., Windows XP) and, while they might only use standard network, USB or serial ports, they require proprietary software to be installed. Even if the original installation disks can be found, it is a burdensome process to reinstall and is fraught with "gotchas" that can derail the process-lost license keys, incompatible hardware, forgotten configuration settings, etc. If you have running legacy instrumentation, the computer is the ticking time bomb waiting to put a halt to your operation.In this chapter, I describe how to virtualize your currently running control computer. This virtualized computer "image" is easy to maintain, easy to back up and easy to redeploy. I have used this multiple times in my own lab to greatly improve the robustness of my legacy devices.After completing the steps in this chapter, you will have your original control computer as well as a virtual instance of that computer with all the software installed ready to control your hardware should your original computer ever be decommissioned.

  5. Advanced LabVIEW Labs

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

    Jones, Eric D.

    1999-06-17

    In the world of computer-based data acquisition and control, the graphical interface program LabVIEW from National Instruments is so ubiquitous that in many ways it has almost become the laboratory standard. To date, there have been approximately fifteen books concerning LabVIEW, but Professor Essick's treatise takes on a completely different tack than all of the previous discussions. In the more standard treatments of the ways and wherefores of LabVIEW such as LabVIEW Graphical Programming: Practical Applications in Instrumentation and Control by Gary W. Johnson (McGraw Hill, NY 1997), the emphasis has been instructing the reader how to program LabVIEW tomore » create a Virtual Instrument (VI) on the computer for interfacing to a particular instruments. LabVIEW is written in G a graphical programming language developed by National Instruments. In the past the emphasis has been on training the experimenter to learn G . Without going into details here, G incorporates the usual loops, arithmetic expressions, etc., found in many programming languages, but in an icon (graphical) environment. The net result being that LabVIEW contains all of the standard methods needed for interfacing to instruments, data acquisition, data analysis, graphics, and also methodology to incorporate programs written in other languages into LabVIEW. Historically, according to Professor Essick, he developed a series of experiments for an upper division laboratory course for computer-based instrumentation. His observation was that while many students had the necessary background in computer programming languages, there were students who had virtually no concept about writing a computer program let alone a computer- based interfacing program. Thus the beginnings of a concept for not only teaching computer- based instrumentation techniques, but aiso a method for the beginner to experience writing a com- puter program. Professor Essick saw LabVIEW as the perfect environment in which to teach computer-based research skills. With this goal in mind, he has succeeded admirably. Advanced LabVIEW Labs presents a series of chapters devoted to not only introducing the reader to LabVIEW, but also to the concepts necessary for writing a successful computer pro- gram. Each chapter is an assignment for the student and is suitable for a ten week course. The first topic introduces the while loop and waveform chart VI'S. After learning how to launch LabVIEW, the student then leans how to use LabVIEW functions such as sine and cosine. The beauty of thk and subsequent chapters, the student is introduced immediately to computer-based instruction by learning how to display the results in graph form on the screen. At each point along the way, the student is not only introduced to another LabVIEW operation, but also to such subjects as spread sheets for data storage, numerical integration, Fourier transformations', curve fitting algorithms, etc. The last few chapters conclude with the purpose of the learning module, and that is, com- puter-based instrumentation. Computer-based laboratory projects such as analog-to-digital con- version, digitizing oscilloscopes treated. Advanced Lab VIEW Labs finishes with a treatment on GPIB interfacing and finally, the student is asked to create an operating VI for temperature con- trol. This is an excellent text, not only as an treatise on LabVIEW but also as an introduction to computer programming logic. All programmers, who are struggling to not only learning how interface computers to instruments, but also trying understand top down programming and other programming language techniques, should add Advanced Lab-VIEW Labs to their computer library.« less

  6. Advanced LabVIEW Labs

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

    Jones, Eric D.

    1999-06-17

    In the world of computer-based data acquisition and control, the graphical interface program LabVIEW from National Instruments is so ubiquitous that in many ways it has almost become the laboratory standard. To date, there have been approximately fifteen books concerning LabVIEW, but Professor Essick's treatise takes on a completely different tack than all of the previous discussions. In the more standard treatments of the ways and wherefores of LabVIEW such as LabVIEW Graphical Programming: Practical Applications in Instrumentation and Control by Gary W. Johnson (McGraw Hill, NY 1997), the emphasis has been instructing the reader how to program LabVIEW tomore » create a Virtual Instrument (VI) on the computer for interfacing to a particular instruments. LabVIEW is written in "G" a graphical programming language developed by National Instruments. In the past the emphasis has been on training the experimenter to learn "G". Without going into details here, "G" incorporates the usual loops, arithmetic expressions, etc., found in many programming languages, but in an icon (graphical) environment. The net result being that LabVIEW contains all of the standard methods needed for interfacing to instruments, data acquisition, data analysis, graphics, and also methodology to incorporate programs written in other languages into LabVIEW. Historically, according to Professor Essick, he developed a series of experiments for an upper division laboratory course for computer-based instrumentation. His observation was that while many students had the necessary background in computer programming languages, there were students who had virtually no concept about writing a computer program let alone a computer- based interfacing program. Thus the beginnings of a concept for not only teaching computer- based instrumentation techniques, but aiso a method for the beginner to experience writing a com- puter program. Professor Essick saw LabVIEW as the "perfect environment in which to teach computer-based research skills." With this goal in mind, he has succeeded admirably. Advanced LabVIEW Labs presents a series of chapters devoted to not only introducing the reader to LabVIEW, but also to the concepts necessary for writing a successful computer pro- gram. Each chapter is an assignment for the student and is suitable for a ten week course. The first topic introduces the while loop and waveform chart VI'S. After learning how to launch LabVIEW, the student then leans how to use LabVIEW functions such as sine and cosine. The beauty of thk and subsequent chapters, the student is introduced immediately to computer-based instruction by learning how to display the results in graph form on the screen. At each point along the way, the student is not only introduced to another LabVIEW operation, but also to such subjects as spread sheets for data storage, numerical integration, Fourier transformations', curve fitting algorithms, etc. The last few chapters conclude with the purpose of the learning module, and that is, com- puter-based instrumentation. Computer-based laboratory projects such as analog-to-digital con- version, digitizing oscilloscopes treated. Advanced Lab VIEW Labs finishes with a treatment on GPIB interfacing and finally, the student is asked to create an operating VI for temperature con- trol. This is an excellent text, not only as an treatise on LabVIEW but also as an introduction to computer programming logic. All programmers, who are struggling to not only learning how interface computers to instruments, but also trying understand top down programming and other programming language techniques, should add Advanced Lab-VIEW Labs to their computer library.« less

  7. Teaching and assessing competence in cataract surgery.

    PubMed

    Henderson, Bonnie An; Ali, Rasha

    2007-02-01

    To review recent literature regarding innovative techniques, methods of teaching and assessing competence and skill in cataract surgery. The need for assessment of surgical competency and the requirement of wet lab facilities in ophthalmic training programs are being increasingly emphasized. Authors have proposed the use of standardized forms to collect objective and subjective data regarding the residents' surgical performance. Investigators have reported methods to improve visualization of cadaver and animal eyes for the wet lab, including the use of capsular dyes. The discussion of virtual reality as a teaching tool for surgical programs continues. Studies have proven that residents trained on a laparoscopic simulator outperformed nontrained residents during actual surgery for both surgical times and numbers of errors. Besides virtual reality systems, a program is being developed to separate the cognitive portion from the physical aspects of surgery. Another program couples surgical videos with three-dimensional animation to enhance the trainees' topographical understanding. Proper assessment of surgical competency is becoming an important focus of training programs. The use of surgical data forms may assist in standardizing objective assessments. Virtual reality, cognitive curriculum and animation video programs can be helpful in improving residents' surgical performance.

  8. STS-134 crew in Virtual Reality Lab during their MSS/EVAA SUPT2 Team training

    NASA Image and Video Library

    2010-08-27

    JSC2010-E-121058 (27 Aug. 2010) --- NASA astronauts Michael Fincke (foreground) and Greg Chamitoff, both STS-134 mission specialists, use virtual reality hardware in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to rehearse some of their duties on the upcoming mission to the International Space Station. This type of virtual reality training allows the astronauts to wear a helmet and special gloves while looking at computer displays simulating actual movements around the various locations on the station hardware with which they will be working. Photo credit: NASA or National Aeronautics and Space Administration

  9. STS-134 crew in Virtual Reality Lab during their MSS/EVAA SUPT2 Team training

    NASA Image and Video Library

    2010-08-27

    JSC2010-E-121052 (27 Aug. 2010) --- NASA astronauts Michael Fincke (foreground) and Greg Chamitoff, both STS-134 mission specialists, use virtual reality hardware in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to rehearse some of their duties on the upcoming mission to the International Space Station. This type of virtual reality training allows the astronauts to wear a helmet and special gloves while looking at computer displays simulating actual movements around the various locations on the station hardware with which they will be working. Photo credit: NASA or National Aeronautics and Space Administration

  10. STS-134 crew in Virtual Reality Lab during their MSS/EVAA SUPT2 Team training

    NASA Image and Video Library

    2010-08-27

    JSC2010-E-121055 (27 Aug. 2010) --- NASA astronauts Michael Fincke (right) and Greg Chamitoff, both STS-134 mission specialists, use virtual reality hardware in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to rehearse some of their duties on the upcoming mission to the International Space Station. This type of virtual reality training allows the astronauts to wear a helmet and special gloves while looking at computer displays simulating actual movements around the various locations on the station hardware with which they will be working. Photo credit: NASA or National Aeronautics and Space Administration

  11. Virtual reality welder training

    NASA Astrophysics Data System (ADS)

    White, Steven A.; Reiners, Dirk; Prachyabrued, Mores; Borst, Christoph W.; Chambers, Terrence L.

    2010-01-01

    This document describes the Virtual Reality Simulated MIG Lab (sMIG), a system for Virtual Reality welder training. It is designed to reproduce the experience of metal inert gas (MIG) welding faithfully enough to be used as a teaching tool for beginning welding students. To make the experience as realistic as possible it employs physically accurate and tracked input devices, a real-time welding simulation, real-time sound generation and a 3D display for output. Thanks to being a fully digital system it can go beyond providing just a realistic welding experience by giving interactive and immediate feedback to the student to avoid learning wrong movements from day 1.

  12. LabVIEW Interface for PCI-SpaceWire Interface Card

    NASA Technical Reports Server (NTRS)

    Lux, James; Loya, Frank; Bachmann, Alex

    2005-01-01

    This software provides a LabView interface to the NT drivers for the PCISpaceWire card, which is a peripheral component interface (PCI) bus interface that conforms to the IEEE-1355/ SpaceWire standard. As SpaceWire grows in popularity, the ability to use SpaceWire links within LabVIEW will be important to electronic ground support equipment vendors. In addition, there is a need for a high-level LabVIEW interface to the low-level device- driver software supplied with the card. The LabVIEW virtual instrument (VI) provides graphical interfaces to support all (1) SpaceWire link functions, including message handling and routing; (2) monitoring as a passive tap using specialized hardware; and (3) low-level access to satellite mission-control subsystem functions. The software is supplied in a zip file that contains LabVIEW VI files, which provide various functions of the PCI-SpaceWire card, as well as higher-link-level functions. The VIs are suitably named according to the matching function names in the driver manual. A number of test programs also are provided to exercise various functions.

  13. Virtual Specimens

    NASA Astrophysics Data System (ADS)

    de Paor, D. G.

    2009-12-01

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

  14. STS-134 crew and Expedition 24/25 crew member Shannon Walker

    NASA Image and Video Library

    2010-03-25

    JSC2010-E-043673 (25 March 2010) --- NASA astronauts Gregory H. Johnson, STS-134 pilot; and Shannon Walker, Expedition 24/25 flight engineer, use the virtual reality lab in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to train for some of their duties aboard the space shuttle and space station. This type of computer interface, paired with virtual reality training hardware and software, helps to prepare crew members for dealing with space station elements.

  15. STS-134 crew and Expedition 24/25 crew member Shannon Walker

    NASA Image and Video Library

    2010-03-25

    JSC2010-E-043661 (25 March 2010) --- NASA astronauts Gregory H. Johnson, STS-134 pilot; and Shannon Walker, Expedition 24/25 flight engineer, use the virtual reality lab in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to train for some of their duties aboard the space shuttle and space station. This type of computer interface, paired with virtual reality training hardware and software, helps to prepare crew members for dealing with space station elements.

  16. STS-132 crew during their MSS/SIMP EVA3 OPS 4 training

    NASA Image and Video Library

    2010-01-28

    JSC2010-E-014953 (28 Jan. 2010) --- NASA astronauts Piers Sellers, STS-132 mission specialist; and Tracy Caldwell Dyson, Expedition 23/24 flight engineer, use the virtual reality lab in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to train for some of their duties aboard the space shuttle and space station. This type of computer interface, paired with virtual reality training hardware and software, helps to prepare crew members for dealing with space station elements.

  17. STS-132 crew during their MSS/SIMP EVA3 OPS 4 training

    NASA Image and Video Library

    2010-01-28

    JSC2010-E-014949 (28 Jan. 2010) --- NASA astronauts Piers Sellers, STS-132 mission specialist; and Tracy Caldwell Dyson, Expedition 23/24 flight engineer, use the virtual reality lab in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to train for some of their duties aboard the space shuttle and space station. This type of computer interface, paired with virtual reality training hardware and software, helps to prepare crew members for dealing with space station elements.

  18. STS-132 crew during their MSS/SIMP EVA3 OPS 4 training

    NASA Image and Video Library

    2010-01-28

    JSC2010-E-014956 (28 Jan. 2010) --- NASA astronauts Ken Ham (left foreground), STS-132 commander; Michael Good, mission specialist; and Tony Antonelli (right), pilot, use the virtual reality lab in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to train for some of their duties aboard the space shuttle and space station. This type of computer interface, paired with virtual reality training hardware and software, helps to prepare crew members for dealing with space station elements.

  19. STS-132 crew during their MSS/SIMP EVA3 OPS 4 training

    NASA Image and Video Library

    2010-01-28

    JSC2010-E-014951 (28 Jan. 2010) --- NASA astronauts Michael Good (seated), Garrett Reisman (right foreground), both STS-132 mission specialists; and Tony Antonelli, pilot, use the virtual reality lab in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to train for some of their duties aboard the space shuttle and space station. This type of computer interface, paired with virtual reality training hardware and software, helps to prepare crew members for dealing with space station elements.

  20. STS-134 crew and Expedition 24/25 crew member Shannon Walker

    NASA Image and Video Library

    2010-03-25

    JSC2010-E-043662 (25 March 2010) --- NASA astronauts Gregory H. Johnson, STS-134 pilot; and Shannon Walker, Expedition 24/25 flight engineer, use the virtual reality lab in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to train for some of their duties aboard the space shuttle and space station. This type of computer interface, paired with virtual reality training hardware and software, helps to prepare crew members for dealing with space station elements.

  1. STS-120 crew along with Expedition crew members Dan Tani and Sandra Magnus

    NASA Image and Video Library

    2007-08-09

    JSC2007-E-41538 (9 Aug. 2007) --- Astronauts Stephanie Wilson, STS-120 mission specialist; Sandra Magnus, Expedition 17 flight engineer; and Dan Tani, Expedition 16 flight engineer, use the virtual reality lab at Johnson Space Center to train for their duties aboard the space shuttle and space station. This type of computer interface, paired with virtual reality training hardware and software, helps to prepare the entire team for dealing with space station elements. A computer display is visible in the foreground.

  2. Virtually the ultimate research lab.

    PubMed

    Kulik, Alexander

    2018-04-26

    Virtual reality (VR) can serve as a viable platform for psychological research. The real world with many uncontrolled variables can be masked to immerse participants in complex interactive environments that are under full experimental control. However, as any other laboratory setting, these simulations are not perceived equally to reality and they also afford different behaviour. We need a better understanding of these differences, which are often related to parameters of the technical setup, to support valid interpretations of experimental results. © 2018 The British Psychological Society.

  3. Virtual Interactive Classroom: A New Technology for Distance Learning Developed

    NASA Technical Reports Server (NTRS)

    York, David W.; Babula, Maria

    1999-01-01

    The Virtual Interactive Classroom (VIC) allows Internet users, specifically students, to remotely control and access data from scientific equipment. This is a significant advantage to school systems that cannot afford experimental equipment, have Internet access, and are seeking to improve science and math scores with current resources. A VIC Development Lab was established at Lewis to demonstrate that scientific equipment can be controlled by remote users over the Internet. Current projects include a wind tunnel, a room camera, a science table, and a microscope.

  4. Student self-reported communication skills, knowledge and confidence across standardised patient, virtual and traditional clinical learning environments.

    PubMed

    Quail, Michelle; Brundage, Shelley B; Spitalnick, Josh; Allen, Peter J; Beilby, Janet

    2016-02-27

    Advanced communication skills are vital for allied health professionals, yet students often have limited opportunities in which to develop them. The option of increasing clinical placement hours is unsustainable in a climate of constrained budgets, limited placement availability and increasing student numbers. Consequently, many educators are considering the potentials of alternative training methods, such as simulation. Simulations provide safe, repeatable and standardised learning environments in which students can practice a variety of clinical skills. This study investigated students' self-rated communication skill, knowledge, confidence and empathy across simulated and traditional learning environments. Undergraduate speech pathology students were randomly allocated to one of three communication partners with whom they engaged conversationally for up to 30 min: a patient in a nursing home (n = 21); an elderly trained patient actor (n = 22); or a virtual patient (n = 19). One week prior to, and again following the conversational interaction, participants completed measures of self-reported communication skill, knowledge and confidence (developed by the authors based on the Four Habit Coding Scheme), as well as the Jefferson Scale of Empathy - Health Professionals (student version). All three groups reported significantly higher communication knowledge, skills and confidence post-placement (Median d = .58), while the degree of change did not vary as a function of group membership (Median η (2)  < .01). In addition, only students interacting with a nursing home resident reported higher empathy after the placement. Students reported that conversing with the virtual patient was more challenging than conversing with a nursing home patient or actor, and students appeared to derive the same benefit from the experience. Participants self-reported higher communication skill, knowledge and confidence, though not empathy, following a brief placement in a virtual, standardised or traditional learning environment. The self-reported increases were consistent across the three placement types. It is proposed that the findings from this study provide support for the integration of more sustainable, standardised, virtual patient-based placement models into allied health training programs for the training of communication skills.

  5. From Ions to Bits - Developing the IT infrastructure around the CAMECA IMS 1280-HR SIMS lab at GFZ Potsdam

    NASA Astrophysics Data System (ADS)

    Galkin, A.; Klump, J.; Wiedenbeck, M.

    2012-04-01

    Secondary Ion Mass Spectrometers (SIMS) is an highly sensitive technique for analyzing the surfaces of solids and thin film samples, but has the major drawback that such instruments are both rare and expensive. The Virtual SIMS project aims to design, develop and operate the IT infrastructure around the CAMECA IMS 1280-HR SIMS at GFZ Potsdam. The system will cover the whole spectrum of the procedures in the lab - from the online application for measurement time, to the remote access to the instrument and finally the maintenance of the data for publishing and future re-use. A virtual lab infrastructure around the IMS 1280 will enable remote access to the instrument and make measurement time available to the broadest possible user community. Envisioned is that the IT infrastructure would consist of the following: web portal, data repository, sample repository, project management software, communication arrangements between the lab staff and distant researcher and remote access to the instruments. The web portal will handle online applications for the measurement time. The data from the experiments, the monitoring sensor logs and the lab logbook entries are to be stored and archived. Researchers will be able to access their data remotely in real time, thus imposing a user rights management strucuture. Also planned is that all samples and the standards will be assigned a unique International GeoSample Number (IGSN) and that the images of the samples will be stored and made accessible in addition to any additional documents which might be uploaded by the researcher. The project management application will schedule the application process, the measurements times, notifications and alerts. A video conference capability is forseen for communication between the Potsdam staff and the remote researcher. The remote access to the instruments requires a sophisticated client-server solution. This highly sensitive instrument has to be controlled in real-time with latencies diminished to a minimum. Also, failures and shortages of the internet connection, as well as possible outages on the client side, have to be considered and safe fallbacks for such events must be provided. The level of skills of the researcher remotely operating the instrument will define the scope of control given during an operating session. An important aspect of the project is the design of the virtual lab system in collaboration with the laboratory operators and the researchers who will use the instrument and its peripherals. Different approaches for the IT solutions will be tested and evaluated, so imporved guidelines can evolve from obsperved operating performance.

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

    NASA Astrophysics Data System (ADS)

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

    2016-06-01

    A virtual learning environment can engage university students in the learning process in ways that the traditional lectures and lab formats cannot. We present our virtual learning environment StudentResearcher, which incorporates simulations, multiple-choice quizzes, video lectures, and gamification into a learning path for quantum mechanics at the advanced university level. StudentResearcher is built upon the experiences gathered from workshops with the citizen science game Quantum Moves at the high-school and university level, where the games were used extensively to illustrate the basic concepts of quantum mechanics. The first test of this new virtual learning environment was a 2014 course in advanced quantum mechanics at Aarhus University with 47 enrolled students. We found increased learning for the students who were more active on the platform independent of their previous performances.

  7. Multimedia Modules for Electromagnetics Education.

    ERIC Educational Resources Information Center

    De Los Santos Vidal, Oriol; Iskander, Magdy F.

    1997-01-01

    Multimedia technology is an invaluable teaching and learning resource. One advantage of technology based education is the ability to combine practical applications, visualization of complex mathematical and abstract subjects, virtual labs, and guided use of simulation software. This article describes several multimedia tutorials for…

  8. Incorporation of Medicinal Chemistry into the Organic Chemistry Curriculum

    ERIC Educational Resources Information Center

    Forbes, David C.

    2004-01-01

    Application of concepts presented in organic chemistry lecture using a virtual project involving the sythesis of medicinally important compounds is emphasized. The importance of reinforcing the concepts from lecture in lab, thus providing a powerful instructional means is discussed.

  9. Objective structured clinical interview training using a virtual human patient.

    PubMed

    Parsons, Thomas D; Kenny, Patrick; Ntuen, Celestine A; Pataki, Caroly S; Pato, Michele T; Rizzo, Albert A; St-George, Cheryl; Sugar, Jeffery

    2008-01-01

    Effective interview skills are a core competency for psychiatry residents and developing psychotherapists. Although schools commonly make use of standardized patients to teach interview skills, the diversity of the scenarios standardized patients can characterize is limited by availability of human actors. Further, there is the economic concern related to the time and money needed to train standardized patients. Perhaps most damaging is the "standardization" of standardized patients -- will they in fact consistently proffer psychometrically reliable and valid interactions with the training clinicians. Virtual Human Agent (VHA) technology has evolved to a point where researchers may begin developing mental health applications that make use of virtual reality patients. The work presented here is a preliminary attempt at what we believe to be a large application area. Herein we describe an ongoing study of our virtual patients (VP). We present an approach that allows novice mental health clinicians to conduct an interview with a virtual character that emulates an adolescent male with conduct disorder. This study illustrates the ways in which a variety of core research components developed at the University of Southern California facilitates the rapid development of mental health applications.

  10. A network approach for researching political feasibility of healthcare reform: the case of universal healthcare system in Taiwan.

    PubMed

    Wang, Guang-Xu

    2012-12-01

    This study evaluates the political feasibility of healthcare reform taking place in Taiwan in the past decade. Since Taiwan adopted National Health Insurance (NHI) in 1995, it has provided coverage for virtually all of the island's citizens. However, the imbalance between expenditure and revenue has resulted in a cycle of unsustainable spending which has necessitated financial reforms and political confrontations. By applying social network analysis, this paper examines multiple types of ties between policy elites and power distribution that have evolved in crucial policy events of the NHI's financial reforms between 1998 and 2010. Data sources include official documents and 62 social network interviews that were held with government officials and related unofficial policy participants. Blockmodeling and multidimensional scaling (MDS) are used to determine the major participants and network structures in the NHI domain, as well as the influential policy actors, based on information transmission, resource exchange, reputation attribution and action-set coalition networks in Taiwan's current political situation. The results show that although both public actors and all medical associations are the leading actors in the NHI reform, without good communication with societal actors, the promotion of reform proposals ends in failure. As a tool of political feasibility evaluation, social network analysis can map the political conflict between policy stakeholders systematically when policy makers pursue the result of policy adoption. Copyright © 2012 Elsevier Ltd. All rights reserved.

  11. A LabVIEW based template for user created experiment automation.

    PubMed

    Kim, D J; Fisk, Z

    2012-12-01

    We have developed an expandable software template to automate user created experiments. The LabVIEW based template is easily modifiable to add together user created measurements, controls, and data logging with virtually any type of laboratory equipment. We use reentrant sequential selection to implement sequence script making it possible to wrap a long series of the user created experiments and execute them in sequence. Details of software structure and application examples for scanning probe microscope and automated transport experiments using custom built laboratory electronics and a cryostat are described.

  12. In-Situ Mosaic Production at JPL/MIPL

    NASA Technical Reports Server (NTRS)

    Deen, Bob

    2012-01-01

    Multimission Image Processing Lab (MIPL) at JPL is responsible for (among other things) the ground-based operational image processing of all the recent in-situ Mars missions: (1) Mars Pathfinder (2) Mars Polar Lander (3) Mars Exploration Rovers (MER) (4) Phoenix (5) Mars Science Lab (MSL) Mosaics are probably the most visible products from MIPL (1) Generated for virtually every rover position at which a panorama is taken (2) Provide better environmental context than single images (3) Valuable to operations and science personnel (4) Arguably the signature products for public engagement

  13. Developing a Natural User Interface and Facial Recognition System With OpenCV and the Microsoft Kinect

    NASA Technical Reports Server (NTRS)

    Gutensohn, Michael

    2018-01-01

    The task for this project was to design, develop, test, and deploy a facial recognition system for the Kennedy Space Center Augmented/Virtual Reality Lab. This system will serve as a means of user authentication as part of the NUI of the lab. The overarching goal is to create a seamless user interface that will allow the user to initiate and interact with AR and VR experiences without ever needing to use a mouse or keyboard at any step in the process.

  14. Real-time marker-free motion capture system using blob feature analysis

    NASA Astrophysics Data System (ADS)

    Park, Chang-Joon; Kim, Sung-Eun; Kim, Hong-Seok; Lee, In-Ho

    2005-02-01

    This paper presents a real-time marker-free motion capture system which can reconstruct 3-dimensional human motions. The virtual character of the proposed system mimics the motion of an actor in real-time. The proposed system captures human motions by using three synchronized CCD cameras and detects the root and end-effectors of an actor such as a head, hands, and feet by exploiting the blob feature analysis. And then, the 3-dimensional positions of end-effectors are restored and tracked by using Kalman filter. At last, the positions of the intermediate joint are reconstructed by using anatomically constrained inverse kinematics algorithm. The proposed system was implemented under general lighting conditions and we confirmed that the proposed system could reconstruct motions of a lot of people wearing various clothes in real-time stably.

  15. Cognitive and neural plasticity in older adults’ prospective memory following training with the Virtual Week computer game

    PubMed Central

    Rose, Nathan S.; Rendell, Peter G.; Hering, Alexandra; Kliegel, Matthias; Bidelman, Gavin M.; Craik, Fergus I. M.

    2015-01-01

    Prospective memory (PM) – the ability to remember and successfully execute our intentions and planned activities – is critical for functional independence and declines with age, yet few studies have attempted to train PM in older adults. We developed a PM training program using the Virtual Week computer game. Trained participants played the game in 12, 1-h sessions over 1 month. Measures of neuropsychological functions, lab-based PM, event-related potentials (ERPs) during performance on a lab-based PM task, instrumental activities of daily living, and real-world PM were assessed before and after training. Performance was compared to both no-contact and active (music training) control groups. PM on the Virtual Week game dramatically improved following training relative to controls, suggesting PM plasticity is preserved in older adults. Relative to control participants, training did not produce reliable transfer to laboratory-based tasks, but was associated with a reduction of an ERP component (sustained negativity over occipito-parietal cortex) associated with processing PM cues, indicative of more automatic PM retrieval. Most importantly, training produced far transfer to real-world outcomes including improvements in performance on real-world PM and activities of daily living. Real-world gains were not observed in either control group. Our findings demonstrate that short-term training with the Virtual Week game produces cognitive and neural plasticity that may result in real-world benefits to supporting functional independence in older adulthood. PMID:26578936

  16. QSAR-Driven Design and Discovery of Novel Compounds With Antiplasmodial and Transmission Blocking Activities.

    PubMed

    Lima, Marilia N N; Melo-Filho, Cleber C; Cassiano, Gustavo C; Neves, Bruno J; Alves, Vinicius M; Braga, Rodolpho C; Cravo, Pedro V L; Muratov, Eugene N; Calit, Juliana; Bargieri, Daniel Y; Costa, Fabio T M; Andrade, Carolina H

    2018-01-01

    Malaria is a life-threatening infectious disease caused by parasites of the genus Plasmodium , affecting more than 200 million people worldwide every year and leading to about a half million deaths. Malaria parasites of humans have evolved resistance to all current antimalarial drugs, urging for the discovery of new effective compounds. Given that the inhibition of deoxyuridine triphosphatase of Plasmodium falciparum ( Pf dUTPase) induces wrong insertions in plasmodial DNA and consequently leading the parasite to death, this enzyme is considered an attractive antimalarial drug target. Using a combi-QSAR (quantitative structure-activity relationship) approach followed by virtual screening and in vitro experimental evaluation, we report herein the discovery of novel chemical scaffolds with in vitro potency against asexual blood stages of both P. falciparum multidrug-resistant and sensitive strains and against sporogonic development of P. berghei . We developed 2D- and 3D-QSAR models using a series of nucleosides reported in the literature as Pf dUTPase inhibitors. The best models were combined in a consensus approach and used for virtual screening of the ChemBridge database, leading to the identification of five new virtual Pf dUTPase inhibitors. Further in vitro testing on P. falciparum multidrug-resistant (W2) and sensitive (3D7) parasites showed that compounds LabMol-144 and LabMol-146 demonstrated fair activity against both strains and presented good selectivity versus mammalian cells. In addition, LabMol-144 showed good in vitro inhibition of P. berghei ookinete formation, demonstrating that hit-to-lead optimization based on this compound may also lead to new antimalarials with transmission blocking activity.

  17. Optimizing students’ scientific communication skills through higher order thinking virtual laboratory (HOTVL)

    NASA Astrophysics Data System (ADS)

    Sapriadil, S.; Setiawan, A.; Suhandi, A.; Malik, A.; Safitri, D.; Lisdiani, S. A. S.; Hermita, N.

    2018-05-01

    Communication skill is one skill that is very needed in this 21st century. Preparing and teaching this skill in teaching physics is relatively important. The focus of this research is to optimizing of students’ scientific communication skills after the applied higher order thinking virtual laboratory (HOTVL) on topic electric circuit. This research then employed experimental study particularly posttest-only control group design. The subject in this research involved thirty senior high school students which were taken using purposive sampling. A sample of seventy (70) students participated in the research. An equivalent number of thirty five (35) students were assigned to the control and experimental group. The results of this study found that students using higher order thinking virtual laboratory (HOTVL) in laboratory activities had higher scientific communication skills than students who used the verification virtual lab.

  18. Lab4CE: A Remote Laboratory for Computer Education

    ERIC Educational Resources Information Center

    Broisin, Julien; Venant, Rémi; Vidal, Philippe

    2017-01-01

    Remote practical activities have been demonstrated to be efficient when learners come to acquire inquiry skills. In computer science education, virtualization technologies are gaining popularity as this technological advance enables instructors to implement realistic practical learning activities, and learners to engage in authentic and…

  19. Pulse!! The Virtual Clinical Learning Lab and Center of Excellence

    DTIC Science & Technology

    2011-08-01

    environments, physiological assets and case-authoring tools using state- of-the art technologies common to the videogame industry but here appropriated...interior processes (e.g., fluid dynamics) are beyond the current reach of the videogame industry. c. Concise Accomplishments (limit 200 words/170

  20. A Virtual Circuits Lab

    ERIC Educational Resources Information Center

    Vick, Matthew E.

    2010-01-01

    The University of Colorado's Physics Education Technology (PhET) website offers free, high-quality simulations of many physics experiments that can be used in the classroom. The Circuit Construction Kit, for example, allows students to safely and constructively play with circuit components while learning the mathematics behind many circuit…

  1. Evidence that bisphenol A (BPA) can be accurately measured without contamination in human serum and urine, and that BPA causes numerous hazards from multiple routes of exposure

    PubMed Central

    vom Saal, Frederick S.; Welshons, Wade V.

    2016-01-01

    There is extensive evidence that bisphenol A (BPA) is related to a wide range of adverse health effects based on both human and experimental animal studies. However, a number of regulatory agencies have ignored all hazard findings. Reports of high levels of unconjugated (bioactive) serum BPA in dozens of human biomonitoring studies have also been rejected based on the prediction that the findings are due to assay contamination and that virtually all ingested BPA is rapidly converted to inactive metabolites. NIH and industry-sponsored round robin studies have demonstrated that serum BPA can be accurately assayed without contamination, while the FDA lab has acknowledged uncontrolled assay contamination. In reviewing the published BPA biomonitoring data, we find that assay contamination is, in fact, well controlled in most labs, and cannot be used as the basis for discounting evidence that significant and virtually continuous exposure to BPA must be occurring from multiple sources. PMID:25304273

  2. LabVIEW 2010 Computer Vision Platform Based Virtual Instrument and Its Application for Pitting Corrosion Study

    PubMed Central

    Ramos, Rogelio; Zlatev, Roumen; Valdez, Benjamin; Stoytcheva, Margarita; Carrillo, Mónica; García, Juan-Francisco

    2013-01-01

    A virtual instrumentation (VI) system called VI localized corrosion image analyzer (LCIA) based on LabVIEW 2010 was developed allowing rapid automatic and subjective error-free determination of the pits number on large sized corroded specimens. The VI LCIA controls synchronously the digital microscope image taking and its analysis, finally resulting in a map file containing the coordinates of the detected probable pits containing zones on the investigated specimen. The pits area, traverse length, and density are also determined by the VI using binary large objects (blobs) analysis. The resulting map file can be used further by a scanning vibrating electrode technique (SVET) system for rapid (one pass) “true/false” SVET check of the probable zones only passing through the pit's centers avoiding thus the entire specimen scan. A complete SVET scan over the already proved “true” zones could determine the corrosion rate in any of the zones. PMID:23691434

  3. Augmenting your own reality: student authoring of science-based augmented reality games.

    PubMed

    Klopfer, Eric; Sheldon, Josh

    2010-01-01

    Augmented Reality (AR) simulations superimpose a virtual overlay of data and interactions onto a real-world context. The simulation engine at the heart of this technology is built to afford elements of game play that support explorations and learning in students' natural context--their own community and surroundings. In one of the more recent games, TimeLab 2100, players role-play citizens of the early 22nd century when global climate change is out of control. Through AR, they see their community as it might be nearly one hundred years in the future. TimeLab and other similar AR games balance location specificity and portability--they are games that are tied to a location and games that are movable from place to place. Focusing students on developing their own AR games provides the best of both virtual and physical worlds: a more portable solution that deeply connects young people to their own surroundings. A series of initiatives has focused on technical and pedagogical solutions to supporting students authoring their own games.

  4. Remotely accessible laboratory for MEMS testing

    NASA Astrophysics Data System (ADS)

    Sivakumar, Ganapathy; Mulsow, Matthew; Melinger, Aaron; Lacouture, Shelby; Dallas, Tim E.

    2010-02-01

    We report on the construction of a remotely accessible and interactive laboratory for testing microdevices (aka: MicroElectroMechancial Systems - MEMS). Enabling expanded utilization of microdevices for research, commercial, and educational purposes is very important for driving the creation of future MEMS devices and applications. Unfortunately, the relatively high costs associated with MEMS devices and testing infrastructure makes widespread access to the world of MEMS difficult. The creation of a virtual lab to control and actuate MEMS devices over the internet helps spread knowledge to a larger audience. A host laboratory has been established that contains a digital microscope, microdevices, controllers, and computers that can be logged into through the internet. The overall layout of the tele-operated MEMS laboratory system can be divided into two major parts: the server side and the client side. The server-side is present at Texas Tech University, and hosts a server machine that runs the Linux operating system and is used for interfacing the MEMS lab with the outside world via internet. The controls from the clients are transferred to the lab side through the server interface. The server interacts with the electronics required to drive the MEMS devices using a range of National Instruments hardware and LabView Virtual Instruments. An optical microscope (100 ×) with a CCD video camera is used to capture images of the operating MEMS. The server broadcasts the live video stream over the internet to the clients through the website. When the button is pressed on the website, the MEMS device responds and the video stream shows the movement in close to real time.

  5. Simulation-Based e-Learning Tools for Science,Engineering, and Technology Education(SimBeLT)

    NASA Astrophysics Data System (ADS)

    Davis, Doyle V.; Cherner, Y.

    2006-12-01

    The focus of Project SimBeLT is the research, development, testing, and dissemination of a new type of simulation-based integrated e-learning set of modules for two-year college technical and engineering curricula in the areas of thermodynamics, fluid physics, and fiber optics that can also be used in secondary schools and four-year colleges. A collection of sophisticated virtual labs is the core component of the SimBeLT modules. These labs will be designed to enhance the understanding of technical concepts and underlying fundamental principles of these topics, as well as to master certain performance based skills online. SimBeLT software will help educators to meet the National Science Education Standard that "learning science and technology is something that students do, not something that is done to them". A major component of Project SimBeLT is the development of multi-layered technology-oriented virtual labs that realistically mimic workplace-like environments. Dynamic data exchange between simulations will be implemented and links with instant instructional messages and data handling tools will be realized. A second important goal of Project SimBeLT labs is to bridge technical skills and scientific knowledge by enhancing the teaching and learning of specific scientific or engineering subjects. SimBeLT builds upon research and outcomes of interactive teaching strategies and tools developed through prior NSF funding (http://webphysics.nhctc.edu/compact/index.html) (Project SimBeLT is partially supported by a grant from the National Science Foundation DUE-0603277)

  6. Empirical evaluation of a virtual laboratory approach to teach lactate dehydrogenase enzyme kinetics.

    PubMed

    Booth, Christine; Cheluvappa, Rajkumar; Bellinson, Zack; Maguire, Danni; Zimitat, Craig; Abraham, Joyce; Eri, Rajaraman

    2016-06-01

    Personalised instruction is increasingly recognised as crucial for efficacious learning today. Our seminal work delineates and elaborates on the principles, development and implementation of a specially-designed adaptive, virtual laboratory. We strived to teach laboratory skills associated with lactate dehydrogenase (LDH) enzyme kinetics to 2nd-year biochemistry students using our adaptive learning platform. Pertinent specific aims were to:(1)design/implement a web-based lesson to teach lactate dehydrogenase(LDH) enzyme kinetics to 2nd-year biochemistry students(2)determine its efficacious in improving students' comprehension of enzyme kinetics(3)assess their perception of its usefulness/manageability(vLab versus Conventional Tutorial). Our tools were designed using HTML5 technology. We hosted the program on an adaptive e-learning platform (AeLP). Provisions were made to interactively impart informed laboratory skills associated with measuring LDH enzyme kinetics. A series of e-learning methods were created. Tutorials were generated for interactive teaching and assessment. The learning outcomes herein were on par with that from a conventional classroom tutorial. Student feedback showed that the majority of students found the vLab learning experience "valuable"; and the vLab format/interface "well-designed". However, there were a few technical issues with the 1st roll-out of the platform. Our pioneering effort resulted in productive learning with the vLab, with parity with that from a conventional tutorial. Our contingent discussion emphasises not only the cornerstone advantages, but also the shortcomings of the AeLP method utilised. We conclude with an astute analysis of possible extensions and applications of our methodology.

  7. Examining the Real Merits of the Virtual Microscope

    NASA Astrophysics Data System (ADS)

    Hennessy, Ronan; Meere, Pat; Ho, Timsie; Menuge, Julian; Tyrrell, Shane; Kamber, Balz; Higgs, Bettie; Kelley, Simon

    2017-04-01

    The Geoscience e-Laboratory (GeoLAB) project is a cooperative digital petrological microscopy technology enhanced learning (TEL) resource development project involving the four main university geoscience teaching centres in Ireland. Collaborating with the Open University (UK), a new digital library of petrographic thin sections has been added to the Virtual Microscope for Earth Sciences (VMfES) online repository. The collection was compiled with a view to introducing high-quality samples to teaching programmes in a manner that hitherto was limited by sample and microscope availability and cost and the temporal limits of laboratory access. The project has proceeded to explore the pedagogical implications of using the Virtual Microscope in teaching programmes. Online assessments and self-guided exercises developed using applications such as Google Forms have been introduced into programmes at each centre, and complimented by tutorial and interactive videos designed to support self-guided learning. The GeoLab project is reporting on the pedagogical implications of providing students with unimpeded access to high-quality petrographic learning resources during the term of semester and in advance of student assessments. Additionally, the project is collating data on the perceptions of both teachers and learners to using online learning media in mineralogy and petrology programmes, and if there are benefits therein to the more traditional styles of petrology and microscopy teaching and learning.

  8. Generalized parton distributions from deep virtual compton scattering at CLAS

    DOE PAGES

    Guidal, M.

    2010-04-24

    Here, we have analyzed the beam spin asymmetry and the longitudinally polarized target spin asymmetry of the Deep Virtual Compton Scattering process, recently measured by the Jefferson Lab CLAS collaboration. Our aim is to extract information about the Generalized Parton Distributions of the proton. By fitting these data, in a largely model-independent procedure, we are able to extract numerical values for the two Compton Form Factorsmore » $$H_{Im}$$ and $$\\tilde{H}_{Im}$$ with uncertainties, in average, of the order of 30%.« less

  9. Research on Intelligent Synthesis Environments

    NASA Technical Reports Server (NTRS)

    Noor, Ahmed K.; Lobeck, William E.

    2002-01-01

    Four research activities related to Intelligent Synthesis Environment (ISE) have been performed under this grant. The four activities are: 1) non-deterministic approaches that incorporate technologies such as intelligent software agents, visual simulations and other ISE technologies; 2) virtual labs that leverage modeling, simulation and information technologies to create an immersive, highly interactive virtual environment tailored to the needs of researchers and learners; 3) advanced learning modules that incorporate advanced instructional, user interface and intelligent agent technologies; and 4) assessment and continuous improvement of engineering team effectiveness in distributed collaborative environments.

  10. STS-116 Preflight Training, VR Lab

    NASA Image and Video Library

    2006-08-07

    JSC2006-E-33308 (7 Aug. 2006) --- European Space Agency (ESA) astronaut Christer Fuglesang, STS-116 mission specialist, uses virtual reality hardware in the Space Vehicle Mockup Facility at the Johnson Space Center to rehearse some of his duties on the upcoming mission to the International Space Station. This type of virtual reality training allows the astronauts to wear a helmet and special gloves while looking at computer displays simulating actual movements around the various locations on the station hardware with which they will be working. David J. Homan assisted Fuglesang.

  11. STS-96 Crew Training

    NASA Technical Reports Server (NTRS)

    1999-01-01

    The training for the crew members of the STS-96 Discovery Shuttle is presented. Crew members are Kent Rominger, Commander; Rick Husband, Pilot; Mission Specialists, Tamara Jernigan, Ellen Ochoa, and Daniel Barry; Julie Payette, Mission Specialist (CSA); and Valery Ivanovich Tokarev, Mission Specialist (RSA). Scenes show the crew sitting and talking about the Electrical Power System; actively taking part in virtual training in the EVA Training VR (Virtual Reality) Lab; using the Orbit Space Vision Training System; being dropped in water as a part of the Bail-Out Training Program; and taking part in the crew photo session.

  12. STS-131 crew during VR Lab MSS/EVAB SUPT3 Team 91016 training

    NASA Image and Video Library

    2009-09-25

    JSC2009-E-214340 (25 Sept. 2009) --- NASA astronaut Clayton Anderson, STS-131 mission specialist, uses virtual reality hardware in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to rehearse some of his duties on the upcoming mission to the International Space Station. This type of virtual reality training allows the astronauts to wear a helmet and special gloves while looking at computer displays simulating actual movements around the various locations on the station hardware with which they will be working.

  13. Photographic coverage of STS-112 during EVA 3 in VR Lab.

    NASA Image and Video Library

    2002-08-21

    JSC2002-E-34618 (21 August 2002) --- Astronaut Piers J. Sellers, STS-112 mission specialist, uses virtual reality hardware in the Space Vehicle Mockup Facility at the Johnson Space Center (JSC) to rehearse some of his duties on the upcoming mission to the International Space Station (ISS). This type of virtual reality training allows the astronauts to wear a helmet and special gloves while looking at computer displays simulating actual movements around the various locations on the International Space Station (ISS) hardware with which they will be working.

  14. Interactive virtual optical laboratories

    NASA Astrophysics Data System (ADS)

    Liu, Xuan; Yang, Yi

    2017-08-01

    Laboratory experiences are essential for optics education. However, college students have limited access to advanced optical equipment that is generally expensive and complicated. Hence there is a need for innovative solutions to expose students to advanced optics laboratories. Here we describe a novel approach, interactive virtual optical laboratory (IVOL) that allows unlimited number of students to participate the lab session remotely through internet, to improve laboratory education in photonics. Although students are not physically conducting the experiment, IVOL is designed to engage students, by actively involving students in the decision making process throughout the experiment.

  15. Research on Intelligent Synthesis Environments

    NASA Astrophysics Data System (ADS)

    Noor, Ahmed K.; Loftin, R. Bowen

    2002-12-01

    Four research activities related to Intelligent Synthesis Environment (ISE) have been performed under this grant. The four activities are: 1) non-deterministic approaches that incorporate technologies such as intelligent software agents, visual simulations and other ISE technologies; 2) virtual labs that leverage modeling, simulation and information technologies to create an immersive, highly interactive virtual environment tailored to the needs of researchers and learners; 3) advanced learning modules that incorporate advanced instructional, user interface and intelligent agent technologies; and 4) assessment and continuous improvement of engineering team effectiveness in distributed collaborative environments.

  16. Hybrid Reality Lab Capabilities - Video 2

    NASA Technical Reports Server (NTRS)

    Delgado, Francisco J.; Noyes, Matthew

    2016-01-01

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

  17. ViNEL: A Virtual Networking Lab for Cyber Defense Education

    ERIC Educational Resources Information Center

    Reinicke, Bryan; Baker, Elizabeth; Toothman, Callie

    2018-01-01

    Professors teaching cyber security classes often face challenges when developing workshops for their students: How does one quickly and efficiently configure and deploy an operating system for a temporary learning/testing environment? Faculty teaching these classes spend countless hours installing, configuring and deploying multiple system…

  18. A Virtual Research Environment for a Secondary Ion Mass Spectrometer (SIMS)

    NASA Astrophysics Data System (ADS)

    Wiedenbeck, M.; Schäfer, L.; Klump, J.; Galkin, A.

    2013-12-01

    Overview: This poster describes the development of a Virtual Research Environment for the Secondary Ion Mass Spectrometer (SIMS) at GFZ Potsdam. Background: Secondary Ion Mass Spectrometers (SIMS) are extremely sensitive instruments for analyzing the surfaces of solid and thin film samples. These instruments are rare, expensive and experienced operators are very highly sought after. As such, measurement time is a precious commodity, until now only accessible to small numbers of researchers. The challenge: The Virtual SIMS Project aims to set up a Virtual Research Environment for the operation of the CAMECA IMS 1280-HR instrument at the GFZ Potsdam. The objective of the VRE is to provide SIMS access not only to researchers locally present in Potsdam but also to scientists working with SIMS cooperation partners in e.g., South Africa, Brazil or India. The requirements: The system should address the complete spectrum of laboratory procedures - from online application for measurement time, to remote access for data acquisition to data archiving for the subsequent publication and for future reuse. The approach: The targeted Virtual SIMS Environment will consist of a: 1. Web Server running the Virtual SIMS website providing general information about the project, lab access proposal forms and calendar for the timing of project related tasks. 2. LIMS Server, responsible for scheduling procedures, data management and, if applicable, accounting and billing. 3. Remote SIMS Tool, devoted to the operation of the experiment within a remote control environment. 4. Publishing System, which supports the publication of results in cooperation with the GFZ Library services. 5. Training Simulator, which offers the opportunity to rehearse experiments and to prepare for possible events such as a power outages or interruptions to broadband services. First results: The SIMS Virtual Research Environment will be mainly based on open source software, the only exception being the CAMECA IMS 1280-HR SIMS operating under LabView. The Publishing System will be based on eSciDoc, which is already successfully used by the GFZ scientific library. For the LIMS Server we are currently testing various options. The challenge, however, is the successful integration of all the various components and, where necessary, the definition of useful interfaces between the modules.

  19. Simulation of Physical Experiments in Immersive Virtual Environments

    NASA Technical Reports Server (NTRS)

    Noor, Ahmed K.; Wasfy, Tamer M.

    2001-01-01

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

  20. GPURFSCREEN: a GPU based virtual screening tool using random forest classifier.

    PubMed

    Jayaraj, P B; Ajay, Mathias K; Nufail, M; Gopakumar, G; Jaleel, U C A

    2016-01-01

    In-silico methods are an integral part of modern drug discovery paradigm. Virtual screening, an in-silico method, is used to refine data models and reduce the chemical space on which wet lab experiments need to be performed. Virtual screening of a ligand data model requires large scale computations, making it a highly time consuming task. This process can be speeded up by implementing parallelized algorithms on a Graphical Processing Unit (GPU). Random Forest is a robust classification algorithm that can be employed in the virtual screening. A ligand based virtual screening tool (GPURFSCREEN) that uses random forests on GPU systems has been proposed and evaluated in this paper. This tool produces optimized results at a lower execution time for large bioassay data sets. The quality of results produced by our tool on GPU is same as that on a regular serial environment. Considering the magnitude of data to be screened, the parallelized virtual screening has a significantly lower running time at high throughput. The proposed parallel tool outperforms its serial counterpart by successfully screening billions of molecules in training and prediction phases.

  1. STEM Interns Get Real-World Experience in NHRC's Virtual Reality Lab

    Science.gov Websites

    stated purpose of this DoD website. Comments Closed Comments are closed. You will not be able to post a comment in this post. Follow Us! Follow Us on Facebook Follow Us on Twitter Follow Us on YouTube Follow Us

  2. Incorporating a Collaborative Web-Based Virtual Laboratory in an Undergraduate Bioinformatics Course

    ERIC Educational Resources Information Center

    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…

  3. Teaching an Electrical Circuits Course Using a Virtual Lab

    ERIC Educational Resources Information Center

    Rahman, Md Zahidur

    2014-01-01

    This paper describes designing and implementing a scholarship of teaching and learning (SoTL) study in a basic electrical circuits course at LaGuardia Community College. Inspired by my understanding of Shulman's (2005) concept of "signature pedagogy" and Mazur's (2009) emphasis on student-centered approaches, and aware that our students…

  4. Speaking Personally--With John "Pathfinder" Lester

    ERIC Educational Resources Information Center

    Beaubois, Terry

    2013-01-01

    John Lester is currently the chief learning officer at ReactionGrid, a software company developing 3-D simulations and multiuser virtual world platforms. Lester's background includes working with Linden Lab on Second Life's education activities and neuroscience research. His primary focus is on collaborative learning and instructional…

  5. Story Lab: Student Data Privacy

    ERIC Educational Resources Information Center

    Herold, Benjamin

    2015-01-01

    Student data privacy is an increasingly high-profile--and controversial--issue that touches schools and families across the country. There are stories to tell in virtually every community. About three dozen states have passed legislation addressing student data privacy in the past two years, and eight different proposals were floating around…

  6. Second Thoughts about Second Life

    ERIC Educational Resources Information Center

    Bugeja, Michael J.

    2008-01-01

    Most people have at least secondhand knowledge about Second Life, a virtual-reality world created by Linden Lab, in which avatars (digital characters) lease "islands" for real-life purposes--to sell products, conduct classes, do research, hold conferences, and even recruit for admissions. About nine million avatars reportedly interact on this…

  7. Second Life, Revisited

    ERIC Educational Resources Information Center

    Bugeja, Michael J.

    2008-01-01

    An article this author wrote about avatar harassment and assault in Second Life (SL) inspired a considerable response after it was published. Perhaps the most notable reply was from Linden Lab, the company that created the virtual-reality world. In his initial essay ("The Chronicle of Higher Education," September 14, 2007; "The Education Digest,"…

  8. Combining Instructionist and Constructionist Learning in a Virtual Biotech Lab.

    ERIC Educational Resources Information Center

    Dawabi, Peter; Wessner, Martin

    The background of this paper is an internal research project at the German National Research Center for Information Technology, Integrated Publication and Information Systems Institute, (GMD-IPSI) dealing with software engineering, computer-supported cooperative learning (CSCL) and practical biotech knowledge. The project goal is to develop a…

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

    PubMed

    Weger, Ulrich W; Loughnan, Stephen

    2014-04-01

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

  10. An artificial reality environment for remote factory control and monitoring

    NASA Technical Reports Server (NTRS)

    Kosta, Charles Paul; Krolak, Patrick D.

    1993-01-01

    Work has begun on the merger of two well known systems, VEOS (HITLab) and CLIPS (NASA). In the recent past, the University of Massachusetts Lowell developed a parallel version of NASA CLIPS, called P-CLIPS. This modification allows users to create smaller expert systems which are able to communicate with each other to jointly solve problems. With the merger of a VEOS message system, PCLIPS-V can now act as a group of entities working within VEOS. To display the 3D virtual world we have been using a graphics package called HOOPS, from Ithaca Software. The artificial reality environment we have set up contains actors and objects as found in our Lincoln Logs Factory of the Future project. The environment allows us to view and control the objects within the virtual world. All communication between the separate CLIPS expert systems is done through VEOS. A graphical renderer generates camera views on X-Windows devices; Head Mounted Devices are not required. This allows more people to make use of this technology. We are experimenting with different types of virtual vehicles to give the user a sense that he or she is actually moving around inside the factory looking ahead through windows and virtual monitors.

  11. Virtual lab demonstrations improve students' mastery of basic biology laboratory techniques.

    PubMed

    Maldarelli, Grace A; Hartmann, Erica M; Cummings, Patrick J; Horner, Robert D; Obom, Kristina M; Shingles, Richard; Pearlman, Rebecca S

    2009-01-01

    Biology laboratory classes are designed to teach concepts and techniques through experiential learning. Students who have never performed a technique must be guided through the process, which is often difficult to standardize across multiple lab sections. Visual demonstration of laboratory procedures is a key element in teaching pedagogy. The main goals of the study were to create videos explaining and demonstrating a variety of lab techniques that would serve as teaching tools for undergraduate and graduate lab courses and to assess the impact of these videos on student learning. Demonstrations of individual laboratory procedures were videotaped and then edited with iMovie. Narration for the videos was edited with Audacity. Undergraduate students were surveyed anonymously prior to and following screening to assess the impact of the videos on student lab performance by completion of two Participant Perception Indicator surveys. A total of 203 and 171 students completed the pre- and posttesting surveys, respectively. Statistical analyses were performed to compare student perceptions of knowledge of, confidence in, and experience with the lab techniques before and after viewing the videos. Eleven demonstrations were recorded. Chi-square analysis revealed a significant increase in the number of students reporting increased knowledge of, confidence in, and experience with the lab techniques after viewing the videos. Incorporation of instructional videos as prelaboratory exercises has the potential to standardize techniques and to promote successful experimental outcomes.

  12. A New PC and LabVIEW Package Based System for Electrochemical Investigations.

    PubMed

    Stević, Zoran; Andjelković, Zoran; Antić, Dejan

    2008-03-15

    The paper describes a new PC and LabVIEW software package based system forelectrochemical research. An overview of well known electrochemical methods, such aspotential measurements, galvanostatic and potentiostatic method, cyclic voltammetry andEIS is given. Electrochemical impedance spectroscopy has been adapted for systemscontaining large capacitances. For signal generation and recording of the response ofinvestigated electrochemical cell, a measurement and control system was developed, basedon a PC P4. The rest of the hardware consists of a commercially available AD-DA converterand an external interface for analog signal processing. The interface is a result of authorsown research. The software platform for desired measurement methods is LabVIEW 8.2package, which is regarded as a high standard in the area of modern virtual instruments. Thedeveloped system was adjusted, tested and compared with commercially available systemand ORCAD simulation.

  13. Integration of the HTC Vive into the medical platform MeVisLab

    NASA Astrophysics Data System (ADS)

    Egger, Jan; Gall, Markus; Wallner, Jürgen; de Almeida Germano Boechat, Pedro; Hann, Alexander; Li, Xing; Chen, Xiaojun; Schmalstieg, Dieter

    2017-03-01

    Virtual Reality (VR) is an immersive technology that replicates an environment via computer-simulated reality. VR gets a lot of attention in computer games but has also great potential in other areas, like the medical domain. Examples are planning, simulations and training of medical interventions, like for facial surgeries where an aesthetic outcome is important. However, importing medical data into VR devices is not trivial, especially when a direct connection and visualization from your own application is needed. Furthermore, most researcher don't build their medical applications from scratch, rather they use platforms, like MeVisLab, Slicer or MITK. The platforms have in common that they integrate and build upon on libraries like ITK and VTK, further providing a more convenient graphical interface to them for the user. In this contribution, we demonstrate the usage of a VR device for medical data under MeVisLab. Therefore, we integrated the OpenVR library into MeVisLab as an own module. This enables the direct and uncomplicated usage of head mounted displays, like the HTC Vive under MeVisLab. Summarized, medical data from other MeVisLab modules can directly be connected per drag-and-drop to our VR module and will be rendered inside the HTC Vive for an immersive inspection.

  14. Robotic and Virtual Reality BCIs Using Spatial Tactile and Auditory Oddball Paradigms.

    PubMed

    Rutkowski, Tomasz M

    2016-01-01

    The paper reviews nine robotic and virtual reality (VR) brain-computer interface (BCI) projects developed by the author, in collaboration with his graduate students, within the BCI-lab research group during its association with University of Tsukuba, Japan. The nine novel approaches are discussed in applications to direct brain-robot and brain-virtual-reality-agent control interfaces using tactile and auditory BCI technologies. The BCI user intentions are decoded from the brainwaves in realtime using a non-invasive electroencephalography (EEG) and they are translated to a symbiotic robot or virtual reality agent thought-based only control. A communication protocol between the BCI output and the robot or the virtual environment is realized in a symbiotic communication scenario using an user datagram protocol (UDP), which constitutes an internet of things (IoT) control scenario. Results obtained from healthy users reproducing simple brain-robot and brain-virtual-agent control tasks in online experiments support the research goal of a possibility to interact with robotic devices and virtual reality agents using symbiotic thought-based BCI technologies. An offline BCI classification accuracy boosting method, using a previously proposed information geometry derived approach, is also discussed in order to further support the reviewed robotic and virtual reality thought-based control paradigms.

  15. Robotic and Virtual Reality BCIs Using Spatial Tactile and Auditory Oddball Paradigms

    PubMed Central

    Rutkowski, Tomasz M.

    2016-01-01

    The paper reviews nine robotic and virtual reality (VR) brain–computer interface (BCI) projects developed by the author, in collaboration with his graduate students, within the BCI–lab research group during its association with University of Tsukuba, Japan. The nine novel approaches are discussed in applications to direct brain-robot and brain-virtual-reality-agent control interfaces using tactile and auditory BCI technologies. The BCI user intentions are decoded from the brainwaves in realtime using a non-invasive electroencephalography (EEG) and they are translated to a symbiotic robot or virtual reality agent thought-based only control. A communication protocol between the BCI output and the robot or the virtual environment is realized in a symbiotic communication scenario using an user datagram protocol (UDP), which constitutes an internet of things (IoT) control scenario. Results obtained from healthy users reproducing simple brain-robot and brain-virtual-agent control tasks in online experiments support the research goal of a possibility to interact with robotic devices and virtual reality agents using symbiotic thought-based BCI technologies. An offline BCI classification accuracy boosting method, using a previously proposed information geometry derived approach, is also discussed in order to further support the reviewed robotic and virtual reality thought-based control paradigms. PMID:27999538

  16. Engineering of a miniaturized, robotic clinical laboratory

    PubMed Central

    Nourse, Marilyn B.; Engel, Kate; Anekal, Samartha G.; Bailey, Jocelyn A.; Bhatta, Pradeep; Bhave, Devayani P.; Chandrasekaran, Shekar; Chen, Yutao; Chow, Steven; Das, Ushati; Galil, Erez; Gong, Xinwei; Gessert, Steven F.; Ha, Kevin D.; Hu, Ran; Hyland, Laura; Jammalamadaka, Arvind; Jayasurya, Karthik; Kemp, Timothy M.; Kim, Andrew N.; Lee, Lucie S.; Liu, Yang Lily; Nguyen, Alphonso; O'Leary, Jared; Pangarkar, Chinmay H.; Patel, Paul J.; Quon, Ken; Ramachandran, Pradeep L.; Rappaport, Amy R.; Roy, Joy; Sapida, Jerald F.; Sergeev, Nikolay V.; Shee, Chandan; Shenoy, Renuka; Sivaraman, Sharada; Sosa‐Padilla, Bernardo; Tran, Lorraine; Trent, Amanda; Waggoner, Thomas C.; Wodziak, Dariusz; Yuan, Amy; Zhao, Peter; Holmes, Elizabeth A.

    2018-01-01

    Abstract The ability to perform laboratory testing near the patient and with smaller blood volumes would benefit patients and physicians alike. We describe our design of a miniaturized clinical laboratory system with three components: a hardware platform (ie, the miniLab) that performs preanalytical and analytical processing steps using miniaturized sample manipulation and detection modules, an assay‐configurable cartridge that provides consumable materials and assay reagents, and a server that communicates bidirectionally with the miniLab to manage assay‐specific protocols and analyze, store, and report results (i.e., the virtual analyzer). The miniLab can detect analytes in blood using multiple methods, including molecular diagnostics, immunoassays, clinical chemistry, and hematology. Analytical performance results show that our qualitative Zika virus assay has a limit of detection of 55 genomic copies/ml. For our anti‐herpes simplex virus type 2 immunoglobulin G, lipid panel, and lymphocyte subset panel assays, the miniLab has low imprecision, and method comparison results agree well with those from the United States Food and Drug Administration‐cleared devices. With its small footprint and versatility, the miniLab has the potential to provide testing of a range of analytes in decentralized locations. PMID:29376134

  17. Engineering of a miniaturized, robotic clinical laboratory.

    PubMed

    Nourse, Marilyn B; Engel, Kate; Anekal, Samartha G; Bailey, Jocelyn A; Bhatta, Pradeep; Bhave, Devayani P; Chandrasekaran, Shekar; Chen, Yutao; Chow, Steven; Das, Ushati; Galil, Erez; Gong, Xinwei; Gessert, Steven F; Ha, Kevin D; Hu, Ran; Hyland, Laura; Jammalamadaka, Arvind; Jayasurya, Karthik; Kemp, Timothy M; Kim, Andrew N; Lee, Lucie S; Liu, Yang Lily; Nguyen, Alphonso; O'Leary, Jared; Pangarkar, Chinmay H; Patel, Paul J; Quon, Ken; Ramachandran, Pradeep L; Rappaport, Amy R; Roy, Joy; Sapida, Jerald F; Sergeev, Nikolay V; Shee, Chandan; Shenoy, Renuka; Sivaraman, Sharada; Sosa-Padilla, Bernardo; Tran, Lorraine; Trent, Amanda; Waggoner, Thomas C; Wodziak, Dariusz; Yuan, Amy; Zhao, Peter; Young, Daniel L; Robertson, Channing R; Holmes, Elizabeth A

    2018-01-01

    The ability to perform laboratory testing near the patient and with smaller blood volumes would benefit patients and physicians alike. We describe our design of a miniaturized clinical laboratory system with three components: a hardware platform (ie, the miniLab) that performs preanalytical and analytical processing steps using miniaturized sample manipulation and detection modules, an assay-configurable cartridge that provides consumable materials and assay reagents, and a server that communicates bidirectionally with the miniLab to manage assay-specific protocols and analyze, store, and report results (i.e., the virtual analyzer). The miniLab can detect analytes in blood using multiple methods, including molecular diagnostics, immunoassays, clinical chemistry, and hematology. Analytical performance results show that our qualitative Zika virus assay has a limit of detection of 55 genomic copies/ml. For our anti-herpes simplex virus type 2 immunoglobulin G, lipid panel, and lymphocyte subset panel assays, the miniLab has low imprecision, and method comparison results agree well with those from the United States Food and Drug Administration-cleared devices. With its small footprint and versatility, the miniLab has the potential to provide testing of a range of analytes in decentralized locations.

  18. AnimatLab: a 3D graphics environment for neuromechanical simulations.

    PubMed

    Cofer, David; Cymbalyuk, Gennady; Reid, James; Zhu, Ying; Heitler, William J; Edwards, Donald H

    2010-03-30

    The nervous systems of animals evolved to exert dynamic control of behavior in response to the needs of the animal and changing signals from the environment. To understand the mechanisms of dynamic control requires a means of predicting how individual neural and body elements will interact to produce the performance of the entire system. AnimatLab is a software tool that provides an approach to this problem through computer simulation. AnimatLab enables a computational model of an animal's body to be constructed from simple building blocks, situated in a virtual 3D world subject to the laws of physics, and controlled by the activity of a multicellular, multicompartment neural circuit. Sensor receptors on the body surface and inside the body respond to external and internal signals and then excite central neurons, while motor neurons activate Hill muscle models that span the joints and generate movement. AnimatLab provides a common neuromechanical simulation environment in which to construct and test models of any skeletal animal, vertebrate or invertebrate. The use of AnimatLab is demonstrated in a neuromechanical simulation of human arm flexion and the myotactic and contact-withdrawal reflexes. Copyright (c) 2010 Elsevier B.V. All rights reserved.

  19. The Development and Deployment of a Virtual Unit Operations Laboratory

    ERIC Educational Resources Information Center

    Vaidyanath, Sreeram; Williams, Jason; Hilliard, Marcus; Wiesner, Theodore

    2007-01-01

    Computer-simulated experiments offer many benefits to engineering curricula in the areas of safety, cost, and flexibility. We report our experience in developing and deploying a computer-simulated unit operations laboratory, driven by the guiding principle of maximum fidelity to the physical lab. We find that, while the up-front investment in…

  20. Identifying and Embedding Common Indicators of Compromise in Virtual Machines for Lab-Based Incident Response Education

    DTIC Science & Technology

    2015-09-01

    resistant to an attack. However, with techniques and motives ever-changing, it is not realistic to think that any organization is immune to threat...Berkeley, CA: McGraw- Hill/Osborne. Sikorski, M., & Honig, A. (2012). Practical malware analysis. San Francisco: No Starch Press. Skoudis, E

  1. New Guide Helps Industry Link with Department of Energy Labs

    Science.gov Websites

    . industry access to a "virtual" laboratory that can be tailored to meet specific requirements for Laboratory Coordinating Council. The guide explains how the DOE's Laboratory Coordinating Council gives U.S steel. Laboratory resources are available to help American companies address new opportunities, improve

  2. Using Videoconferencing in a School-Scientist Partnership: Students' Perceptions and Scientists' Challenges

    ERIC Educational Resources Information Center

    Falloon, Garry

    2012-01-01

    This research studied a series of videoconference teaching workshops and virtual labs, which formed a component of a school-scientist partnership involving a New Zealand science research institute and year 13 students at a Wellington high school. It explored students' perceptions of the effectiveness of the videoconferences as an interactive…

  3. The Virtual Employment Test Bed: An Immersive Synthetic Environment Allows Engineers to Test and Evaluate Material Solutions

    DTIC Science & Technology

    2014-04-03

    synthetic environment allows engineers to test and evaluate material solutions Robert DeMarco, MSBME; Gordon Cooke, MEME ; John Riedener, MSSE...ROBERT DEMARCO, MSBME, is a Project Lead Engineer and Certified LabVIEW Associate Developer. GORDON COOKE, MEME , is a Principal Investigator at the

  4. 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…

  5. Virtual Visualisation Laboratory for Science and Mathematics Content (Vlab-SMC) with Special Reference to Teaching and Learning of Chemistry

    NASA Astrophysics Data System (ADS)

    Badioze Zaman, Halimah; Bakar, Norashiken; Ahmad, Azlina; Sulaiman, Riza; Arshad, Haslina; Mohd. Yatim, Nor Faezah

    Research on the teaching of science and mathematics in schools and universities have shown that available teaching models are not effective in instilling the understanding of scientific and mathematics concepts, and the right scientific and mathematics skills required for learners to become good future scientists (mathematicians included). The extensive development of new technologies has a marked influence on education, by facilitating the design of new learning and teaching materials, that can improve the attitude of learners towards Science and Mathematics and the plausibility of advanced interactive, personalised learning process. The usefulness of the computer in Science and Mathematics education; as an interactive communication medium that permits access to all types of information (texts, images, different types of data such as sound, graphics and perhaps haptics like smell and touch); as an instrument for problem solving through simulations of scientific and mathematics phenomenon and experiments; as well as measuring and monitoring scientific laboratory experiments. This paper will highlight on the design and development of the virtual Visualisation Laboratory for Science & Mathematics Content (VLab-SMC) based on the Cognitivist- Constructivist-Contextual development life cycle model as well as the Instructional Design (ID) model, in order to achieve its objectives in teaching and learning. However, this paper with only highlight one of the virtual labs within VLab-SMC that is, the Virtual Lab for teaching Chemistry (VLab- Chem). The development life cycle involves the educational media to be used, measurement of content, and the authoring and programming involved; whilst the ID model involves the application of the cognitivist, constructivist and contextual theories in the modeling of the modules of VLab-SMC generally and Vlab-Chem specifically, using concepts such as 'learning by doing', contextual learning, experimental simulations 3D and real-time animations to create a virtual laboratory based on a real laboratory. Initial preliminary study shows positive indicators of VLab-Chem for the teaching and learning of Chemistry on the topic of 'Salts and Acids'.

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

    NASA Technical Reports Server (NTRS)

    Kosta, Charles Paul; Krolak, Patrick D.

    1993-01-01

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

  7. Integrating 3D facial scanning in a digital workflow to CAD/CAM design and fabricate complete dentures for immediate total mouth rehabilitation

    PubMed Central

    Greven, Marcus; Wismeijer, Daniel

    2017-01-01

    PURPOSE To integrate extra-oral facial scanning information with CAD/CAM complete dentures to immediately rehabilitate terminal dentition. MATERIALS AND METHODS Ten patients with terminal dentition scheduled for total extraction and immediate denture placement were recruited for this study. The patients were submitted to a facial scanning procedure using the in-office PritiMirror scanner with bite registration records in-situ. Definitive stone cast models and bite records were subsequently submitted to a lab scanning procedure using the lab scanner (iSeries DWOS; Dental Wings). The scanned models were used to create a virtual teeth setup of a complete denture. Using the intra-oral bite records as a reference, the virtual setup was incorporated in the facial scan thereby facilitating a virtual clinical evaluation (teeth try-in) phase. After applying necessary adjustments, the virtual setup was submitted to a CAM procedure where a 5-axis industrial milling machine (M7 CNC; Darton AG General) was used to fabricate a full-milled PMMA immediate provisional prosthesis. RESULTS Total extractions were performed, the dentures were immediately inserted, and subjective clinical fit was evaluated. The immediate provisional prostheses were inserted and clinical fit, occlusion/articulation, and esthetics were subjectively assessed; the results were deemed satisfactory. All provisional prostheses remained three months in function with no notable technical complications. CONCLUSION Ten patients with terminal dentition were treated using a complete digital approach to fabricate complete dentures using CAD/CAM technology. The proposed technique has the potential to accelerate the rehabilitation procedure starting from immediate denture to final implant-supported prosthesis leading to more predictable functional and aesthetics outcomes. PMID:29142646

  8. Virtual Instrumentation for a Fiber-Optics-Based Artificial Nerve

    NASA Technical Reports Server (NTRS)

    Lyons, Donald R.; Kyaw, Thet Mon; Griffin, DeVon (Technical Monitor)

    2001-01-01

    A LabView-based computer interface for fiber-optic artificial nerves has been devised as a Masters thesis project. This project involves the use of outputs from wavelength multiplexed optical fiber sensors (artificial nerves), which are capable of producing dense optical data outputs for physical measurements. The potential advantages of using optical fiber sensors for sensory function restoration is the fact that well defined WDM-modulated signals can be transmitted to and from the sensing region allowing networked units to replace low-level nerve functions for persons desirous of "intelligent artificial limbs." Various FO sensors can be designed with high sensitivity and the ability to be interfaced with a wide range of devices including miniature shielded electrical conversion units. Our Virtual Instrument (VI) interface software package was developed using LabView's "Laboratory Virtual Instrument Engineering Workbench" package. The virtual instrument has been configured to arrange and encode the data to develop an intelligent response in the form of encoded digitized signal outputs. The architectural layout of our nervous system is such that different touch stimuli from different artificial fiber-optic nerve points correspond to gratings of a distinct resonant wavelength and physical location along the optical fiber. Thus, when an automated, tunable diode laser sends scans, the wavelength spectrum of the artificial nerve, it triggers responses that are encoded with different touch stimuli by way wavelength shifts in the reflected Bragg resonances. The reflected light is detected and a resulting analog signal is fed into ADC1 board and DAQ card. Finally, the software has been written such that the experimenter is able to set the response range during data acquisition.

  9. Performance analysis of cooperative virtual MIMO systems for wireless sensor networks.

    PubMed

    Rafique, Zimran; Seet, Boon-Chong; Al-Anbuky, Adnan

    2013-05-28

    Multi-Input Multi-Output (MIMO) techniques can be used to increase the data rate for a given bit error rate (BER) and transmission power. Due to the small form factor, energy and processing constraints of wireless sensor nodes, a cooperative Virtual MIMO as opposed to True MIMO system architecture is considered more feasible for wireless sensor network (WSN) applications. Virtual MIMO with Vertical-Bell Labs Layered Space-Time (V-BLAST) multiplexing architecture has been recently established to enhance WSN performance. In this paper, we further investigate the impact of different modulation techniques, and analyze for the first time, the performance of a cooperative Virtual MIMO system based on V-BLAST architecture with multi-carrier modulation techniques. Through analytical models and simulations using real hardware and environment settings, both communication and processing energy consumptions, BER, spectral efficiency, and total time delay of multiple cooperative nodes each with single antenna are evaluated. The results show that cooperative Virtual-MIMO with Binary Phase Shift Keying-Wavelet based Orthogonal Frequency Division Multiplexing (BPSK-WOFDM) modulation is a promising solution for future high data-rate and energy-efficient WSNs.

  10. Performance Analysis of Cooperative Virtual MIMO Systems for Wireless Sensor Networks

    PubMed Central

    Rafique, Zimran; Seet, Boon-Chong; Al-Anbuky, Adnan

    2013-01-01

    Multi-Input Multi-Output (MIMO) techniques can be used to increase the data rate for a given bit error rate (BER) and transmission power. Due to the small form factor, energy and processing constraints of wireless sensor nodes, a cooperative Virtual MIMO as opposed to True MIMO system architecture is considered more feasible for wireless sensor network (WSN) applications. Virtual MIMO with Vertical-Bell Labs Layered Space-Time (V-BLAST) multiplexing architecture has been recently established to enhance WSN performance. In this paper, we further investigate the impact of different modulation techniques, and analyze for the first time, the performance of a cooperative Virtual MIMO system based on V-BLAST architecture with multi-carrier modulation techniques. Through analytical models and simulations using real hardware and environment settings, both communication and processing energy consumptions, BER, spectral efficiency, and total time delay of multiple cooperative nodes each with single antenna are evaluated. The results show that cooperative Virtual-MIMO with Binary Phase Shift Keying-Wavelet based Orthogonal Frequency Division Multiplexing (BPSK-WOFDM) modulation is a promising solution for future high data-rate and energy-efficient WSNs. PMID:23760087

  11. A New PC and LabVIEW Package Based System for Electrochemical Investigations

    PubMed Central

    Stević, Zoran; Andjelković, Zoran; Antić, Dejan

    2008-01-01

    The paper describes a new PC and LabVIEW software package based system for electrochemical research. An overview of well known electrochemical methods, such as potential measurements, galvanostatic and potentiostatic method, cyclic voltammetry and EIS is given. Electrochemical impedance spectroscopy has been adapted for systems containing large capacitances. For signal generation and recording of the response of investigated electrochemical cell, a measurement and control system was developed, based on a PC P4. The rest of the hardware consists of a commercially available AD-DA converter and an external interface for analog signal processing. The interface is a result of authors own research. The software platform for desired measurement methods is LabVIEW 8.2 package, which is regarded as a high standard in the area of modern virtual instruments. The developed system was adjusted, tested and compared with commercially available system and ORCAD simulation. PMID:27879794

  12. Smart training environment for power electronics

    NASA Astrophysics Data System (ADS)

    Hinov, Nikolay; Hranov, Tsveti

    2017-12-01

    The idea of the paper is to present a successful symbiosis of the products of the leading firms in the electronics - National Instruments and Texas Instruments. The developed test bench is composed of hardware for data acquisition and control (sbRIO), working with the LabVIEW environment and the novel Power Management Lab Kit (PMLK) educational boards. The manipulation of these hi-tech boards becomes more accessible for a broader range of students, including undergraduates in schools, with the use of LabVIEW virtual instruments (VI), which assist the trainees in the manipulation of the kits - for example if a incompatible working configuration is set, the VI will pop up a message describing the result if its execution. Moreover it will provide guidance for choosing the right setup along the active decisions from the student and also with the VI can be taken measurements, without the need of external hardware.

  13. Importance of Matching Physical Friction, Hardness, and Texture in Creating Realistic Haptic Virtual Surfaces.

    PubMed

    Culbertson, Heather; Kuchenbecker, Katherine J

    2017-01-01

    Interacting with physical objects through a tool elicits tactile and kinesthetic sensations that comprise your haptic impression of the object. These cues, however, are largely missing from interactions with virtual objects, yielding an unrealistic user experience. This article evaluates the realism of virtual surfaces rendered using haptic models constructed from data recorded during interactions with real surfaces. The models include three components: surface friction, tapping transients, and texture vibrations. We render the virtual surfaces on a SensAble Phantom Omni haptic interface augmented with a Tactile Labs Haptuator for vibration output. We conducted a human-subject study to assess the realism of these virtual surfaces and the importance of the three model components. Following a perceptual discrepancy paradigm, subjects compared each of 15 real surfaces to a full rendering of the same surface plus versions missing each model component. The realism improvement achieved by including friction, tapping, or texture in the rendering was found to directly relate to the intensity of the surface's property in that domain (slipperiness, hardness, or roughness). A subsequent analysis of forces and vibrations measured during interactions with virtual surfaces indicated that the Omni's inherent mechanical properties corrupted the user's haptic experience, decreasing realism of the virtual surface.

  14. From big data analysis in the cloud to robotic pot drumming: tales from the Met Office Informatics Lab

    NASA Astrophysics Data System (ADS)

    Robinson, Niall; Tomlinson, Jacob; Prudden, Rachel; Hilson, Alex; Arribas, Alberto

    2017-04-01

    The Met Office Informatics Lab is a small multidisciplinary team which sits between science, technology and design. Our mission is simply "to make Met Office data useful" - a deliberately broad objective. Our prototypes often trial cutting edge technologies, and so far have included projects such as virtual reality data visualisation in the web browser, bots and natural language interfaces, and artificially intelligent weather warnings. In this talk we focus on our latest project, Jade, a big data analysis platform in the cloud. It is a powerful, flexible and simple to use implementation which makes extensive use of technologies such as Jupyter, Dask, containerisation, Infrastructure as Code, and auto-scaling. Crucially, Jade is flexible enough to be used for a diverse set of applications: it can present weather forecast information to meteorologists and allow climate scientists to analyse big data sets, but it is also effective for analysing non-geospatial data. As well as making data useful, the Informatics Lab also trials new working practises. In this presentation, we will talk about our experience of making a group like the Lab successful.

  15. Technophiles to Newbies: The Challenge of Supporting Distributed Teams to Maintain Engagement in Virtual Worlds

    NASA Technical Reports Server (NTRS)

    Griffith, Karen

    2011-01-01

    The purpose of this paper is to look for links in a virtual trainee's interest and self-efficacy in a simulated event as it relates to their previous self-reported technical skill level. Ultimately, the idea would be to provide the right amount of support at the right place at the right time to set the conditions for maximum transfer of the skill sets to the work place. An anecdotal recap of a recent experiment of a medium-scale training event produced in a virtual world will provide examples for discussion. In July 2010, a virtual training event was produced for the Air Force Research Lab's Games for Team Training (GaMeTT) at the Patriot Exercise at Volk Field in Wisconsin. There were 29 EMEDS participants who completed the simulated OCO event using the OLIVE gaming engine. Approximately 25 avatars were present at any given time; including role players, observers, coordinators and participants.

  16. The Development of Virtual Laboratory Using ICT for Physics in Senior High School

    NASA Astrophysics Data System (ADS)

    Masril, M.; Hidayati, H.; Darvina, Y.

    2018-04-01

    One of the problems found in the implementation of the curriculum in 2013 is not all competency skills can be performed well. Therefore, to overcome these problems, virtual laboratory designed to improve the mastery of concepts of physics. One of the design objectives virtual laboratories is to improve the quality of education and learning in physics in high school. The method used in this study is a research method development four D model with the definition phase, design phase, development phase, and dissemination phase. Research has reached the stage of development and has been tested valid specialist. The instrument used in the research is a questionnaire consisting of: 1) the material substance; 2) The display of visual communication; 3) instructional design; 4) the use of software; and 5) Linguistic. The research results is validity in general has been a very good category (85.6), so that the design of virtual labs designed can already be used in high school.

  17. Virtual Instrument for Emissions Measurement of Internal Combustion Engines

    PubMed Central

    Pérez, Armando; Montero, Gisela; Coronado, Marcos; García, Conrado; Pérez, Rubén

    2016-01-01

    The gases emissions measurement systems in internal combustion engines are strict and expensive nowadays. For this reason, a virtual instrument was developed to measure the combustion emissions from an internal combustion diesel engine, running with diesel-biodiesel mixtures. This software is called virtual instrument for emissions measurement (VIEM), and it was developed in the platform of LabVIEW 2010® virtual programming. VIEM works with sensors connected to a signal conditioning system, and a data acquisition system is used as interface for a computer in order to measure and monitor in real time the emissions of O2, NO, CO, SO2, and CO2 gases. This paper shows the results of the VIEM programming, the integrated circuits diagrams used for the signal conditioning of sensors, and the sensors characterization of O2, NO, CO, SO2, and CO2. VIEM is a low-cost instrument and is simple and easy to use. Besides, it is scalable, making it flexible and defined by the user. PMID:27034893

  18. CSI Web Adventures: A Forensics Virtual Apprenticeship for Teaching Science and Inspiring STEM Careers

    ERIC Educational Resources Information Center

    Miller, Leslie; Chang, Ching-I; Hoyt, Daniel

    2010-01-01

    CSI: The Experience, a traveling museum exhibit and a companion web adventure, was created through a grant from the National Science Foundation as a potential model for informal learning. The website was designed to enrich and complement the exhibit by modeling the forensic process. Substantive science, real-world lab techniques, and higher-level…

  19. The AMEDD Futures 2039 Project: Phase 2 Final Report

    DTIC Science & Technology

    2009-06-30

    healthcare education. Tools such as virtual reality trainers, robotic trainers, simulations and artificial intelligence will cause self directed and...functions monitoring * robotic arm applies blood to lab-in-the-field chips * robotic self -sustaining energy sources *wireless transmission of...Biotechnology, and Robotics for Far Forward Diagnosis and Treatment of Casualties in Future Warfare – Dr. Cynthia Abbott

  20. Ingress in Geography: Portals to Academic Success?

    ERIC Educational Resources Information Center

    Davis, Michael

    2017-01-01

    Niantic Labs has developed an augmented virtual reality mobile app game called Ingress in which agents must seek out and control locations for their designated factions. The app uses the Google Maps interface along with GPS to enhance a geocaching-like experience with elements of other classical games such as capture-the-flag. This study aims to…

  1. Computer Simulations of Quantum Theory of Hydrogen Atom for Natural Science Education Students in a Virtual Lab

    ERIC Educational Resources Information Center

    Singh, Gurmukh

    2012-01-01

    The present article is primarily targeted for the advanced college/university undergraduate students of chemistry/physics education, computational physics/chemistry, and computer science. The most recent software system such as MS Visual Studio .NET version 2010 is employed to perform computer simulations for modeling Bohr's quantum theory of…

  2. The Development and Implementation of a Virtually Paperless Lab – Advantages and Disadvantages for a Core Facility

    EPA Science Inventory

    In the ever-increasing climate of being environmentally friendly and doing more with less, going paperless in the laboratory seems to be the wave of the future. However, are we truly prepared to go paperless? Can we find ways to ensure our records are indeed as defensible as th...

  3. LINUX, Virtualization, and the Cloud: A Hands-On Student Introductory Lab

    ERIC Educational Resources Information Center

    Serapiglia, Anthony

    2013-01-01

    Many students are entering Computer Science education with limited exposure to operating systems and applications other than those produced by Apple or Microsoft. This gap in familiarity with the Open Source community can quickly be bridged with a simple exercise that can also be used to strengthen two other important current computing concepts,…

  4. MASTERS: A Virtual Lab on Multimedia Systems for Telecommunications, Medical, and Remote Sensing Applications

    ERIC Educational Resources Information Center

    Alexiadis, D. S.; Mitianoudis, N.

    2013-01-01

    Digital signal processing (DSP) has been an integral part of most electrical, electronic, and computer engineering curricula. The applications of DSP in multimedia (audio, image, video) storage, transmission, and analysis are also widely taught at both the undergraduate and post-graduate levels, as digital multimedia can be encountered in most…

  5. Reimagining the Role of School Libraries in STEM Education: Creating Hybrid Spaces for Exploration

    ERIC Educational Resources Information Center

    Subramaniam, Mega M.; Ahn, June; Fleischmann, Kenneth R.; Druin, Allison

    2012-01-01

    In recent years, many technological interventions have surfaced, such as virtual worlds, games, and digital labs, that aspire to link young people's interest in media technology and social networks to learning about science, technology, engineering, and math (STEM) areas. Despite the tremendous interest surrounding young people and STEM education,…

  6. Scientific American Frontiers Teaching Guides for Shows 701-705, October 1996-April 1997.

    ERIC Educational Resources Information Center

    Connecticut Public Television, Hartford.

    These teaching guides are meant to supplement the seventh season (1996-97) of the PBS Series "Scientific American Frontiers". Episode 701 is entitled "Inventing the Future: A Tour of the MIT Media Lab" and the teaching guide contains information and activities on a virtual pet dog, computers of the future, a smart car designed…

  7. Nucleon resonances: From photoproduction to high photon virtualities

    DOE PAGES

    Gothe, Ralf W.; Mokeev, Viktor; Santopinto, Elena

    2016-09-22

    Here, the topical workshop “Nucleon Resonances: From Photoproduction to High Photon Virtualities” took place at the European Center for Theoretical Studies in Nuclear Physics and Related Areas in Trento, Italy from October 12–16, 2015. The organizing committee consisted of R.W. Gothe (Chair, USC), V.I. Mokeev (Jefferson Lab), and E. Santopinto (INFN).

  8. Surgical simulators in cataract surgery training.

    PubMed

    Sikder, Shameema; Tuwairqi, Khaled; Al-Kahtani, Eman; Myers, William G; Banerjee, Pat

    2014-02-01

    Virtual simulators have been widely implemented in medical and surgical training, including ophthalmology. The increasing number of published articles in this field mandates a review of the available results to assess current technology and explore future opportunities. A PubMed search was conducted and a total of 10 articles were reviewed. Virtual simulators have shown construct validity in many modules, successfully differentiating user experience levels during simulated phacoemulsification surgery. Simulators have also shown improvements in wet-lab performance. The implementation of simulators in the residency training has been associated with a decrease in cataract surgery complication rates. Virtual reality simulators are an effective tool in measuring performance and differentiating trainee skill level. Additionally, they may be useful in improving surgical skill and patient outcomes in cataract surgery. Future opportunities rely on taking advantage of technical improvements in simulators for education and research.

  9. Reliability modelling and analysis of thermal MEMS

    NASA Astrophysics Data System (ADS)

    Muratet, Sylvaine; Lavu, Srikanth; Fourniols, Jean-Yves; Bell, George; Desmulliez, Marc P. Y.

    2006-04-01

    This paper presents a MEMS reliability study methodology based on the novel concept of 'virtual prototyping'. This methodology can be used for the development of reliable sensors or actuators and also to characterize their behaviour in specific use conditions and applications. The methodology is demonstrated on the U-shaped micro electro thermal actuator used as test vehicle. To demonstrate this approach, a 'virtual prototype' has been developed with the modeling tools MatLab and VHDL-AMS. A best practice FMEA (Failure Mode and Effect Analysis) is applied on the thermal MEMS to investigate and assess the failure mechanisms. Reliability study is performed by injecting the identified defaults into the 'virtual prototype'. The reliability characterization methodology predicts the evolution of the behavior of these MEMS as a function of the number of cycles of operation and specific operational conditions.

  10. From Information Society to Knowledge Society: The Ontology Issue

    NASA Astrophysics Data System (ADS)

    Roche, Christophe

    2002-09-01

    Information society, virtual enterprise, e-business rely more and more on communication and knowledge sharing between heterogeneous actors. But, no communication is possible, and all the more so no co-operation or collaboration, if those actors do not share the same or at least a compatible meaning for the terms they use. Ontology, understood as an agreed vocabulary of common terms and meanings, is a solution to that problem. Nevertheless, although there is quite a lot of experience in using ontologies, several barriers remain which stand against a real use of ontology. As a matter of fact, it is very difficult to build, reuse and share ontologies. We claim that the ontology problem requires a multidisciplinary approach based on sound epistemological, logical and linguistic principles. This article presents the Ontological Knowledge Station (OK Station©), a software environment for building and using ontologies which relies on such principles. The OK Station is currently being used in several industrial applications.

  11. A Virtual Instrument System for Determining Sugar Degree of Honey

    PubMed Central

    Wu, Qijun; Gong, Xun

    2015-01-01

    This study established a LabVIEW-based virtual instrument system to measure optical activity through the communication of conventional optical instrument with computer via RS232 port. This system realized the functions for automatic acquisition, real-time display, data processing, results playback, and so forth. Therefore, it improved accuracy of the measurement results by avoiding the artificial operation, cumbersome data processing, and the artificial error in optical activity measurement. The system was applied to the analysis of the batch inspection on the sugar degree of honey. The results obtained were satisfying. Moreover, it showed advantages such as friendly man-machine dialogue, simple operation, and easily expanded functions. PMID:26504615

  12. Framework and Implications of Virtual Neurorobotics

    PubMed Central

    Goodman, Philip H.; Zou, Quan; Dascalu, Sergiu-Mihai

    2008-01-01

    Despite decades of societal investment in artificial learning systems, truly “intelligent” systems have yet to be realized. These traditional models are based on input-output pattern optimization and/or cognitive production rule modeling. One response has been social robotics, using the interaction of human and robot to capture important cognitive dynamics such as cooperation and emotion; to date, these systems still incorporate traditional learning algorithms. More recently, investigators are focusing on the core assumptions of the brain “algorithm” itself—trying to replicate uniquely “neuromorphic” dynamics such as action potential spiking and synaptic learning. Only now are large-scale neuromorphic models becoming feasible, due to the availability of powerful supercomputers and an expanding supply of parameters derived from research into the brain's interdependent electrophysiological, metabolomic and genomic networks. Personal computer technology has also led to the acceptance of computer-generated humanoid images, or “avatars”, to represent intelligent actors in virtual realities. In a recent paper, we proposed a method of virtual neurorobotics (VNR) in which the approaches above (social-emotional robotics, neuromorphic brain architectures, and virtual reality projection) are hybridized to rapidly forward-engineer and develop increasingly complex, intrinsically intelligent systems. In this paper, we synthesize our research and related work in the field and provide a framework for VNR, with wider implications for research and practical applications. PMID:18982115

  13. Validation of Individual-Based Markov-Like Stochastic Process Model of Insect Behavior and a "Virtual Farm" Concept for Enhancement of Site-Specific IPM.

    PubMed

    Lux, Slawomir A; Wnuk, Andrzej; Vogt, Heidrun; Belien, Tim; Spornberger, Andreas; Studnicki, Marcin

    2016-01-01

    The paper reports application of a Markov-like stochastic process agent-based model and a "virtual farm" concept for enhancement of site-specific Integrated Pest Management. Conceptually, the model represents a "bottom-up ethological" approach and emulates behavior of the "primary IPM actors"-large cohorts of individual insects-within seasonally changing mosaics of spatiotemporally complex faming landscape, under the challenge of the local IPM actions. Algorithms of the proprietary PESTonFARM model were adjusted to reflect behavior and ecology of R. cerasi. Model parametrization was based on compiled published information about R. cerasi and the results of auxiliary on-farm experiments. The experiments were conducted on sweet cherry farms located in Austria, Germany, and Belgium. For each farm, a customized model-module was prepared, reflecting its spatiotemporal features. Historical data about pest monitoring, IPM treatments and fruit infestation were used to specify the model assumptions and calibrate it further. Finally, for each of the farms, virtual IPM experiments were simulated and the model-generated results were compared with the results of the real experiments conducted on the same farms. Implications of the findings for broader applicability of the model and the "virtual farm" approach-were discussed.

  14. Surface mesh to voxel data registration for patient-specific anatomical modeling

    NASA Astrophysics Data System (ADS)

    de Oliveira, Júlia E. E.; Giessler, Paul; Keszei, András.; Herrler, Andreas; Deserno, Thomas M.

    2016-03-01

    Virtual Physiological Human (VPH) models are frequently used for training, planning, and performing medical procedures. The Regional Anaesthesia Simulator and Assistant (RASimAs) project has the goal of increasing the application and effectiveness of regional anesthesia (RA) by combining a simulator of ultrasound-guided and electrical nerve-stimulated RA procedures and a subject-specific assistance system through an integration of image processing, physiological models, subject-specific data, and virtual reality. Individualized models enrich the virtual training tools for learning and improving regional anaesthesia (RA) skills. Therefore, we suggest patient-specific VPH models that are composed by registering the general mesh-based models with patient voxel data-based recordings. Specifically, the pelvis region has been focused for the support of the femoral nerve block. The processing pipeline is composed of different freely available toolboxes such as MatLab, the open Simulation framework (SOFA), and MeshLab. The approach of Gilles is applied for mesh-to-voxel registration. Personalized VPH models include anatomical as well as mechanical properties of the tissues. Two commercial VPH models (Zygote and Anatomium) were used together with 34 MRI data sets. Results are presented for the skin surface and pelvic bones. Future work will extend the registration procedure to cope with all model tissue (i.e., skin, muscle, bone, vessel, nerve, fascia) in a one-step procedure and extrapolating the personalized models to body regions actually being out of the captured field of view.

  15. Students' perceptions of academic dishonesty in the chemistry classroom laboratory

    NASA Astrophysics Data System (ADS)

    del Carlo, Dawn I.; Bodner, George M.

    2004-01-01

    Although the literature on both academic dishonesty and scientific misconduct is extensive, research on academic dishonesty has focused on quizzes, exams, and papers, with the virtual exclusion of the classroom laboratory. This study examined the distinctions undergraduate chemistry majors made between academic dishonesty in the classroom laboratory and scientific misconduct in the research laboratory. Across the spectrum of undergraduate chemistry courses, from the introductory course for first-semester chemistry majors to the capstone course in instrumental analysis, we noted that students believe the classroom lab is fundamentally different from a research or industrial lab. This difference is so significant that it carries over into students' perceptions of dishonesty in these two environments.

  16. Development of an automated scanning monochromator for sensitivity calibration of the MUSTANG instrument

    NASA Astrophysics Data System (ADS)

    Rivers, Thane D.

    1992-06-01

    An Automated Scanning Monochromator was developed using: an Acton Research Corporation (ARC) Monochromator, Ealing Photomultiplier Tube and a Macintosh PC in conjunction with LabVIEW software. The LabVIEW Virtual Instrument written to operate the ARC Monochromator is a mouse driven user friendly program developed for automated spectral data measurements. Resolution and sensitivity of the Automated Scanning Monochromator System were determined experimentally. The Automated monochromator was then used for spectral measurements of a Platinum Lamp. Additionally, the reflectivity curve for a BaSO4 coated screen has been measured. Reflectivity measurements indicate a large discrepancy with expected results. Further analysis of the reflectivity experiment is required for conclusive results.

  17. RatLab: an easy to use tool for place code simulations

    PubMed Central

    Schönfeld, Fabian; Wiskott, Laurenz

    2013-01-01

    In this paper we present the RatLab toolkit, a software framework designed to set up and simulate a wide range of studies targeting the encoding of space in rats. It provides open access to our modeling approach to establish place and head direction cells within unknown environments and it offers a set of parameters to allow for the easy construction of a variety of enclosures for a virtual rat as well as controlling its movement pattern over the course of experiments. Once a spatial code is formed RatLab can be used to modify aspects of the enclosure or movement pattern and plot the effect of such modifications on the spatial representation, i.e., place and head direction cell activity. The simulation is based on a hierarchical Slow Feature Analysis (SFA) network that has been shown before to establish a spatial encoding of new environments using visual input data only. RatLab encapsulates such a network, generates the visual training data, and performs all sampling automatically—with each of these stages being further configurable by the user. RatLab was written with the intention to make our SFA model more accessible to the community and to that end features a range of elements to allow for experimentation with the model without the need for specific programming skills. PMID:23908627

  18. ThinkSpace: Spatial Thinking in Middle School Astronomy Labs

    NASA Astrophysics Data System (ADS)

    Udomprasert, Patricia S.; Goodman, Alyssa A.; Plummer, Julia; Sadler, Philip M.; Johnson, Erin; Sunbury, Susan; Zhang, Helen; Dussault, Mary E.

    2016-01-01

    Critical breakthroughs in science (e.g., Einstein's Theory of General Relativity, and Watson & Crick's discovery of the structure of DNA), originated with those scientists' ability to think spatially, and research has shown that spatial ability correlates strongly with likelihood of entering a career in STEM. Mounting evidence also shows that spatial skills are malleable, i.e., they can be improved through training. We report early work from a new project that will build on this research to create a series of middle schools science labs called "Thinking Spatially about the Universe" (ThinkSpace), in which students will use a blend of physical and virtual models (in WorldWide Telescope) to explore complex 3-dimensional phenomena in space science. In the three-year ThinkSpace labs project, astronomers, technologists, and education researchers are collaborating to create and test a suite of three labs designed to improve learners' spatial abilities through studies of: 1) Moon phases and eclipses; 2) planetary systems around stars other than the Sun; and 3.) celestial motions within the broader universe. The research program will determine which elements in the labs will best promote improvement of spatial skills within activities that emphasize disciplinary core ideas; and how best to optimize interactive dynamic visualizations to maximize student understanding.

  19. Rapid prototyping, astronaut training, and experiment control and supervision: distributed virtual worlds for COLUMBUS, the European Space Laboratory module

    NASA Astrophysics Data System (ADS)

    Freund, Eckhard; Rossmann, Juergen

    2002-02-01

    In 2004, the European COLUMBUS Module is to be attached to the International Space Station. On the way to the successful planning, deployment and operation of the module, computer generated and animated models are being used to optimize performance. Under contract of the German Space Agency DLR, it has become IRF's task to provide a Projective Virtual Reality System to provide a virtual world built after the planned layout of the COLUMBUS module let astronauts and experimentators practice operational procedures and the handling of experiments. The key features of the system currently being realized comprise the possibility for distributed multi-user access to the virtual lab and the visualization of real-world experiment data. Through the capabilities to share the virtual world, cooperative operations can be practiced easily, but also trainers and trainees can work together more effectively sharing the virtual environment. The capability to visualize real-world data will be used to introduce measured data of experiments into the virtual world online in order to realistically interact with the science-reference model hardware: The user's actions in the virtual world are translated into corresponding changes of the inputs of the science reference model hardware; the measured data is than in turn fed back into the virtual world. During the operation of COLUMBUS, the capabilities for distributed access and the capabilities to visualize measured data through the use of metaphors and augmentations of the virtual world may be used to provide virtual access to the COLUMBUS module, e.g. via Internet. Currently, finishing touches are being put to the system. In November 2001 the virtual world shall be operational, so that besides the design and the key ideas, first experimental results can be presented.

  20. Poor Man's Virtual Camera: Real-Time Simultaneous Matting and Camera Pose Estimation.

    PubMed

    Szentandrasi, Istvan; Dubska, Marketa; Zacharias, Michal; Herout, Adam

    2016-03-18

    Today's film and advertisement production heavily uses computer graphics combined with living actors by chromakeying. The matchmoving process typically takes a considerable manual effort. Semi-automatic matchmoving tools exist as well, but they still work offline and require manual check-up and correction. In this article, we propose an instant matchmoving solution for green screen. It uses a recent technique of planar uniform marker fields. Our technique can be used in indie and professional filmmaking as a cheap and ultramobile virtual camera, and for shot prototyping and storyboard creation. The matchmoving technique based on marker fields of shades of green is very computationally efficient: we developed and present in the article a mobile application running at 33 FPS. Our technique is thus available to anyone with a smartphone at low cost and with easy setup, opening space for new levels of filmmakers' creative expression.

  1. SimCell Status Board

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

    Tanzman, Edward; Dactelides, John M; Sharp, Robert

    The Virtual SimCell is a method embodied in several software applications based on the Virtual Community Platform (VCP) (ANL-SF-11-049) and its Real-Time Dashboard (RTD) app. The purpose of this method is to more efficiently facilitate emergency preparedness exercises by allowing emergency preparedness exercise Simulation Cells -- SimCells -- to be established and managed through a computer network. SimCells take the place of organizations that would respond to actual emergencies, but are not participants in exercises of emergency preparedness plans. In effect, SimCells serve as actors portraying how those organizations would respond during real emergency events. The SimCell Status Board (SSB)more » is an RTD mini-app for controllers to communicate exercise events to players and each other by entering information into an integrated system of pre-defined data fields, displaying those data effectively, and preserving them for easy access during exercise evaluations.« less

  2. Differences between Lab Completion and Non-Completion on Student Performance in an Online Undergraduate Environmental Science Program

    NASA Astrophysics Data System (ADS)

    Corsi, Gianluca

    2011-12-01

    Web-based technology has revolutionized the way education is delivered. Although the advantages of online learning appeal to large numbers of students, some concerns arise. One major concern in online science education is the value that participation in labs has on student performance. The purpose of this study was to assess the relationships between lab completion and student academic success as measured by test grades, scientific self-confidence, scientific skills, and concept mastery. A random sample of 114 volunteer undergraduate students, from an online Environmental Science program at the American Public University System, was tested. The study followed a quantitative, non-experimental research design. Paired sample t-tests were used for statistical comparison between pre-lab and post-lab test grades, two scientific skills quizzes, and two scientific self-confidence surveys administered at the beginning and at the end of the course. The results of the paired sample t-tests revealed statistically significant improvements on all post-lab test scores: Air Pollution lab, t(112) = 6.759, p < .001; Home Chemicals lab t(114) = 8.585, p < .001; Water Use lab, t(116) = 6.657, p < .001; Trees and Carbon lab, t(113) = 9.921, p < .001; Stratospheric Ozone lab, t(112) =12.974, p < .001; Renewable Energy lab, t(115) = 7.369, p < .001. The end of the course Scientific Skills quiz revealed statistically significant improvements, t(112) = 8.221, p < .001. The results of the two surveys showed a statistically significant improvement on student Scientific Self-Confidence because of lab completion, t(114) = 3.015, p < .05. Because age and gender were available, regression models were developed. The results indicated weak multiple correlation coefficients and were not statistically significant at alpha = .05. Evidence suggests that labs play a positive role in a student's academic success. It is recommended that lab experiences be included in all online Environmental Science programs, with emphasis on open-ended inquiries, and adoption of online tools to enhance hands-on experiences, such as virtual reality platforms and digital animations. Future research is encouraged to investigate possible correlations between socio-demographic attributes and academic success of students enrolled in online science programs in reference to lab completion.

  3. Virtual Reality for Pediatric Sedation: A Randomized Controlled Trial Using Simulation.

    PubMed

    Zaveri, Pavan P; Davis, Aisha B; O'Connell, Karen J; Willner, Emily; Aronson Schinasi, Dana A; Ottolini, Mary

    2016-02-09

    Team training for procedural sedation for pediatric residents has traditionally consisted of didactic presentations and simulated scenarios using high-fidelity mannequins. We assessed the effectiveness of a virtual reality module in teaching preparation for and management of sedation for procedures. After developing a virtual reality environment in Second Life® (Linden Lab, San Francisco, CA) where providers perform and recover patients from procedural sedation, we conducted a randomized controlled trial to assess the effectiveness of the virtual reality module versus a traditional web-based educational module. A 20 question pre- and post-test was administered to assess knowledge change. All subjects participated in a simulated pediatric procedural sedation scenario that was video recorded for review and assessed using a 32-point checklist. A brief survey elicited feedback on the virtual reality module and the simulation scenario. The median score on the assessment checklist was 75% for the intervention group and 70% for the control group (P = 0.32). For the knowledge tests, there was no statistically significant difference between the groups (P = 0.14). Users had excellent reviews of the virtual reality module and reported that the module added to their education. Pediatric residents performed similarly in simulation and on a knowledge test after a virtual reality module compared with a traditional web-based module on procedural sedation. Although users enjoyed the virtual reality experience, these results question the value virtual reality adds in improving the performance of trainees. Further inquiry is needed into how virtual reality provides true value in simulation-based education.

  4. Virtual Reality for Pediatric Sedation: A Randomized Controlled Trial Using Simulation

    PubMed Central

    Davis, Aisha B; O'Connell, Karen J; Willner, Emily; Aronson Schinasi, Dana A; Ottolini, Mary

    2016-01-01

    Introduction: Team training for procedural sedation for pediatric residents has traditionally consisted of didactic presentations and simulated scenarios using high-fidelity mannequins. We assessed the effectiveness of a virtual reality module in teaching preparation for and management of sedation for procedures. Methods: After developing a virtual reality environment in Second Life® (Linden Lab, San Francisco, CA) where providers perform and recover patients from procedural sedation, we conducted a randomized controlled trial to assess the effectiveness of the virtual reality module versus a traditional web-based educational module. A 20 question pre- and post-test was administered to assess knowledge change. All subjects participated in a simulated pediatric procedural sedation scenario that was video recorded for review and assessed using a 32-point checklist. A brief survey elicited feedback on the virtual reality module and the simulation scenario. Results: The median score on the assessment checklist was 75% for the intervention group and 70% for the control group (P = 0.32). For the knowledge tests, there was no statistically significant difference between the groups (P = 0.14). Users had excellent reviews of the virtual reality module and reported that the module added to their education. Conclusions: Pediatric residents performed similarly in simulation and on a knowledge test after a virtual reality module compared with a traditional web-based module on procedural sedation. Although users enjoyed the virtual reality experience, these results question the value virtual reality adds in improving the performance of trainees. Further inquiry is needed into how virtual reality provides true value in simulation-based education. PMID:27014520

  5. A Free Accessible Individual-Based Simulator Enabling Virtual Experiments on Soil Organic Matter Processes in Classroom

    ERIC Educational Resources Information Center

    Gras, Anna; Cañadas, Juan Carlos; Ginovart, Marta

    2013-01-01

    This work addresses and aims to fulfill a very clear need in teaching biosystem engineering. When introducing students to the complexity of soil processes, one of the frustrations that teachers often experience is the impossibility to demonstrate practically, in the lab, some of the concepts and processes discussed in class. Either the experiments…

  6. Using Virtual Online Simulations in Second Life® to Engage Undergraduate Psychology Students with Employability Issues

    ERIC Educational Resources Information Center

    Ward, Tony; Falconer, Liz; Frutos-Perez, Manuel; Williams, Bryn; Johns, James; Harold, Sinead

    2016-01-01

    This study compares online simulation in Second Life® (Linden Labs, San Francisco, California, USA) with equivalent face-to-face activities for three scenarios. The intention was that the three sets of activities would increase participant awareness of how psychology is applied in relation to work-based contexts. These were a Dragons' Den-style…

  7. Virtual Chemistry Laboratory: Effect of Constructivist Learning Environment

    ERIC Educational Resources Information Center

    Tatli, Zeynep; Ayas, Alipasa

    2012-01-01

    The lab applications, which were started to be applied through mid 19th century, not only provide a new point of view but also bring about a new dimension to the lessons. At early times they were used to prove theoretical knowledge but lately they turned into environments where students freely discover knowledge as an individual or in groups. The…

  8. Increasing the Transfer of Simulation Technology from R&D into School Settings: An Approach to Evaluation from Overarching Vision to Individual Artifact in Education

    ERIC Educational Resources Information Center

    Blasi, Laura; Alfonso, Berta

    2006-01-01

    Building and evaluating artifacts specifically for K-12 education, technologists committed to design sciences are needed along with an approach to evaluation increasing the systemic transfer from research and development into school settings. The authors describe THE VIRTUAL LAB scanning electronic microscope simulation, including (a) its…

  9. Low-Torque Seal Development

    NASA Technical Reports Server (NTRS)

    Lattime, Scott B.; Borowski, Richard

    2009-01-01

    The EcoTurn Class K production prototypes have passed all AAR qualification tests and received conditional approval. The accelerated life test on the second set of seals is in progress. Due to the performance of the first set, no problems are expected.The seal has demonstrated superior performance over the HDL seal in the test lab with virtually zero torque and excellent contamination exclusion and grease retention.

  10. Web-Based Virtual Laboratory for Food Analysis Course

    NASA Astrophysics Data System (ADS)

    Handayani, M. N.; Khoerunnisa, I.; Sugiarti, Y.

    2018-02-01

    Implementation of learning on food analysis course in Program Study of Agro-industrial Technology Education faced problems. These problems include the availability of space and tools in the laboratory that is not comparable with the number of students also lack of interactive learning tools. On the other hand, the information technology literacy of students is quite high as well the internet network is quite easily accessible on campus. This is a challenge as well as opportunities in the development of learning media that can help optimize learning in the laboratory. This study aims to develop web-based virtual laboratory as one of the alternative learning media in food analysis course. This research is R & D (research and development) which refers to Borg & Gall model. The results showed that assessment’s expert of web-based virtual labs developed, in terms of software engineering aspects; visual communication; material relevance; usefulness and language used, is feasible as learning media. The results of the scaled test and wide-scale test show that students strongly agree with the development of web based virtual laboratory. The response of student to this virtual laboratory was positive. Suggestions from students provided further opportunities for improvement web based virtual laboratory and should be considered for further research.

  11. Virtual Reality Job Interview Training in Adults with Autism Spectrum Disorder

    PubMed Central

    Smith, Matthew J.; Ginger, Emily; Wright, Katherine; Wright, Michael; Taylor, Julie Lounds; Humm, Laura Boteler; Olsen, Dale; Bell, Morris D.; Fleming, Michael F.

    2014-01-01

    The feasibility and efficacy of Virtual Reality Job Interview Training (VR-JIT) was assessed in a single-blinded randomized controlled trial. Adults with autism spectrum disorder were randomized to VR-JIT (n=16) or treatment as usual (TAU) (n=10) groups. VR-JIT consisted of simulated job interviews with a virtual character and didactic training. Participants attended 90% of lab-based training sessions and found VR-JIT easy-to-use, enjoyable, and they felt prepared for future interviews. VR-JIT participants had greater improvement during live standardized job interview role-play performances than TAU participants (p=0.046). A similar pattern was observed for self-reported self-confidence at a trend level (p=0.060). VR-JIT simulation performance scores increased over time (R-Squared=0.83). Results indicate preliminary support for the feasibility and efficacy of VR-JIT, which can be administered using computer software or via the internet. PMID:24803366

  12. The Early Iron Age of the Mössbauer Era

    NASA Astrophysics Data System (ADS)

    Hanna, Stanley S.

    This account of the early days of Mössbauer spectroscopy in the United States was delivered by Stanley S. Hanna at the International Conference on the Mössbauer Effect 1989 in Vancouver, BC, Canada. It is one of a series of invited talks discussing the history and some newer developments of Mössbauer studies. They all appeared in Hyperfine Interactions 90 (1990). Stanley's narrative gives a vivid account of the struggle to understand the hyperfine spectrum of iron, which nowadays is often just an experiment a physics major has to carry out in the physics lab course. With the permission of the author, one of the editors (GMK) has made a few alterations and abridgments to adjust this text to the present volume. GMK came to Argonne Nat'l. Lab. at a much later time than the one described in this article. But he got to know personally most of the actors of the wild time recounted here, and also was told their personal experiences. GMK also had the good fortune to work with Stanley Hanna and his (then) graduate student Gene Sprouse at Stanford.

  13. NASA's Hybrid Reality Lab: One Giant Leap for Full Dive

    NASA Technical Reports Server (NTRS)

    Delgado, Francisco J.; Noyes, Matthew

    2017-01-01

    This presentation demonstrates how NASA is using consumer VR headsets, game engine technology and NVIDIA's GPUs to create highly immersive future training systems augmented with extremely realistic haptic feedback, sound, additional sensory information, and how these can be used to improve the engineering workflow. Include in this presentation is an environment simulation of the ISS, where users can interact with virtual objects, handrails, and tracked physical objects while inside VR, integration of consumer VR headsets with the Active Response Gravity Offload System, and a space habitat architectural evaluation tool. Attendees will learn how the best elements of real and virtual worlds can be combined into a hybrid reality environment with tangible engineering and scientific applications.

  14. Similarities and differences between eating disorders and obese patients in a virtual environment for normalizing eating patterns.

    PubMed

    Perpiñá, Conxa; Roncero, María

    2016-05-01

    Virtual reality has demonstrated promising results in the treatment of eating disorders (ED); however, few studies have examined its usefulness in treating obesity. The aim of this study was to compare ED and obese patients on their reality judgment of a virtual environment (VE) designed to normalize their eating pattern. A second objective was to study which variables predicted the reality of the experience of eating a virtual forbidden-fattening food. ED patients, obese patients, and a non-clinical group (N=62) experienced a non-immersive VE, and then completed reality judgment and presence measures. All participants rated the VE with similar scores for quality, interaction, engagement, and ecological validity; however, ED patients obtained the highest scores on emotional involvement, attention, reality judgment/presence, and negative effects. The obese group gave the lowest scores to reality judgment/presence, satisfaction and sense of physical space, and they held an intermediate position in the attribution of reality to virtually eating a "fattening" food. The palatability of a virtual food was predicted by attention capturing and belonging to the obese group, while the attribution of reality to the virtual eating was predicted by engagement and belonging to the ED group. This study offers preliminary results about the differential impact on ED and obese patients of the exposure to virtual food, and about the need to implement a VE that can be useful as a virtual lab for studying eating behavior and treating obesity. Copyright © 2016 Elsevier Inc. All rights reserved.

  15. A Remote Lab for Experiments with a Team of Mobile Robots

    PubMed Central

    Casini, Marco; Garulli, Andrea; Giannitrapani, Antonio; Vicino, Antonio

    2014-01-01

    In this paper, a remote lab for experimenting with a team of mobile robots is presented. Robots are built with the LEGO Mindstorms technology and user-defined control laws can be directly coded in the Matlab programming language and validated on the real system. The lab is versatile enough to be used for both teaching and research purposes. Students can easily go through a number of predefined mobile robotics experiences without having to worry about robot hardware or low-level programming languages. More advanced experiments can also be carried out by uploading custom controllers. The capability to have full control of the vehicles, together with the possibility to define arbitrarily complex environments through the definition of virtual obstacles, makes the proposed facility well suited to quickly test and compare different control laws in a real-world scenario. Moreover, the user can simulate the presence of different types of exteroceptive sensors on board of the robots or a specific communication architecture among the agents, so that decentralized control strategies and motion coordination algorithms can be easily implemented and tested. A number of possible applications and real experiments are presented in order to illustrate the main features of the proposed mobile robotics remote lab. PMID:25192316

  16. A remote lab for experiments with a team of mobile robots.

    PubMed

    Casini, Marco; Garulli, Andrea; Giannitrapani, Antonio; Vicino, Antonio

    2014-09-04

    In this paper, a remote lab for experimenting with a team of mobile robots is presented. Robots are built with the LEGO Mindstorms technology and user-defined control laws can be directly coded in the Matlab programming language and validated on the real system. The lab is versatile enough to be used for both teaching and research purposes. Students can easily go through a number of predefined mobile robotics experiences without having to worry about robot hardware or low-level programming languages. More advanced experiments can also be carried out by uploading custom controllers. The capability to have full control of the vehicles, together with the possibility to define arbitrarily complex environments through the definition of virtual obstacles, makes the proposed facility well suited to quickly test and compare different control laws in a real-world scenario. Moreover, the user can simulate the presence of different types of exteroceptive sensors on board of the robots or a specific communication architecture among the agents, so that decentralized control strategies and motion coordination algorithms can be easily implemented and tested. A number of possible applications and real experiments are presented in order to illustrate the main features of the proposed mobile robotics remote lab.

  17. Proteomics research in India: an update.

    PubMed

    Reddy, Panga Jaipal; Atak, Apurva; Ghantasala, Saicharan; Kumar, Saurabh; Gupta, Shabarni; Prasad, T S Keshava; Zingde, Surekha M; Srivastava, Sanjeeva

    2015-09-08

    After a successful completion of the Human Genome Project, deciphering the mystery surrounding the human proteome posed a major challenge. Despite not being largely involved in the Human Genome Project, the Indian scientific community contributed towards proteomic research along with the global community. Currently, more than 76 research/academic institutes and nearly 145 research labs are involved in core proteomic research across India. The Indian researchers have been major contributors in drafting the "human proteome map" along with international efforts. In addition to this, virtual proteomics labs, proteomics courses and remote triggered proteomics labs have helped to overcome the limitations of proteomics education posed due to expensive lab infrastructure. The establishment of Proteomics Society, India (PSI) has created a platform for the Indian proteomic researchers to share ideas, research collaborations and conduct annual conferences and workshops. Indian proteomic research is really moving forward with the global proteomics community in a quest to solve the mysteries of proteomics. A draft map of the human proteome enhances the enthusiasm among intellectuals to promote proteomic research in India to the world.This article is part of a Special Issue entitled: Proteomics in India. Copyright © 2015 Elsevier B.V. All rights reserved.

  18. Video Observation as a Tool to Analyze and Modify an Electronics Laboratory

    NASA Astrophysics Data System (ADS)

    Coppens, Pieter; Van den Bossche, Johan; De Cock, Mieke

    2016-12-01

    Laboratories are an important part of science and engineering education, especially in the field of electronics. Yet very little research into the benefits of such labs to student learning exists. In particular, it is not well known what students do and, even more importantly, think during electronics laboratories. Therefore, we conducted a study based on video observation of second year students at 3 university campuses in Belgium during a traditional lab on first order R C filters. In this laboratory, students spent the majority of their time performing measurements, while very little time was spent processing or discussing the results. This in turn resulted in hardly any time spent talking about content knowledge. Based on those observations, a new laboratory was designed that includes a preparation with a virtual oscilloscope, a black box approach during the lab session itself, and a form of quick reporting at the end of the lab. This adjusted laboratory was evaluated using the same methodology and was more successful in the sense that the students spent less time gathering measurements and more time processing and analyzing them, resulting in more content-based discussion.

  19. Concept, Design and Implementation of a climate game within the framework of a climate exhibition in the German Museum for Science and Techniques

    NASA Astrophysics Data System (ADS)

    Weber, M.; Hasselmann, K.

    2002-12-01

    In November 2002 a special exhibition on climate issues opened in the German Museum for Science and Techniques ('Deutsches Museum') in Munich. Within this exposition we present an interactive area where visitors should control future climate policy virtually by adopting the role of either the government, a CEO (Chief Executive Officer) of a global company or a typical private household of an industrialized country. All actors endeavor to maintain a sustainable climate in the future (global goal) and in addition pursue their own individual welfare goal. Task of the exhibition visitor is to combine the personal interests of the actor he is adopting with the global goal. The individual goal of government is to stay popular. This is derived from economic production Government also tries to avoid conflicts due to inter-regional inequalities. The CEO seeks to maximize total profits (business earnings) summed over all business sectors (shareholder values). The goal of households is to maximize wages and interest earnings. The evolution of the economic system is governed by the decisions of the actors. Government sets economic side conditions in terms of carbon taxes, subsidies for R&D or market infusion support for climate-friendly technologies, and transfers or subsidizes the transfer of development aid to less advanced regions. The CEO's decisions are: how much to invest in a number of alternative investment options and in which region. Households influences the economy by their purchasing and savings decisions. The model considers four regions, three real actors (mentioned above) and two different goods (climate-adverse and a climate-friendly). We introduce four different kinds of energy (coal, oil/gas, nuclear, renewable). Due to the existence of several goods and trade between regions we need to establish the concept of money and price. This includes a World Bank to handle money flows. At different points in time the actors are motivated to cooperate with other actors in order to reach the global goal. We use a touch-screen monitor with user friendly interface to present some animations and videos. An animated climate scientist uses a climate simulator to compute future climate scenarios under the condition of the actors decisions. This should show that all climate forecasts are not facts but model results which has to be interpreted by scientists. The goal of this project is not to indoctrinate the visitors but to give them a feeling for the problem and show them that a sustainable future climate can be combined with individual welfare goals.

  20. [A focused sound field measurement system by LabVIEW].

    PubMed

    Jiang, Zhan; Bai, Jingfeng; Yu, Ying

    2014-05-01

    In this paper, according to the requirement of the focused sound field measurement, a focused sound field measurement system was established based on the LabVIEW virtual instrument platform. The system can automatically search the focus position of the sound field, and adjust the scanning path according to the size of the focal region. Three-dimensional sound field scanning time reduced from 888 hours in uniform step to 9.25 hours in variable step. The efficiency of the focused sound field measurement was improved. There is a certain deviation between measurement results and theoretical calculation results. Focal plane--6 dB width difference rate was 3.691%, the beam axis--6 dB length differences rate was 12.937%.

  1. Virtual Cultural Landscape Laboratory Based on Internet GIS Technology

    NASA Astrophysics Data System (ADS)

    Bill, R.

    2012-07-01

    In recent years the transfer of old documents (books, paintings, maps etc.) from analogue to digital form has gained enormous importance. Numerous interventions are concentrated in the digitalisation of library collections, but also commercial companies like Microsoft or Google try to convert large analogue stocks such as books, paintings, etc. in digital form. Data in digital form can be much easier made accessible to a large user community, especially to the interested scientific community. The aim of the described research project is to set up a virtual research environment for interdisciplinary research focusing on the landscape of the historical Mecklenburg in the north-east of Germany. Georeferenced old maps from 1786 and 1890 covering complete Mecklenburg should be combined with current geo-information, satellite and aerial imagery to support spatio-temporal research aspects in different scales in space (regional 1:200,000 to local 1:25.000) and time (nearly 250 years in three time steps, the last 30 years also in three time slices). The Virtual Laboratory for Cultural Landscape Research (VKLandLab) is designed and developed by the Chair of Geodesy and Geoinformatics, hosted at the Computing Centre (ITMZ) and linked to the Digital Library (UB) at Rostock University. VKLandLab includes new developments such as wikis, blogs, data tagging, etc. and proven components already integrated in various data-related infrastructures such as InternetGIS, data repositories and authentication structures. The focus is to build a data-related infrastructure and a work platform that supports students as well as researchers from different disciplines in their research in space and time.

  2. A Drug Discovery Partnership for Personalized Breast Cancer Therapy

    DTIC Science & Technology

    2015-09-01

    antagonists) and then virtually screen the USDA Phytochemical, Chinese Herbal Medicine , and the FDA Marketed Drug Databases for new estrogens. Task 1...and antagonists that are in the registered pharmaceuticals and herbal medicine databases. The 29 analogs obtained have been characterized for...Marleesa Bastian, Technician at Xavier University (Sridhar lab and is now pursuing graduation at Meharry Medical College school of Medicine , Tennessee

  3. SILVAH 5.1: developing interim guidelines for managing oak in Pennsylvania through multi-agency cooperation

    Treesearch

    Patrick Brose; Susan Stout; Gary Miller; Kurt Gottschalk

    2003-01-01

    The SILVAH decision-support system developed by numerous researchers at the Forestry Sciences Lab in Irvine, PA, has a proven track record for prescribing appropriate silvicultural treatments for the cherry-maple and northern hardwood forests of the Allegheny Plateau region. However, it has had only limited usage in mixed-oak forests of the same region and virtually no...

  4. The Next Generation of Lab and Classroom Computing - The Silver Lining

    DTIC Science & Technology

    2016-12-01

    desktop infrastructure (VDI) solution, as well as the computing solutions at three universities, was selected as the basis for comparison. The research... infrastructure , VDI, hardware cost, software cost, manpower, availability, cloud computing, private cloud, bring your own device, BYOD, thin client...virtual desktop infrastructure (VDI) solution, as well as the computing solutions at three universities, was selected as the basis for comparison. The

  5. Modeling Various Teaching Methods in a Faculty of Education in Science Education: Chalk and Talk, Virtual Labs or Hovercrafts

    ERIC Educational Resources Information Center

    Laronde, Gerald; MacLeod, Katarin

    2012-01-01

    This research was conducted with 291 Junior/Intermediate (J/I) pre-service teachers in a ubiquitous laptop Bachelor of Education program at Nipissing University. The authors modeled a lesson using three different teaching styles using flight as the content medium, a specific expectation found in the Ontario Ministry of Education grade six Science…

  6. New weather depiction technology for night vision goggle (NVG) training: 3D virtual/augmented reality scene-weather-atmosphere-target simulation

    NASA Astrophysics Data System (ADS)

    Folaron, Michelle; Deacutis, Martin; Hegarty, Jennifer; Vollmerhausen, Richard; Schroeder, John; Colby, Frank P.

    2007-04-01

    US Navy and Marine Corps pilots receive Night Vision Goggle (NVG) training as part of their overall training to maintain the superiority of our forces. This training must incorporate realistic targets; backgrounds; and representative atmospheric and weather effects they may encounter under operational conditions. An approach for pilot NVG training is to use the Night Imaging and Threat Evaluation Laboratory (NITE Lab) concept. The NITE Labs utilize a 10' by 10' static terrain model equipped with both natural and cultural lighting that are used to demonstrate various illumination conditions, and visual phenomena which might be experienced when utilizing night vision goggles. With this technology, the military can safely, systematically, and reliably expose pilots to the large number of potentially dangerous environmental conditions that will be experienced in their NVG training flights. A previous SPIE presentation described our work for NAVAIR to add realistic atmospheric and weather effects to the NVG NITE Lab training facility using the NVG - WDT(Weather Depiction Technology) system (Colby, et al.). NVG -WDT consist of a high end multiprocessor server with weather simulation software, and several fixed and goggle mounted Heads Up Displays (HUDs). Atmospheric and weather effects are simulated using state-of-the-art computer codes such as the WRF (Weather Research μ Forecasting) model; and the US Air Force Research Laboratory MODTRAN radiative transport model. Imagery for a variety of natural and man-made obscurations (e.g. rain, clouds, snow, dust, smoke, chemical releases) are being calculated and injected into the scene observed through the NVG via the fixed and goggle mounted HUDs. This paper expands on the work described in the previous presentation and will describe the 3D Virtual/Augmented Reality Scene - Weather - Atmosphere - Target Simulation part of the NVG - WDT. The 3D virtual reality software is a complete simulation system to generate realistic target - background scenes and display the results in a DirectX environment. This paper will describe our approach and show a brief demonstration of the software capabilities. The work is supported by the SBIR program under contract N61339-06-C-0113.

  7. Business Model Design from an ANT Perspective: Contributions and Insights of an Open and Living Theory

    NASA Astrophysics Data System (ADS)

    Costa, Cristina Chuva; da Cunha, Paulo Rupino

    The way the Internet has connected millions of users at negligible costs has changed playing field for companies. Several stakeholders can now come together in virtual networks to create innovative business models that would be unfeasible in the physical world. However, the more radical the departure from the established models of value creation, the bigger the complexity in ensuring the sustained interest of the involved parties and the stability of the bonds. To address this problem, we sought inspiration in the Actor-Network Theory (ANT), which is capable of providing insights into socio-technical settings where human and non-human agents interact. We describe how several of its principles, ideas, and concepts were adapted and embedded in our approach for complex business model design or analysis. A simple illustration is provided. Our iterative approach helps systematically scrutinize and tune the contributions and returns of the various actors, ensuring that all end up with an attractive value proposal, thus promoting the robustness of the network. Guidelines for the services that an underlying information system must provide are also derived from the results.

  8. "TEEB begins now": a virtual moment in the production of natural capital.

    PubMed

    MacDonald, Kenneth Iain; Corson, Catherine

    2012-01-01

    This article uses theories of virtualism to analyse the role of The Economics of Ecosystems and Biodiversity (TEEB) project in the production of natural capital. Presented at the 10th Conference of the Parties to the Convention on Biological Diversity, the project seeks to redress the ‘economic invisibility of nature’ by quantifying the value of ecosystems and biodiversity. This endeavour to put an economic value on ecosystems makes nature legible by abstracting it from social and ecological contexts and making it subject to, and productive of, new market devices. In reducing the complexity of ecological dynamics to idealized categories TEEB is driven by economic ideas and idealism, and, in claiming to be a quantitative force for morality, is engaged in the production of practices designed to conform the ‘real’ to the virtual. By rendering a ‘valued’ nature legible for key audiences, TEEB has mobilized a critical mass of support including modellers, policy makers and bankers. We argue that TEEB's rhetoric of crisis and value aligns capitalism with a new kind of ecological modernization in which ‘the market’ and market devices serve as key mechanisms to conform the real and the virtual. Using the case of TEEB, and drawing on data collected at COP10, we illustrate the importance of international meetings as key points where idealized models of biodiversity protection emerge, circulate and are negotiated, and as sites where actors are aligned and articulated with these idealized models in ways that begin further processes of conforming the real with the virtual and the realization of ‘natural capital’.

  9. To Pass or Not to Pass: Modeling the Movement and Affordance Dynamics of a Pick and Place Task

    PubMed Central

    Lamb, Maurice; Kallen, Rachel W.; Harrison, Steven J.; Di Bernardo, Mario; Minai, Ali; Richardson, Michael J.

    2017-01-01

    Humans commonly engage in tasks that require or are made more efficient by coordinating with other humans. In this paper we introduce a task dynamics approach for modeling multi-agent interaction and decision making in a pick and place task where an agent must move an object from one location to another and decide whether to act alone or with a partner. Our aims were to identify and model (1) the affordance related dynamics that define an actor's choice to move an object alone or to pass it to their co-actor and (2) the trajectory dynamics of an actor's hand movements when moving to grasp, relocate, or pass the object. Using a virtual reality pick and place task, we demonstrate that both the decision to pass or not pass an object and the movement trajectories of the participants can be characterized in terms of a behavioral dynamics model. Simulations suggest that the proposed behavioral dynamics model exhibits features observed in human participants including hysteresis in decision making, non-straight line trajectories, and non-constant velocity profiles. The proposed model highlights how the same low-dimensional behavioral dynamics can operate to constrain multiple (and often nested) levels of human activity and suggests that knowledge of what, when, where and how to move or act during pick and place behavior may be defined by these low dimensional task dynamics and, thus, can emerge spontaneously and in real-time with little a priori planning. PMID:28701975

  10. EVA training for Exp. 27 crew member Ron Garan, Exp. 28 Mike Fossum and STS-135 Doug Hurley, Rex Walheim and Sandra Magnus

    NASA Image and Video Library

    2011-01-18

    JSC2011-E-003204 (18 Jan. 2011) --- NASA astronauts Rex Walheim, STS-135 mission specialist; and Mike Fossum (foreground), Expedition 28 flight engineer and Expedition 29 commander; use the virtual reality lab in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to train for some of their duties aboard the space shuttle and space station. This type of computer interface, paired with virtual reality training hardware and software, helps to prepare crew members for dealing with space station elements. STS-135 is planned to be the final mission of the space shuttle program. Photo credit: NASA or National Aeronautics and Space Administration

  11. A new electrowetting lab-on-a-chip platform based on programmable and virtual wall-less channels

    NASA Astrophysics Data System (ADS)

    Banerjee, Ananda; Kreit, Eric; Dhindsa, Manjeet; Heikenfeld, Jason; Papautsky, Ian

    2011-02-01

    Microscale liquid handling based on electrowetting has been previously demonstrated by several groups. Such liquid manipulation however is limited to control of individual droplets, aptly termed digital microfluidics. The inability to form continuous channels thus prevents conventional microfluidic sample manipulation and analysis approaches, such as electroosmosis and electrophoresis. In this paper, we discuss our recent progress on the development of electrowettingbased virtual channels. These channels can be created and reconfigured on-demand and preserve their shape without external stimulus. We also discuss recent progress towards demonstrating electroosmotic flows in such microchannels for fluid transport. This would permit a variety of basic functionalities in this new platform including sample transport and mixing between various functional areas of the chip.

  12. Augmented Virtual Reality Laboratory

    NASA Technical Reports Server (NTRS)

    Tully-Hanson, Benjamin

    2015-01-01

    Real time motion tracking hardware has for the most part been cost prohibitive for research to regularly take place until recently. With the release of the Microsoft Kinect in November 2010, researchers now have access to a device that for a few hundred dollars is capable of providing redgreenblue (RGB), depth, and skeleton data. It is also capable of tracking multiple people in real time. For its original intended purposes, i.e. gaming, being used with the Xbox 360 and eventually Xbox One, it performs quite well. However, researchers soon found that although the sensor is versatile, it has limitations in real world applications. I was brought aboard this summer by William Little in the Augmented Virtual Reality (AVR) Lab at Kennedy Space Center to find solutions to these limitations.

  13. III Potsdam-V Kiev International Workshop on Nonlinear Processes in Physics. Held in Potsdam, New York on August 1-11, 1991

    DTIC Science & Technology

    1991-08-01

    Bona, Burke, Grundbaum, Hasagawa, Horton, Krichever, Kruskal, Kuznetsov , Lax, McLaughlin, Mikhailov., Rubenchik, Sabatier, Tabor, Zabusky) for their...British Telecom Lab., GB Fibers Oleg Bogoyavlenskij Breaking Solitons Steklov Mathematical Institute USSR Marco Boiti Real and Virtual Multidimensional...Beyond Rutgers University, USA Boris Kupershmidt Relativistic Analogs of Lax Equations Tennessee Space Institute, USA E.A. Kuznetsov Weak MHD Turbulence

  14. Virtual environment for training in microsurgery

    NASA Astrophysics Data System (ADS)

    Montgomery, Kevin N.; Stephanides, Michael; Brown, Joel; Latombe, Jean-Claude; Schendel, Stephen A.

    1999-05-01

    Microsurgery is a well-established medical field, and involves repair of approximately 1mm vessels and nerves under an operating microscope in order to reattach severed fingers or transfer tissue for reconstruction. Initial skill sin microvascular surgery are usually developed in the animal lab and subsequently in the operating room. Development of these skills typically requires about 6 months of animal based training before additional learning takes place in the operating room.

  15. Metadata Guidelines for Digital Moving Images (Revised)

    DTIC Science & Technology

    2001-06-19

    Examples: See section on use of the 246 field for additional title examples drawn from MBRS, LC. Abang Ramadan and the Malaysian elephant satellite...the Malaysian elephant satellite projectØh[videorecording]/ØcSmithsonian Institution, National Zoo. 245 00 ØaVirtual surgeryØh[videorecording...Describes project to track populations of Malaysian elephants. 520 8/ ØaMusical film on accelerating science at FermiLab. 520 8/ ØaDescribes

  16. Changing learning with new interactive and media-rich instruction environments: virtual labs case study report.

    PubMed

    Huang, Camillan

    2003-01-01

    Technology has created a new dimension for visual teaching and learning with web-delivered interactive media. The Virtual Labs Project has embraced this technology with instructional design and evaluation methodologies behind the simPHYSIO suite of simulation-based, online interactive teaching modules in physiology for the Stanford students. In addition, simPHYSIO provides the convenience of anytime web-access and a modular structure that allows for personalization and customization of the learning material. This innovative tool provides a solid delivery and pedagogical backbone that can be applied to developing an interactive simulation-based training tool for the use and management of the Picture Archiving and Communication System (PACS) image information system. The disparity in the knowledge between health and IT professionals can be bridged by providing convenient modular teaching tools to fill the gaps in knowledge. An innovative teaching method in the whole PACS is deemed necessary for its successful implementation and operation since it has become widely distributed with many interfaces, components, and customizations. This paper will discuss the techniques for developing an interactive-based teaching tool, a case study of its implementation, and a perspective for applying this approach to an online PACS training tool. Copyright 2002 Elsevier Science Ltd.

  17. Astronauts Prepare for Mission With Virtual Reality Hardware

    NASA Technical Reports Server (NTRS)

    2001-01-01

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

  18. Distributed virtual environment for emergency medical training

    NASA Astrophysics Data System (ADS)

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

    1997-07-01

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

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

    NASA Technical Reports Server (NTRS)

    Sheridan, Thomas B.

    2007-01-01

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

  20. Science Outside the Lab: Helping Graduate Students in Science and Engineering Understand the Complexities of Science Policy.

    PubMed

    Bernstein, Michael J; Reifschneider, Kiera; Bennett, Ira; Wetmore, Jameson M

    2017-06-01

    Helping scientists and engineers challenge received assumptions about how science, engineering, and society relate is a critical cornerstone for macroethics education. Scientific and engineering research are frequently framed as first steps of a value-free linear model that inexorably leads to societal benefit. Social studies of science and assessments of scientific and engineering research speak to the need for a more critical approach to the noble intentions underlying these assumptions. "Science Outside the Lab" is a program designed to help early-career scientists and engineers understand the complexities of science and engineering policy. Assessment of the program entailed a pre-, post-, and 1 year follow up survey to gauge student perspectives on relationships between science and society, as well as a pre-post concept map exercise to elicit student conceptualizations of science policy. Students leave Science Outside the Lab with greater humility about the role of scientific expertise in science and engineering policy; greater skepticism toward linear notions of scientific advances benefiting society; a deeper, more nuanced understanding of the actors involved in shaping science policy; and a continued appreciation of the contributions of science and engineering to society. The study presents an efficacious program that helps scientists and engineers make inroads into macroethical debates, reframe the ways in which they think about values of science and engineering in society, and more thoughtfully engage with critical mediators of science and society relationships: policy makers and policy processes.

  1. Microcins from Enterobacteria: On the Edge Between Gram-Positive Bacteriocins and Colicins

    NASA Astrophysics Data System (ADS)

    Rebuffat, Sylvie

    Most bacteria and archaea produce gene-encoded antimicrobial peptides/proteins called bacteriocins, which are secreted by the producing bacteria to compete against other microorganisms in a given niche. They are considered important mediators of intra- and interspecies interactions and therefore a factor in ­maintaining the microbial diversity and stability. They are ribosomally synthesized, and most of them are produced as inactive precursor proteins, which in some cases are further enzymatically modified. Bacteriocins generally exert potent antibacterial activities directed against bacterial species closely related to the producing bacteria. Bacteriocins are abundant and diverse in Gram-negative and Gram-positive bacteria. This chapter focuses on colicins and microcins from enterobacteria (mainly Escherichia coli) and on bacteriocins from lactic acid bacteria (LAB). Microcins are the lower-molecular-mass bacteriocins produced by Gram-negative bacteria with a repertoire of only 14 representatives. They form a very restricted family of bacteriocins, compared to the huge family of LAB bacteriocins that is constituted of several hundreds of peptides, with which microcins share common characteristics. Nevertheless, microcins also show similarities, particularly in their uptake mechanisms, with the higher-molecular-mass colicins, also produced by E. coli strains. On the edge between LAB bacteriocins and colicins, microcins appear to combine highly efficient strategies developed by both Gram-positive and Gram-negative bacteria at different levels, including uptake, translocation, killing of target cells, and immunity of the producing bacteria, making them important actors of bacterial competitions and fascinating models for novel concepts toward antimicrobial strategies and against resistance mechanisms.

  2. Towards a Food Safety Knowledge Base Applicable in Crisis Situations and Beyond

    PubMed Central

    Falenski, Alexander; Weiser, Armin A.; Thöns, Christian; Appel, Bernd; Käsbohrer, Annemarie; Filter, Matthias

    2015-01-01

    In case of contamination in the food chain, fast action is required in order to reduce the numbers of affected people. In such situations, being able to predict the fate of agents in foods would help risk assessors and decision makers in assessing the potential effects of a specific contamination event and thus enable them to deduce the appropriate mitigation measures. One efficient strategy supporting this is using model based simulations. However, application in crisis situations requires ready-to-use and easy-to-adapt models to be available from the so-called food safety knowledge bases. Here, we illustrate this concept and its benefits by applying the modular open source software tools PMM-Lab and FoodProcess-Lab. As a fictitious sample scenario, an intentional ricin contamination at a beef salami production facility was modelled. Predictive models describing the inactivation of ricin were reviewed, relevant models were implemented with PMM-Lab, and simulations on residual toxin amounts in the final product were performed with FoodProcess-Lab. Due to the generic and modular modelling concept implemented in these tools, they can be applied to simulate virtually any food safety contamination scenario. Apart from the application in crisis situations, the food safety knowledge base concept will also be useful in food quality and safety investigations. PMID:26247028

  3. Towards a Food Safety Knowledge Base Applicable in Crisis Situations and Beyond.

    PubMed

    Falenski, Alexander; Weiser, Armin A; Thöns, Christian; Appel, Bernd; Käsbohrer, Annemarie; Filter, Matthias

    2015-01-01

    In case of contamination in the food chain, fast action is required in order to reduce the numbers of affected people. In such situations, being able to predict the fate of agents in foods would help risk assessors and decision makers in assessing the potential effects of a specific contamination event and thus enable them to deduce the appropriate mitigation measures. One efficient strategy supporting this is using model based simulations. However, application in crisis situations requires ready-to-use and easy-to-adapt models to be available from the so-called food safety knowledge bases. Here, we illustrate this concept and its benefits by applying the modular open source software tools PMM-Lab and FoodProcess-Lab. As a fictitious sample scenario, an intentional ricin contamination at a beef salami production facility was modelled. Predictive models describing the inactivation of ricin were reviewed, relevant models were implemented with PMM-Lab, and simulations on residual toxin amounts in the final product were performed with FoodProcess-Lab. Due to the generic and modular modelling concept implemented in these tools, they can be applied to simulate virtually any food safety contamination scenario. Apart from the application in crisis situations, the food safety knowledge base concept will also be useful in food quality and safety investigations.

  4. Biomechanical Analysis of Locust Jumping in a Physically Realistic Virtual Environment

    NASA Astrophysics Data System (ADS)

    Cofer, David; Cymbalyuk, Gennady; Heitler, William; Edwards, Donald

    2008-03-01

    The biomechanical and neural components that underlie locust jumping have been extensively studied. Previous research suggested that jump energy is stored primarily in the extensor apodeme, and in a band of cuticle called the semi-lunar process (SLP). As it has thus far proven impossible to experimentally alter the SLP without rendering a locust unable to jump, it has not been possible to test whether the energy stored in the SLP has a significant impact on the jump. To address problems such as this we have developed a software toolkit, AnimatLab, which allows researchers to build and test virtual organisms. We used this software to build a virtual locust, and then asked how the SLP is utilized during jumping. The results show that without the SLP the jump distance was reduced by almost half. Further, the simulations were also able to show that loss of the SLP had a significant impact on the final phase of the jump. We are currently working on postural control mechanisms for targeted jumping in locust.

  5. The Human Dimension of Closing the Training Gap for Fifth-Generation Fighters

    NASA Technical Reports Server (NTRS)

    Hoke, Jaclyn; Postnikov, Alex; Schnell, Thomas

    2012-01-01

    Based on a review of the recent technical literature there is little question that a serious training gap exists for fifth-generation fighters, primarily arising from the need to provide their own red-air. There are several methods for reducing this gap, including injecting virtual and constructive threats into the live cockpit. This live-virtual-constructive (LVC) training approach provides a cost effective means for addressing training needs but faces several challenges. Technical challenges include data links and information assurance. A more serious challenge may be the human factors dimension of representing virtual and constructive entities in the cockpit while ensuring safety-of-flight. This also needs to happen without increasing pilot workload. This paper discusses the methods Rockwell Collins and the University of Iowa's Operator Performance Lab use to assess pilot workload and training fidelity measures in an LVC training environment and the research we are conducting in safety-of-flight requirements of integrated LVC symbology.

  6. A call for virtual experiments: accelerating the scientific process.

    PubMed

    Cooper, Jonathan; Vik, Jon Olav; Waltemath, Dagmar

    2015-01-01

    Experimentation is fundamental to the scientific method, whether for exploration, description or explanation. We argue that promoting the reuse of virtual experiments (the in silico analogues of wet-lab or field experiments) would vastly improve the usefulness and relevance of computational models, encouraging critical scrutiny of models and serving as a common language between modellers and experimentalists. We review the benefits of reusable virtual experiments: in specifying, assaying, and comparing the behavioural repertoires of models; as prerequisites for reproducible research; to guide model reuse and composition; and for quality assurance in the translational application of models. A key step towards achieving this is that models and experimental protocols should be represented separately, but annotated so as to facilitate the linking of models to experiments and data. Lastly, we outline how the rigorous, streamlined confrontation between experimental datasets and candidate models would enable a "continuous integration" of biological knowledge, transforming our approach to systems biology. Copyright © 2014 Elsevier Ltd. All rights reserved.

  7. The state of RT-quantitative PCR: firsthand observations of implementation of minimum information for the publication of quantitative real-time PCR experiments (MIQE).

    PubMed

    Taylor, Sean C; Mrkusich, Eli M

    2014-01-01

    In the past decade, the techniques of quantitative PCR (qPCR) and reverse transcription (RT)-qPCR have become accessible to virtually all research labs, producing valuable data for peer-reviewed publications and supporting exciting research conclusions. However, the experimental design and validation processes applied to the associated projects are the result of historical biases adopted by individual labs that have evolved and changed since the inception of the techniques and associated technologies. This has resulted in wide variability in the quality, reproducibility and interpretability of published data as a direct result of how each lab has designed their RT-qPCR experiments. The 'minimum information for the publication of quantitative real-time PCR experiments' (MIQE) was published to provide the scientific community with a consistent workflow and key considerations to perform qPCR experiments. We use specific examples to highlight the serious negative ramifications for data quality when the MIQE guidelines are not applied and include a summary of good and poor practices for RT-qPCR. © 2013 S. Karger AG, Basel.

  8. Virtual automation.

    PubMed

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

    2001-01-01

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

  9. Space Shuttle Projects

    NASA Image and Video Library

    2001-08-08

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

  10. Live, Virtual, and Constructive-Training Environment: A Vision and Strategy for the Marine Corps

    DTIC Science & Technology

    2014-09-01

    Research Lab ATF&PD Advocacy, Transition, Fiscal and Personnel, Budget, Operations Division ATS Aviation Training Systems AVN Aviation BFT Blue...MEFs DC, CD&I MARFORs MEFs DCs HQMC Reps ACMC DC, CD&I DC, P&R DC, PP&O DC, I&L DC,  AVN Community forum to  identify and prioritize  issues Review Trng M

  11. Exotic Effects at the Charm Threshold and Other Novel Physics Topics at JLab-12 GeV

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

    Brodsky, Stanley J.; /SLAC

    I briefly survey a number of novel hadron physics topics which can be investigated with the 12 GeV upgrade at J-Lab. The topics include new the formation of exotic heavy quark resonances accessible above the charm threshold, intrinsic charm and strangeness phenomena, the exclusive Sivers effect, hidden-color Fock states of nuclei, local two-photon interactions in deeply virtual Compton scattering, and non-universal antishadowing.

  12. The Way Ahead in Game-Based Learning

    DTIC Science & Technology

    2009-08-01

    Mostly Hype…NOT science  Lack of guidelines Opportunity to exploit technology is tremendous! World of Warcraft Blizzard Games Civilization 4 2K Games...Second Life Linden Labs SimCity 4 EA Maxis 5 Background  Definitions: Game Serious game  Simulation vs Virtual World vs Game The Binary Game Cisco...learn in context by interacting with objects in a complex world .  Consistent with anchored, experiential learning, learners can make connections

  13. Data-driven model reference control of MIMO vertical tank systems with model-free VRFT and Q-Learning.

    PubMed

    Radac, Mircea-Bogdan; Precup, Radu-Emil; Roman, Raul-Cristian

    2018-02-01

    This paper proposes a combined Virtual Reference Feedback Tuning-Q-learning model-free control approach, which tunes nonlinear static state feedback controllers to achieve output model reference tracking in an optimal control framework. The novel iterative Batch Fitted Q-learning strategy uses two neural networks to represent the value function (critic) and the controller (actor), and it is referred to as a mixed Virtual Reference Feedback Tuning-Batch Fitted Q-learning approach. Learning convergence of the Q-learning schemes generally depends, among other settings, on the efficient exploration of the state-action space. Handcrafting test signals for efficient exploration is difficult even for input-output stable unknown processes. Virtual Reference Feedback Tuning can ensure an initial stabilizing controller to be learned from few input-output data and it can be next used to collect substantially more input-state data in a controlled mode, in a constrained environment, by compensating the process dynamics. This data is used to learn significantly superior nonlinear state feedback neural networks controllers for model reference tracking, using the proposed Batch Fitted Q-learning iterative tuning strategy, motivating the original combination of the two techniques. The mixed Virtual Reference Feedback Tuning-Batch Fitted Q-learning approach is experimentally validated for water level control of a multi input-multi output nonlinear constrained coupled two-tank system. Discussions on the observed control behavior are offered. Copyright © 2018 ISA. Published by Elsevier Ltd. All rights reserved.

  14. A comparative analysis of traditional and online lab science transfer courses in the rural community college

    NASA Astrophysics Data System (ADS)

    Scott, Andrea

    Through distance learning, the community college system has moved beyond geographical boundaries to serve all students and provide educational opportunities at a distance to individuals previously out of reach of the college community. With the inception of the Mississippi Virtual Community College (MSVCC) in January 2000, Mississippi's public community colleges have experienced unprecedented growth in online enrollments and online course offerings to include the laboratory sciences; however, transfer of online lab science courses are problematic for individuals who wish to gain admittance to Medical, Dental, and Pharmacy schools in Mississippi. Currently online lab science courses are not accepted for transfer for students seeking admission to Mississippi Medical, Dental, or Pharmacy schools. The need for this study, the statement of the problem, and the purpose of the study address transfer issues related to the transfer of online lab science courses in Mississippi and the impact of such on the student and community college. The study also addresses existing doubts regarding online course delivery as a viable method of lab science delivery. The purpose of the study was to investigate differences between online instructional delivery as compared to traditional face-to-face delivery with the following research questions to: (1) Investigate the perception of quality of online courses as compared to traditional face-to-face courses. (2) Investigate the difference in student performance in online transfer lab science courses as compared to student performance in traditional face-to-face lab science courses. The results of this 13 semester study show significant differences in both perception of quality and student performance between online instructional delivery as compared to traditional face-to-face delivery. The findings demonstrate a need for Mississippi Dental, Medical, and Pharmacy schools to reexamine the articulation agreement between IHL and Community and Junior Colleges and consider accepting online lab sciences courses taken at the community college as transfer for admission to Medical, Dental, and Pharmacy schools. Conclusions are included in the study; however, additional studies are needed to address the issue of student performance in the online lab science classroom.

  15. Phylogenetic Diversity of Lactic Acid Bacteria Associated with Paddy Rice Silage as Determined by 16S Ribosomal DNA Analysis

    PubMed Central

    Ennahar, Saïd; Cai, Yimin; Fujita, Yasuhito

    2003-01-01

    A total of 161 low-G+C-content gram-positive bacteria isolated from whole-crop paddy rice silage were classified and subjected to phenotypic and genetic analyses. Based on morphological and biochemical characters, these presumptive lactic acid bacterium (LAB) isolates were divided into 10 groups that included members of the genera Enterococcus, Lactobacillus, Lactococcus, Leuconostoc, Pediococcus, and Weissella. Analysis of the 16S ribosomal DNA (rDNA) was used to confirm the presence of the predominant groups indicated by phenotypic analysis and to determine the phylogenetic affiliation of representative strains. The virtually complete 16S rRNA gene was PCR amplified and sequenced. The sequences from the various LAB isolates showed high degrees of similarity to those of the GenBank reference strains (between 98.7 and 99.8%). Phylogenetic trees based on the 16S rDNA sequence displayed high consistency, with nodes supported by high bootstrap values. With the exception of one species, the genetic data was in agreement with the phenotypic identification. The prevalent LAB, predominantly homofermentative (66%), consisted of Lactobacillus plantarum (24%), Lactococcus lactis (22%), Leuconostoc pseudomesenteroides (20%), Pediococcus acidilactici (11%), Lactobacillus brevis (11%), Enterococcus faecalis (7%), Weissella kimchii (3%), and Pediococcus pentosaceus (2%). The present study, the first to fully document rice-associated LAB, showed a very diverse community of LAB with a relatively high number of species involved in the fermentation process of paddy rice silage. The comprehensive 16S rDNA-based approach to describing LAB community structure was valuable in revealing the large diversity of bacteria inhabiting paddy rice silage and enabling the future design of appropriate inoculants aimed at improving its fermentation quality. PMID:12514026

  16. Phylogenetic diversity of lactic acid bacteria associated with paddy rice silage as determined by 16S ribosomal DNA analysis.

    PubMed

    Ennahar, Saïd; Cai, Yimin; Fujita, Yasuhito

    2003-01-01

    A total of 161 low-G+C-content gram-positive bacteria isolated from whole-crop paddy rice silage were classified and subjected to phenotypic and genetic analyses. Based on morphological and biochemical characters, these presumptive lactic acid bacterium (LAB) isolates were divided into 10 groups that included members of the genera Enterococcus, Lactobacillus, Lactococcus, Leuconostoc, Pediococcus, and WEISSELLA: Analysis of the 16S ribosomal DNA (rDNA) was used to confirm the presence of the predominant groups indicated by phenotypic analysis and to determine the phylogenetic affiliation of representative strains. The virtually complete 16S rRNA gene was PCR amplified and sequenced. The sequences from the various LAB isolates showed high degrees of similarity to those of the GenBank reference strains (between 98.7 and 99.8%). Phylogenetic trees based on the 16S rDNA sequence displayed high consistency, with nodes supported by high bootstrap values. With the exception of one species, the genetic data was in agreement with the phenotypic identification. The prevalent LAB, predominantly homofermentative (66%), consisted of Lactobacillus plantarum (24%), Lactococcus lactis (22%), Leuconostoc pseudomesenteroides (20%), Pediococcus acidilactici (11%), Lactobacillus brevis (11%), Enterococcus faecalis (7%), Weissella kimchii (3%), and Pediococcus pentosaceus (2%). The present study, the first to fully document rice-associated LAB, showed a very diverse community of LAB with a relatively high number of species involved in the fermentation process of paddy rice silage. The comprehensive 16S rDNA-based approach to describing LAB community structure was valuable in revealing the large diversity of bacteria inhabiting paddy rice silage and enabling the future design of appropriate inoculants aimed at improving its fermentation quality.

  17. A convertor and user interface to import CAD files into worldtoolkit virtual reality systems

    NASA Technical Reports Server (NTRS)

    Wang, Peter Hor-Ching

    1996-01-01

    Virtual Reality (VR) is a rapidly developing human-to-computer interface technology. VR can be considered as a three-dimensional computer-generated Virtual World (VW) which can sense particular aspects of a user's behavior, allow the user to manipulate the objects interactively, and render the VW at real-time accordingly. The user is totally immersed in the virtual world and feel the sense of transforming into that VW. NASA/MSFC Computer Application Virtual Environments (CAVE) has been developing the space-related VR applications since 1990. The VR systems in CAVE lab are based on VPL RB2 system which consists of a VPL RB2 control tower, an LX eyephone, an Isotrak polhemus sensor, two Fastrak polhemus sensors, a folk of Bird sensor, and two VPL DG2 DataGloves. A dynamics animator called Body Electric from VPL is used as the control system to interface with all the input/output devices and to provide the network communications as well as VR programming environment. The RB2 Swivel 3D is used as the modelling program to construct the VW's. A severe limitation of the VPL VR system is the use of RB2 Swivel 3D, which restricts the files to a maximum of 1020 objects and doesn't have the advanced graphics texture mapping. The other limitation is that the VPL VR system is a turn-key system which does not provide the flexibility for user to add new sensors and C language interface. Recently, NASA/MSFC CAVE lab provides VR systems built on Sense8 WorldToolKit (WTK) which is a C library for creating VR development environments. WTK provides device drivers for most of the sensors and eyephones available on the VR market. WTK accepts several CAD file formats, such as Sense8 Neutral File Format, AutoCAD DXF and 3D Studio file format, Wave Front OBJ file format, VideoScape GEO file format, Intergraph EMS stereolithographics and CATIA Stereolithographics STL file formats. WTK functions are object-oriented in their naming convention, are grouped into classes, and provide easy C language interface. Using a CAD or modelling program to build a VW for WTK VR applications, we typically construct the stationary universe with all the geometric objects except the dynamic objects, and create each dynamic object in an individual file.

  18. Labview Interface Concepts Used in NASA Scientific Investigations and Virtual Instruments

    NASA Technical Reports Server (NTRS)

    Roth, Don J.; Parker, Bradford H.; Rapchun, David A.; Jones, Hollis H.; Cao, Wei

    2001-01-01

    This article provides an overview of several software control applications developed for NASA using LabVIEW. The applications covered here include (1) an Ultrasonic Measurement System for nondestructive evaluation of advanced structural materials, an Xray Spectral Mapping System for characterizing the quality and uniformity of developing photon detector materials, (2) a Life Testing System for these same materials, (3) and the instrument panel for an aircraft mounted Cloud Absorption Radiometer that measures the light scattered by clouds in multiple spectral bands. Many of the software interface concepts employed are explained. Panel layout and block diagram (code) strategies for each application are described. In particular, some of the more unique features of the applications' interfaces and source code are highlighted. This article assumes that the reader has a beginner-to-intermediate understanding of LabVIEW methods.

  19. An “Ethical Moment” in Data Sharing

    PubMed Central

    2016-01-01

    This study draws on interviews with forty-nine members of a biomedical research community in the UK that is involved in negotiating data sharing and access. During an interview, an interviewee used the words “ethical moment” to describe a confrontation between collaborators in relation to data sharing. In this article, I use this as a lens for thinking about relations between “the conceptual and the empirical” in a way that allows both analyst and actor to challenge the status quo and consider other ethical possibilities. Drawing on actor network theory (ANT), I approach “the empirical” using the concepts of controversy and ontological uncertainty as methodological tools to tackle the problem of ethics. I suggest that these concepts also provide a bridge for understanding the ontological structure of the virtual and the actual, as described in Deleuze’s Difference and Repetition. While other science and technology studies scholars have sought to draw on Deleuze, this article addresses the integration of ethics and empirical research. It arises as a critical reaction to existing treatments of this problem as found in empirical ethics, especially in the sociology of bioethics, and indirectly in ANT texts. PMID:28018016

  20. Modeling Large-Scale Networks Using Virtual Machines and Physical Appliances

    DTIC Science & Technology

    2014-01-27

    downloaded and run locally. The lab solution couldn’t be based on ActiveX because the military Report Documentation Page Form ApprovedOMB No. 0704-0188...unclassified b. ABSTRACT unclassified c. THIS PAGE unclassified Standard Form 298 (Rev. 8-98) Prescribed by ANSI Std Z39-18 disallowed ActiveX support on...its systems, which made running an RDP client over ActiveX not possible. The challenges the SEI encountered in delivering the instruction were

  1. NMRbox: A Resource for Biomolecular NMR Computation.

    PubMed

    Maciejewski, Mark W; Schuyler, Adam D; Gryk, Michael R; Moraru, Ion I; Romero, Pedro R; Ulrich, Eldon L; Eghbalnia, Hamid R; Livny, Miron; Delaglio, Frank; Hoch, Jeffrey C

    2017-04-25

    Advances in computation have been enabling many recent advances in biomolecular applications of NMR. Due to the wide diversity of applications of NMR, the number and variety of software packages for processing and analyzing NMR data is quite large, with labs relying on dozens, if not hundreds of software packages. Discovery, acquisition, installation, and maintenance of all these packages is a burdensome task. Because the majority of software packages originate in academic labs, persistence of the software is compromised when developers graduate, funding ceases, or investigators turn to other projects. To simplify access to and use of biomolecular NMR software, foster persistence, and enhance reproducibility of computational workflows, we have developed NMRbox, a shared resource for NMR software and computation. NMRbox employs virtualization to provide a comprehensive software environment preconfigured with hundreds of software packages, available as a downloadable virtual machine or as a Platform-as-a-Service supported by a dedicated compute cloud. Ongoing development includes a metadata harvester to regularize, annotate, and preserve workflows and facilitate and enhance data depositions to BioMagResBank, and tools for Bayesian inference to enhance the robustness and extensibility of computational analyses. In addition to facilitating use and preservation of the rich and dynamic software environment for biomolecular NMR, NMRbox fosters the development and deployment of a new class of metasoftware packages. NMRbox is freely available to not-for-profit users. Copyright © 2017 Biophysical Society. All rights reserved.

  2. ABrIL - Advanced Brain Imaging Lab : a cloud based computation environment for cooperative neuroimaging projects.

    PubMed

    Neves Tafula, Sérgio M; Moreira da Silva, Nádia; Rozanski, Verena E; Silva Cunha, João Paulo

    2014-01-01

    Neuroscience is an increasingly multidisciplinary and highly cooperative field where neuroimaging plays an important role. Neuroimaging rapid evolution is demanding for a growing number of computing resources and skills that need to be put in place at every lab. Typically each group tries to setup their own servers and workstations to support their neuroimaging needs, having to learn from Operating System management to specific neuroscience software tools details before any results can be obtained from each setup. This setup and learning process is replicated in every lab, even if a strong collaboration among several groups is going on. In this paper we present a new cloud service model - Brain Imaging Application as a Service (BiAaaS) - and one of its implementation - Advanced Brain Imaging Lab (ABrIL) - in the form of an ubiquitous virtual desktop remote infrastructure that offers a set of neuroimaging computational services in an interactive neuroscientist-friendly graphical user interface (GUI). This remote desktop has been used for several multi-institution cooperative projects with different neuroscience objectives that already achieved important results, such as the contribution to a high impact paper published in the January issue of the Neuroimage journal. The ABrIL system has shown its applicability in several neuroscience projects with a relatively low-cost, promoting truly collaborative actions and speeding up project results and their clinical applicability.

  3. VIBA-Lab 3.0: Computer program for simulation and semi-quantitative analysis of PIXE and RBS spectra and 2D elemental maps

    NASA Astrophysics Data System (ADS)

    Orlić, Ivica; Mekterović, Darko; Mekterović, Igor; Ivošević, Tatjana

    2015-11-01

    VIBA-Lab is a computer program originally developed by the author and co-workers at the National University of Singapore (NUS) as an interactive software package for simulation of Particle Induced X-ray Emission and Rutherford Backscattering Spectra. The original program is redeveloped to a VIBA-Lab 3.0 in which the user can perform semi-quantitative analysis by comparing simulated and measured spectra as well as simulate 2D elemental maps for a given 3D sample composition. The latest version has a new and more versatile user interface. It also has the latest data set of fundamental parameters such as Coster-Kronig transition rates, fluorescence yields, mass absorption coefficients and ionization cross sections for K and L lines in a wider energy range than the original program. Our short-term plan is to introduce routine for quantitative analysis for multiple PIXE and XRF excitations. VIBA-Lab is an excellent teaching tool for students and researchers in using PIXE and RBS techniques. At the same time the program helps when planning an experiment and when optimizing experimental parameters such as incident ions, their energy, detector specifications, filters, geometry, etc. By "running" a virtual experiment the user can test various scenarios until the optimal PIXE and BS spectra are obtained and in this way save a lot of expensive machine time.

  4. Dynamically allocated virtual clustering management system

    NASA Astrophysics Data System (ADS)

    Marcus, Kelvin; Cannata, Jess

    2013-05-01

    The U.S Army Research Laboratory (ARL) has built a "Wireless Emulation Lab" to support research in wireless mobile networks. In our current experimentation environment, our researchers need the capability to run clusters of heterogeneous nodes to model emulated wireless tactical networks where each node could contain a different operating system, application set, and physical hardware. To complicate matters, most experiments require the researcher to have root privileges. Our previous solution of using a single shared cluster of statically deployed virtual machines did not sufficiently separate each user's experiment due to undesirable network crosstalk, thus only one experiment could be run at a time. In addition, the cluster did not make efficient use of our servers and physical networks. To address these concerns, we created the Dynamically Allocated Virtual Clustering management system (DAVC). This system leverages existing open-source software to create private clusters of nodes that are either virtual or physical machines. These clusters can be utilized for software development, experimentation, and integration with existing hardware and software. The system uses the Grid Engine job scheduler to efficiently allocate virtual machines to idle systems and networks. The system deploys stateless nodes via network booting. The system uses 802.1Q Virtual LANs (VLANs) to prevent experimentation crosstalk and to allow for complex, private networks eliminating the need to map each virtual machine to a specific switch port. The system monitors the health of the clusters and the underlying physical servers and it maintains cluster usage statistics for historical trends. Users can start private clusters of heterogeneous nodes with root privileges for the duration of the experiment. Users also control when to shutdown their clusters.

  5. The Selimiye Mosque of Edirne, Turkey - AN Immersive and Interactive Virtual Reality Experience Using Htc Vive

    NASA Astrophysics Data System (ADS)

    Kersten, T. P.; Büyüksalih, G.; Tschirschwitz, F.; Kan, T.; Deggim, S.; Kaya, Y.; Baskaraca, A. P.

    2017-05-01

    Recent advances in contemporary Virtual Reality (VR) technologies are going to have a significant impact on veryday life. Through VR it is possible to virtually explore a computer-generated environment as a different reality, and to immerse oneself into the past or in a virtual museum without leaving the current real-life situation. For such the ultimate VR experience, the user should only see the virtual world. Currently, the user must wear a VR headset which fits around the head and over the eyes to visually separate themselves from the physical world. Via the headset images are fed to the eyes through two small lenses. Cultural heritage monuments are ideally suited both for thorough multi-dimensional geometric documentation and for realistic interactive visualisation in immersive VR applications. Additionally, the game industry offers tools for interactive visualisation of objects to motivate users to virtually visit objects and places. In this paper the generation of a virtual 3D model of the Selimiye mosque in the city of Edirne, Turkey and its processing for data integration into the game engine Unity is presented. The project has been carried out as a co-operation between BİMTAŞ, a company of the Greater Municipality of Istanbul, Turkey and the Photogrammetry & Laser Scanning Lab of the HafenCity University Hamburg, Germany to demonstrate an immersive and interactive visualisation using the new VR system HTC Vive. The workflow from data acquisition to VR visualisation, including the necessary programming for navigation, is described. Furthermore, the possible use (including simultaneous multiple users environments) of such a VR visualisation for a CH monument is discussed in this contribution.

  6. Novel two-step laser ablation and ionization mass spectrometry (2S-LAIMS) of actor-spectator ice layers: Probing chemical composition of D{sub 2}O ice beneath a H{sub 2}O ice layer

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

    Yang, Rui, E-mail: ryang73@ustc.edu; Gudipati, Murthy S., E-mail: gudipati@jpl.nasa.gov

    2014-03-14

    In this work, we report for the first time successful analysis of organic aromatic analytes imbedded in D{sub 2}O ices by novel infrared (IR) laser ablation of a layered non-absorbing D{sub 2}O ice (spectator) containing the analytes and an ablation-active IR-absorbing H{sub 2}O ice layer (actor) without the analyte. With these studies we have opened up a new method for the in situ analysis of solids containing analytes when covered with an IR laser-absorbing layer that can be resonantly ablated. This soft ejection method takes advantage of the tenability of two-step infrared laser ablation and ultraviolet laser ionization mass spectrometry,more » previously demonstrated in this lab to study chemical reactions of polycyclic aromatic hydrocarbons (PAHs) in cryogenic ices. The IR laser pulse tuned to resonantly excite only the upper H{sub 2}O ice layer (actor) generates a shockwave upon impact. This shockwave penetrates the lower analyte-containing D{sub 2}O ice layer (spectator, a non-absorbing ice that cannot be ablated directly with the wavelength of the IR laser employed) and is reflected back, ejecting the contents of the D{sub 2}O layer into the vacuum where they are intersected by a UV laser for ionization and detection by a time-of-flight mass spectrometer. Thus, energy is transmitted from the laser-absorbing actor layer into the non-absorbing spectator layer resulting its ablation. We found that isotope cross-contamination between layers was negligible. We also did not see any evidence for thermal or collisional chemistry of PAH molecules with H{sub 2}O molecules in the shockwave. We call this “shockwave mediated surface resonance enhanced subsurface ablation” technique as “two-step laser ablation and ionization mass spectrometry of actor-spectator ice layers.” This method has its roots in the well-established MALDI (matrix assisted laser desorption and ionization) method. Our method offers more flexibility to optimize both the processes—ablation and ionization. This new technique can thus be potentially employed to undertake in situ analysis of materials imbedded in diverse media, such as cryogenic ices, biological samples, tissues, minerals, etc., by covered with an IR-absorbing laser ablation medium and study the chemical composition and reaction pathways of the analyte in its natural surroundings.« less

  7. Semantic Web-based digital, field and virtual geological

    NASA Astrophysics Data System (ADS)

    Babaie, H. A.

    2012-12-01

    Digital, field and virtual Semantic Web-based education (SWBE) of geological mapping requires the construction of a set of searchable, reusable, and interoperable digital learning objects (LO) for learners, teachers, and authors. These self-contained units of learning may be text, image, or audio, describing, for example, how to calculate the true dip of a layer from two structural contours or find the apparent dip along a line of section. A collection of multi-media LOs can be integrated, through domain and task ontologies, with mapping-related learning activities and Web services, for example, to search for the description of lithostratigraphic units in an area, or plotting orientation data on stereonet. Domain ontologies (e.g., GeologicStructure, Lithostratigraphy, Rock) represent knowledge in formal languages (RDF, OWL) by explicitly specifying concepts, relations, and theories involved in geological mapping. These ontologies are used by task ontologies that formalize the semantics of computational tasks (e.g., measuring the true thickness of a formation) and activities (e.g., construction of cross section) for all actors to solve specific problems (making map, instruction, learning support, authoring). A SWBE system for geological mapping should also involve ontologies to formalize teaching strategy (pedagogical styles), learner model (e.g., for student performance, personalization of learning), interface (entry points for activities of all actors), communication (exchange of messages among different components and actors), and educational Web services (for interoperability). In this ontology-based environment, actors interact with the LOs through educational servers, that manage (reuse, edit, delete, store) ontologies, and through tools which communicate with Web services to collect resources and links to other tools. Digital geological mapping involves a location-based, spatial organization of geological elements in a set of GIS thematic layers. Each layer in the stack assembles a set of polygonal (e.g., formation, member, intrusion), linear (e.g., fault, contact), and/or point (e.g., sample or measurement site) geological elements. These feature classes, represented in domain ontologies by classes, have their own sets of property (attribute, association relation) and topological (e.g., overlap, adjacency, containment), and network (cross-cuttings; connectivity) relationships. Since geological mapping involves describing and depicting different aspects of each feature class (e.g., contact, formation, structure), the same geographic region may be investigated by different communities, for example, for its stratigraphy, rock type, structure, soil type, and isotopic and paleontological age, using sets of ontologies. These data can become interconnected applying the Semantic Web technologies, on the Linked Open Data Cloud, based on their underlying common geographic coordinates. Sets of geological data published on the Cloud will include multiple RDF links to Cloud's geospatial nodes such as GeoNames and Linked GeoData. During mapping, a device such as smartphone, laptop, or iPad, with GPS and GIS capability and a DBpedia Mobile client, can use the current position to discover and query all the geological linked data, and add new data to the thematic layers and publish them to the Cloud.

  8. Factors that predict the use or non-use of virtual dissection by high school biology teachers

    NASA Astrophysics Data System (ADS)

    Cockerham, William

    2001-07-01

    With the advent of computers into scholastic classrooms, virtual dissection has become a potential educational tool in high school biology lab settings. Utilizing non-experimental survey research methodology, this study attempted to identify factors that may influence high school biology teachers to use or not to use a virtual dissection. A 75-item research survey instrument consisting of both demographic background and Likert style questions was completed by 215 high school members of the National Association of Biology Teachers. The survey responses provided data to answer the research questions concerning the relationship between the likelihood of a high school biology teacher using a virtual dissection and a number of independent variables from the following three categories: (a) demographics, (b) attitude and experience, and (c) resources and support. These data also allowed for the determination of a demographic profile of the sample population. The demographic profile showed the sample population of high school biology teachers to be two-thirds female, mature, highly educated and very experienced. Analysis of variance and Pearson product moment correlational statistics were used to determine if there was a relationship between high school biology teachers' likelihood to use a virtual dissection and the independent variables. None of the demographic or resource and support independent variables demonstrated a strong relationship to the dependent variable of teachers' likelihood to use a virtual dissection. Three of the attitude and experience independent variables showed a statistically significant (p < .05) relationship to teachers' likelihood to use a virtual dissection: attitude toward virtual dissection, previous use of a virtual dissection and intention to use a real animal dissection. These findings may indicate that teachers are using virtual dissection as a supplement rather than a substitute. It appears that those concerned with promoting virtual dissection in high school biology classrooms will have to develop simulations that are more compelling to the teachers. Additionally, if science teacher organizations want to reduce the controversy surrounding dissection, they may need to re-visit their positions on the importance of real animal dissection.

  9. STS-88 crew use simulators and virtual reality in preflight training

    NASA Image and Video Library

    1998-04-08

    S98-05075 (8 Apr. 1998) --- Astronaut Nancy J. Currie, assigned as a mission specialist for the mission, uses hardware in the virtual reality lab at the Johnson Space Center (JSC) to train for her duties aboard the Space Shuttle Endeavour. This type computer interface paired with virtual reality training hardware for the assigned space-walking astronauts -- in this case, Jerry L. Ross and James H. Newman -- helps to prepare the entire team for dealing with International Space Station (ISS) elements. One of those elements will be the Functional Cargo Block (FGB), which will have been launched a couple of weeks prior to STS-88. Once the FGB is captured using the Remote Manipulator System (RMS) of the Endeavour, Currie will maneuver the robot arm to dock the FGB to the conical mating adapter at the top of Node 1, to be carried in the Endeavour?s cargo bay. In ensuing days, three Extravehicular Activity?s (EVA) by Ross and Newman will be performed to make power, data and utility connections between the two modules.

  10. Virtual Reality Job Interview Training for Individuals with Psychiatric Disabilities

    PubMed Central

    Smith, Matthew J.; Ginger, Emily J.; Wright, Michael; Wright, Katherine; Humm, Laura Boteler; Olsen, Dale; Bell, Morris D.; Fleming, Michael F.

    2014-01-01

    Services are available to help support existing employment for individual with psychiatric disabilities; however, there is a gap in services targeting job interview skills that can help obtain employment. We assessed the feasibility and efficacy of Virtual Reality Job Interview Training (VR-JIT) in a randomized controlled trial. Participants were randomized to VR-JIT (n=25) or treatment as usual (TAU) (n=12) groups. VR-JIT consisted of 10 hours of simulated job interviews with a virtual character and didactic online training. Participants attended 95% of lab-based training sessions and found VR-JIT easy-to-use and felt prepared for future interviews. The VR-JIT group improved their job interview role-play performance (p<0.05) and self-confidence (p<0.05) between baseline and follow-up as compared to the TAU group. VR-JIT performance scores increased over time (R-Squared=0.65). VR-JIT demonstrated initial feasibility and efficacy at improving job interview skills and self-confidence. Future research may help clarify whether this intervention is efficacious in community-based settings. PMID:25099298

  11. Longitudinal target-spin asymmetries for deeply virtual compton scattering.

    PubMed

    Seder, E; Biselli, A; Pisano, S; Niccolai, S; Smith, G D; Joo, K; Adhikari, K; Amaryan, M J; Anderson, M D; Anefalos Pereira, S; Avakian, H; Battaglieri, M; Bedlinskiy, I; Bono, J; Boiarinov, S; Bosted, P; Briscoe, W; Brock, J; Brooks, W K; Bültmann, S; Burkert, V D; Carman, D S; Carlin, C; Celentano, A; Chandavar, S; Charles, G; Colaneri, L; Cole, P L; Contalbrigo, M; Crabb, D; Crede, V; D'Angelo, A; Dashyan, N; De Vita, R; De Sanctis, E; Deur, A; Djalali, C; Doughty, D; Dupre, R; El Fassi, L; Elouadrhiri, L; Eugenio, P; Fedotov, G; Fegan, S; Filippi, A; Fleming, J A; Fradi, A; Garillon, B; Garçon, M; Gevorgyan, N; Ghandilyan, Y; Giovanetti, K L; Girod, F X; Goetz, J T; Gohn, W; Gothe, R W; Griffioen, K A; Guegan, B; Guidal, M; Guo, L; Hafidi, K; Hakobyan, H; Hanretty, C; Harrison, N; Hattawy, M; Hirlinger Saylor, N; Holtrop, M; Hughes, S M; Ilieva, Y; Ireland, D G; Ishkhanov, B S; Isupov, E L; Jo, H S; Joosten, S; Keith, C D; Keller, D; Khachatryan, G; Khandaker, M; Kim, A; Kim, W; Klein, A; Klein, F J; Koirala, S; Kubarovsky, V; Kuhn, S E; Lenisa, P; Livingston, K; Lu, H Y; MacGregor, I J D; Markov, N; Mayer, M; McKinnon, B; Meekins, D G; Mineeva, T; Mirazita, M; Mokeev, V; Montgomery, R; Moody, C I; Moutarde, H; Movsisyan, A; Munoz Camacho, C; Nadel-Turonski, P; Niculescu, I; Osipenko, M; Ostrovidov, A I; Paolone, M; Pappalardo, L L; Park, K; Park, S; Pasyuk, E; Peng, P; Phelps, W; Pogorelko, O; Price, J W; Prok, Y; Protopopescu, D; Puckett, A J R; Ripani, M; Rizzo, A; Rosner, G; Rossi, P; Roy, P; Sabatié, F; Salgado, C; Schott, D; Schumacher, R A; Senderovich, I; Simonyan, A; Skorodumina, I; Sokhan, D; Sparveris, N; Stepanyan, S; Stoler, P; Strakovsky, I I; Strauch, S; Sytnik, V; Taiuti, M; Tang, W; Tian, Y; Ungaro, M; Voskanyan, H; Voutier, E; Walford, N K; Watts, D P; Wei, X; Weinstein, L B; Wood, M H; Zachariou, N; Zana, L; Zhang, J; Zonta, I

    2015-01-23

    A measurement of the electroproduction of photons off protons in the deeply inelastic regime was performed at Jefferson Lab using a nearly 6 GeV electron beam, a longitudinally polarized proton target, and the CEBAF Large Acceptance Spectrometer. Target-spin asymmetries for ep→e^{'}p^{'}γ events, which arise from the interference of the deeply virtual Compton scattering and the Bethe-Heitler processes, were extracted over the widest kinematics in Q^{2}, x_{B}, t, and ϕ, for 166 four-dimensional bins. In the framework of generalized parton distributions, at leading twist the t dependence of these asymmetries provides insight into the spatial distribution of the axial charge of the proton, which appears to be concentrated in its center. These results also bring important and necessary constraints for the existing parametrizations of chiral-even generalized parton distributions.

  12. Longitudinal Target-Spin Asymmetries for Deeply Virtual Compton Scattering

    NASA Astrophysics Data System (ADS)

    Seder, E.; Biselli, A.; Pisano, S.; Niccolai, S.; Smith, G. D.; Joo, K.; Adhikari, K.; Amaryan, M. J.; Anderson, M. D.; Anefalos Pereira, S.; Avakian, H.; Battaglieri, M.; Bedlinskiy, I.; Bono, J.; Boiarinov, S.; Bosted, P.; Briscoe, W.; Brock, J.; Brooks, W. K.; Bültmann, S.; Burkert, V. D.; Carman, D. S.; Carlin, C.; Celentano, A.; Chandavar, S.; Charles, G.; Colaneri, L.; Cole, P. L.; Contalbrigo, M.; Crabb, D.; Crede, V.; D'Angelo, A.; Dashyan, N.; De Vita, R.; De Sanctis, E.; Deur, A.; Djalali, C.; Doughty, D.; Dupre, R.; El Fassi, L.; Elouadrhiri, L.; Eugenio, P.; Fedotov, G.; Fegan, S.; Filippi, A.; Fleming, J. A.; Fradi, A.; Garillon, B.; Garçon, M.; Gevorgyan, N.; Ghandilyan, Y.; Giovanetti, K. L.; Girod, F. X.; Goetz, J. T.; Gohn, W.; Gothe, R. W.; Griffioen, K. A.; Guegan, B.; Guidal, M.; Guo, L.; Hafidi, K.; Hakobyan, H.; Hanretty, C.; Harrison, N.; Hattawy, M.; Hirlinger Saylor, N.; Holtrop, M.; Hughes, S. M.; Ilieva, Y.; Ireland, D. G.; Ishkhanov, B. S.; Isupov, E. L.; Jo, H. S.; Joosten, S.; Keith, C. D.; Keller, D.; Khachatryan, G.; Khandaker, M.; Kim, A.; Kim, W.; Klein, A.; Klein, F. J.; Koirala, S.; Kubarovsky, V.; Kuhn, S. E.; Lenisa, P.; Livingston, K.; Lu, H. Y.; MacGregor, I. J. D.; Markov, N.; Mayer, M.; McKinnon, B.; Meekins, D. G.; Mineeva, T.; Mirazita, M.; Mokeev, V.; Montgomery, R.; Moody, C. I.; Moutarde, H.; Movsisyan, A.; Munoz Camacho, C.; Nadel-Turonski, P.; Niculescu, I.; Osipenko, M.; Ostrovidov, A. I.; Paolone, M.; Pappalardo, L. L.; Park, K.; Park, S.; Pasyuk, E.; Peng, P.; Phelps, W.; Pogorelko, O.; Price, J. W.; Prok, Y.; Protopopescu, D.; Puckett, A. J. R.; Ripani, M.; Rizzo, A.; Rosner, G.; Rossi, P.; Roy, P.; Sabatié, F.; Salgado, C.; Schott, D.; Schumacher, R. A.; Senderovich, I.; Simonyan, A.; Skorodumina, I.; Sokhan, D.; Sparveris, N.; Stepanyan, S.; Stoler, P.; Strakovsky, I. I.; Strauch, S.; Sytnik, V.; Taiuti, M.; Tang, W.; Tian, Y.; Ungaro, M.; Voskanyan, H.; Voutier, E.; Walford, N. K.; Watts, D. P.; Wei, X.; Weinstein, L. B.; Wood, M. H.; Zachariou, N.; Zana, L.; Zhang, J.; Zonta, I.; CLAS Collaboration

    2015-01-01

    A measurement of the electroproduction of photons off protons in the deeply inelastic regime was performed at Jefferson Lab using a nearly 6 GeV electron beam, a longitudinally polarized proton target, and the CEBAF Large Acceptance Spectrometer. Target-spin asymmetries for e p →e'p'γ events, which arise from the interference of the deeply virtual Compton scattering and the Bethe-Heitler processes, were extracted over the widest kinematics in Q2 , xB, t , and ϕ , for 166 four-dimensional bins. In the framework of generalized parton distributions, at leading twist the t dependence of these asymmetries provides insight into the spatial distribution of the axial charge of the proton, which appears to be concentrated in its center. These results also bring important and necessary constraints for the existing parametrizations of chiral-even generalized parton distributions.

  13. Resilient cooperators stabilize long-run cooperation in the finitely repeated Prisoner's Dilemma

    PubMed Central

    Mao, Andrew; Dworkin, Lili; Suri, Siddharth; Watts, Duncan J.

    2017-01-01

    Learning in finitely repeated games of cooperation remains poorly understood in part because their dynamics play out over a timescale exceeding that of traditional lab experiments. Here, we report results of a virtual lab experiment in which 94 subjects play up to 400 ten-round games of Prisoner's Dilemma over the course of twenty consecutive weekdays. Consistent with previous work, the typical round of first defection moves earlier for several days; however, this unravelling process stabilizes after roughly one week. Analysing individual strategies, we find that approximately 40% of players behave as resilient cooperators who avoid unravelling even at significant cost to themselves. Finally, using a standard learning model we predict that a sufficiently large minority of resilient cooperators can permanently stabilize unravelling among a majority of rational players. These results shed hopeful light on the long-term dynamics of cooperation, and demonstrate the importance of long-run experiments. PMID:28082739

  14. An application framework of three-dimensional reconstruction and measurement for endodontic research.

    PubMed

    Gao, Yuan; Peters, Ove A; Wu, Hongkun; Zhou, Xuedong

    2009-02-01

    The purpose of this study was to customize an application framework by using the MeVisLab image processing and visualization platform for three-dimensional reconstruction and assessment of tooth and root canal morphology. One maxillary first molar was scanned before and after preparation with ProTaper by using micro-computed tomography. With a customized application framework based on MeVisLab, internal and external anatomy was reconstructed. Furthermore, the dimensions of root canal and radicular dentin were quantified, and effects of canal preparation were assessed. Finally, a virtual preparation with risk analysis was performed to simulate the removal of a broken instrument. This application framework provided an economical platform and met current requirements of endodontic research. The broad-based use of high-quality free software and the resulting exchange of experience might help to improve the quality of endodontic research with micro-computed tomography.

  15. Compilation of Annual Reports of the Navy ELF (Extremely Low Frequency) Communications System Ecological Monitoring Program. Volume 1. Tabs A-E.

    DTIC Science & Technology

    1984-07-01

    mhhhhmhhmmm EEmhohEEmhmhEE EohhEohEEEEohI 1111 11111_L25 1.18 6 MICROCOPY RESOLUTION TESI CHART 95. Pedon Classification: Typic Dystrochrept, sandy, mixed...prepared by team researchers in the MTU Forestry Department and delivered to the Environmental Microbiology lab in the Department of Biological Sciences...unsuccessful. Using methods given in a presentation at the 1982 American Society for Microbiology Annual Meetings, virtually no bacteria of any type were

  16. Intranets: virtual procedure manuals for the pathology lab.

    PubMed

    Ruby, S G; Krempel, G

    1998-08-01

    A novel system exists for replacing standard written operation manuals using a computerized PC-based peer-to-peer network. The system design is based on commonly available hardware and software and utilizes existing equipment to minimize implementation expense. The system is relatively easy to implement and maintain, involves minimal training, and should quickly become a financial asset. In addition, such a system can improve access to laboratory procedure manuals so that resources can be better used on a daily basis.

  17. Develop, Build, and Test a Virtual Lab to Support a Vulnerability Training System

    DTIC Science & Technology

    2004-09-01

    docs.us.dell.com/support/edocs/systems/pe1650/ en /it/index.htm> (20 August 2004) “HOWTO: Installing Web Services with Linux /Tomcat/Apache/Struts...configured as host machines with VMware and VNC running on a Linux RedHat 9 Kernel. An Apache-Tomcat web server was configured as the external interface to...1650, dual processor, blade servers were configured as host machines with VMware and VNC running on a Linux RedHat 9 Kernel. An Apache-Tomcat web

  18. ADAPT: The Agent Development and Prototyping Testbed.

    PubMed

    Shoulson, Alexander; Marshak, Nathan; Kapadia, Mubbasir; Badler, Norman I

    2014-07-01

    We present ADAPT, a flexible platform for designing and authoring functional, purposeful human characters in a rich virtual environment. Our framework incorporates character animation, navigation, and behavior with modular interchangeable components to produce narrative scenes. The animation system provides locomotion, reaching, gaze tracking, gesturing, sitting, and reactions to external physical forces, and can easily be extended with more functionality due to a decoupled, modular structure. The navigation component allows characters to maneuver through a complex environment with predictive steering for dynamic obstacle avoidance. Finally, our behavior framework allows a user to fully leverage a character's animation and navigation capabilities when authoring both individual decision-making and complex interactions between actors using a centralized, event-driven model.

  19. A new chapter in environmental sensing: The Open-Source Published Environmental Sensing (OPENS) laboratory

    NASA Astrophysics Data System (ADS)

    Selker, J. S.; Roques, C.; Higgins, C. W.; Good, S. P.; Hut, R.; Selker, A.

    2015-12-01

    The confluence of 3-Dimensional printing, low-cost solid-state-sensors, low-cost, low-power digital controllers (e.g., Arduinos); and open-source publishing (e.g., Github) is poised to transform environmental sensing. The Open-Source Published Environmental Sensing (OPENS) laboratory has launched and is available for all to use. OPENS combines cutting edge technologies and makes them available to the global environmental sensing community. OPENS includes a Maker lab space where people may collaborate in person or virtually via on-line forum for the publication and discussion of environmental sensing technology (Corvallis, Oregon, USA, please feel free to request a free reservation for space and equipment use). The physical lab houses a test-bed for sensors, as well as a complete classical machine shop, 3-D printers, electronics development benches, and workstations for code development. OPENS will provide a web-based formal publishing framework wherein global students and scientists can peer-review publish (with DOI) novel and evolutionary advancements in environmental sensor systems. This curated and peer-reviewed digital collection will include complete sets of "printable" parts and operating computer code for sensing systems. The physical lab will include all of the machines required to produce these sensing systems. These tools can be addressed in person or virtually, creating a truly global venue for advancement in monitoring earth's environment and agricultural systems. In this talk we will present an example of the process of design and publication the design and data from the OPENS-Permeameter. The publication includes 3-D printing code, Arduino (or other control/logging platform) operational code; sample data sets, and a full discussion of the design set in the scientific context of previous related devices. Editors for the peer-review process are currently sought - contact John.Selker@Oregonstate.edu or Clement.Roques@Oregonstate.edu.

  20. MioLab, a rat cardiac contractile force simulator: Applications to teaching cardiac cell physiology and biophysics.

    PubMed

    da Silva, Robson Rodrigues; Bissaco, Marcia Aparecida Silva; Goroso, Daniel Gustavo

    2015-12-01

    Understanding the basic concepts of physiology and biophysics of cardiac cells can be improved by virtual experiments that illustrate the complex excitation-contraction coupling process in cardiac cells. The aim of this study is to propose a rat cardiac myocyte simulator, with which calcium dynamics in excitation-contraction coupling of an isolated cell can be observed. This model has been used in the course "Mathematical Modeling and Simulation of Biological Systems". In this paper we present the didactic utility of the simulator MioLab(®). The simulator enables virtual experiments that can help studying inhibitors and activators in the sarcoplasmic reticulum sodium-calcium exchanger, thus corroborating a better understanding of the effects of medications, which are used to treat arrhythmias, on these compartments. The graphical interfaces were developed not only to facilitate the use of the simulator, but also to promote a constructive learning on the subject, since there are animations and videos for each stage of the simulation. The effectiveness of the simulator was tested by a group of graduate students. Some examples of simulations were presented in order to describe the overall structure of the simulator. Part of these virtual experiments became an activity for Biomedical Engineering graduate students, who evaluated the simulator based on its didactic quality. As a result, students answered a questionnaire on the usability and functionality of the simulator as a teaching tool. All students performed the proposed activities and classified the simulator as an optimal or good learning tool. In their written questions, students indicated as negative characteristics some problems with visualizing graphs; as positive characteristics, they indicated the simulator's didactic function, especially tutorials and videos on the topic of this study. The results show that the simulator complements the study of the physiology and biophysics of the cardiac cell. Copyright © 2015 Elsevier Ireland Ltd. All rights reserved.

  1. Learning stoichiometry: A comparison of text and multimedia instructional formats

    NASA Astrophysics Data System (ADS)

    Evans, Karen L.

    Even after multiple instructional opportunities, first year college chemistry students are often unable to apply stoichiometry knowledge in equilibrium and acid-base chemistry problem solving. Cognitive research findings suggest that for learning to be meaningful, learners need to actively construct their own knowledge by integrating new information into, and reorganizing, their prior understandings. Scaffolded inquiry in which facts, procedures, and principles are introduced as needed within the context of authentic problem solving may provide the practice and encoding opportunities necessary for construction of a memorable and usable knowledge base. The dynamic and interactive capabilities of online technology may facilitate stoichiometry instruction that promotes this meaningful learning. Entering college freshmen were randomly assigned to either a technology-rich or text-only set of cognitively informed stoichiometry review materials. Analysis of posttest scores revealed a significant but small difference in the performance of the two treatment groups, with the technology-rich group having the advantage. Both SAT and gender, however, explained more of the variability in the scores. Analysis of the posttest scores from the technology-rich treatment group revealed that the degree of interaction with the Virtual Lab simulation was significantly related to posttest performance and subsumed any effect of prior knowledge as measured by SAT scores. Future users of the online course should be encouraged to engage with the problem-solving opportunities provided by the Virtual Lab simulation through either explicit instruction and/or implementation of some level of program control within the course's navigational features.

  2. Development and application of network virtual instrument for emission spectrum of pulsed high-voltage direct current discharge

    NASA Astrophysics Data System (ADS)

    Gong, X.; Wu, Q.

    2017-12-01

    Network virtual instrument (VI) is a new development direction in current automated test. Based on LabVIEW, the software and hardware system of VI used for emission spectrum of pulsed high-voltage direct current (DC) discharge is developed and applied to investigate pulsed high-voltage DC discharge of nitrogen. By doing so, various functions are realized including real time collection of emission spectrum of nitrogen, monitoring operation state of instruments and real time analysis and processing of data. By using shared variables and DataSocket technology in LabVIEW, the network VI system based on field VI is established. The system can acquire the emission spectrum of nitrogen in the test site, monitor operation states of field instruments, realize real time face-to-face interchange of two sites, and analyze data in the far-end from the network terminal. By employing the network VI system, the staff in the two sites acquired the same emission spectrum of nitrogen and conducted the real time communication. By comparing with the previous results, it can be seen that the experimental data obtained by using the system are highly precise. This implies that the system shows reliable network stability and safety and satisfies the requirements for studying the emission spectrum of pulsed high-voltage discharge in high-precision fields or network terminals. The proposed architecture system is described and the target group gets the useful enlightenment in many fields including engineering remote users, specifically in control- and automation-related tasks.

  3. E00-110 experiment at Jefferson Lab Hall A: Deeply virtual Compton scattering off the proton at 6 GeV

    DOE PAGES

    Defurne, M.; Amaryan, M.; Aniol, K. A.; ...

    2015-11-03

    We present final results on the photon electroproduction (more » $$\\vec{e}p\\rightarrow ep\\gamma$$) cross section in the deeply virtual Compton scattering (DVCS) regime and the valence quark region from Jefferson Lab experiment E00-110. Results from an analysis of a subset of these data were published before, but the analysis has been improved which is described here at length, together with details on the experimental setup. Furthermore, additional data have been analyzed resulting in photon electroproduction cross sections at new kinematic settings, for a total of 588 experimental bins. Results of the $Q^2$- and $$x_B$$-dependences of both the helicity-dependent and helicity-independent cross sections are discussed. The $Q^2$-dependence illustrates the dominance of the twist-2 handbag amplitude in the kinematics of the experiment, as previously noted. Thanks to the excellent accuracy of this high luminosity experiment, it becomes clear that the unpolarized cross section shows a significant deviation from the Bethe-Heitler process in our kinematics, compatible with a large contribution from the leading twist-2 DVCS$^2$ term to the photon electroproduction cross section. The necessity to include higher-twist corrections in order to fully reproduce the shape of the data is also discussed. The DVCS cross sections in this study represent the final set of experimental results from E00-110, superseding the previous publication.« less

  4. MolabIS--an integrated information system for storing and managing molecular genetics data.

    PubMed

    Truong, Cong V C; Groeneveld, Linn F; Morgenstern, Burkhard; Groeneveld, Eildert

    2011-10-31

    Long-term sample storage, tracing of data flow and data export for subsequent analyses are of great importance in genetics studies. Therefore, molecular labs do need a proper information system to handle an increasing amount of data from different projects. We have developed a molecular labs information management system (MolabIS). It was implemented as a web-based system allowing the users to capture original data at each step of their workflow. MolabIS provides essential functionality for managing information on individuals, tracking samples and storage locations, capturing raw files, importing final data from external files, searching results, accessing and modifying data. Further important features are options to generate ready-to-print reports and convert sequence and microsatellite data into various data formats, which can be used as input files in subsequent analyses. Moreover, MolabIS also provides a tool for data migration. MolabIS is designed for small-to-medium sized labs conducting Sanger sequencing and microsatellite genotyping to store and efficiently handle a relative large amount of data. MolabIS not only helps to avoid time consuming tasks but also ensures the availability of data for further analyses. The software is packaged as a virtual appliance which can run on different platforms (e.g. Linux, Windows). MolabIS can be distributed to a wide range of molecular genetics labs since it was developed according to a general data model. Released under GPL, MolabIS is freely available at http://www.molabis.org.

  5. MolabIS - An integrated information system for storing and managing molecular genetics data

    PubMed Central

    2011-01-01

    Background Long-term sample storage, tracing of data flow and data export for subsequent analyses are of great importance in genetics studies. Therefore, molecular labs do need a proper information system to handle an increasing amount of data from different projects. Results We have developed a molecular labs information management system (MolabIS). It was implemented as a web-based system allowing the users to capture original data at each step of their workflow. MolabIS provides essential functionality for managing information on individuals, tracking samples and storage locations, capturing raw files, importing final data from external files, searching results, accessing and modifying data. Further important features are options to generate ready-to-print reports and convert sequence and microsatellite data into various data formats, which can be used as input files in subsequent analyses. Moreover, MolabIS also provides a tool for data migration. Conclusions MolabIS is designed for small-to-medium sized labs conducting Sanger sequencing and microsatellite genotyping to store and efficiently handle a relative large amount of data. MolabIS not only helps to avoid time consuming tasks but also ensures the availability of data for further analyses. The software is packaged as a virtual appliance which can run on different platforms (e.g. Linux, Windows). MolabIS can be distributed to a wide range of molecular genetics labs since it was developed according to a general data model. Released under GPL, MolabIS is freely available at http://www.molabis.org. PMID:22040322

  6. Virtual Sensorimotor Training for Balance: Pilot Study Results for Children With Fetal Alcohol Spectrum Disorders.

    PubMed

    Jirikowic, Tracy; Westcott McCoy, Sarah; Price, Robert; Ciol, Marcia A; Hsu, Lin-Ya; Kartin, Deborah

    2016-01-01

    To examine the effects of Sensorimotor Training to Affect Balance, Engagement, and Learning (STABEL), a virtual reality system to train sensory adaptation for balance control, for children with fetal alcohol spectrum disorders (FASDs). Twenty-three children with FASDs received STABEL training in a university laboratory, or home, or were controls. The Movement Assessment Battery for Children-2nd edition (MABC-2) and Pediatric Clinical Test of Sensory Interaction for Balance-2 (P-CTSIB-2) were analyzed by group (lab, home, and control), session (pre-STABEL, 1 week post-STABEL, and 1 month post-STABEL), and group-by-session interaction. Significant effects were group and session for MABC-2 Balance and interaction for MABC-2 Total Motor and P-CTSIB-2. Preliminary results support improved sensory adaptation, balance, and motor performance post-STABEL, which warrant further study with a larger, randomized sample.

  7. Ocean Virtual Laboratory: A New Way to Explore Multi-Sensor Synergy Demonstrated over the Agulhas Region

    NASA Astrophysics Data System (ADS)

    Collard, F.; Quartly, G. D.; Konik, M.; Johannessen, J. A.; Korosov, A.; Chapron, B.; Piolle, J.-F.; Herledan, S.; Darecki, M.; Isar, A.; Nafornita, C.

    2015-12-01

    Ocean Virtual Laboratory is an ESA-funded project to prototype the concept of a single point of access for all satellite remote-sensing data with ancillary model output and in situ measurements for a given region. The idea is to provide easy access for the non-specialist to both data and state-of-the-art processing techniques and enable their easy analysis and display. The project, led by OceanDataLab, is being trialled in the region of the Agulhas Current, as it contains signals of strong contrast (due to very energetic upper ocean dynamics) and special SAR data acquisitions have been recorded there. The project also encourages the take up of Earth Observation data by developing training material to help those not in large scientific or governmental organizations make the best use of what data are available. The website for access is: http://ovlproject.oceandatalab.com/

  8. Deeply virtual Compton scattering with a positron beam

    NASA Astrophysics Data System (ADS)

    Girod, François-Xavier; Elouadrhiri, Latifa; Burkert, Volker D.

    2018-05-01

    The hard electroproduction of a photon off a hadron in the Bjorken regime, Deeply Virtual Compton Scattering, unravels three-dimensional information on the partonic structure of the hadron. The imaginary part of the amplitude is more particularly sensitive to the spatial distribution of quarks as functions of the light cone momentum fraction. On the other hand, the real part of the amplitude is less constrained experimentally, and provides access to the D-term. Here we present preliminary results for the extraction of the D-term from unpolarized cross-sections and beam spin asymmetries measured with the CEBAF Large Acceptance Spectrometer at 6 GeV. We discuss some aspects of the associated physics interpretation, and give prospects for future measurements. The availability of a Positron beam at Jefferson Lab will provide access to the Beam Charge Asymmetry for this reaction, which will crucially enable us to keep under control the systematical and model uncertainties in this framework.

  9. Optical engineering challenges of the virtual retinal display

    NASA Astrophysics Data System (ADS)

    Kollin, Joel S.; Tidwell, Michael R.

    1995-08-01

    The Virtual Retinal Display (VRD) is a unique approach to developing a high-resolution head- mounted display currently under development at the University of Washington's Human Interface Technology (HIT) Laboratory. Rather than looking at a screen though a magnifier or optical relay system, the viewer of the VRD has a scanned beam of light enter the pupil of the eye and focused to a spot on the retina. This type of optical system is subject to different design constraints than a typical HMD. With the VRD it may be possible to realize higher resolution, greater color saturation, higher brightness and larger field-of-view than a traditional LCD or CRT screen-based system. In this paper the author will present the VRD approach and how it can provide these advantages. Issues to be resolved for the VRD to reach its full potential and some of the solutions developed at the HIT lab will also be discussed.

  10. Virtual Instrumentation Corrosion Controller for Natural Gas Pipelines

    NASA Astrophysics Data System (ADS)

    Gopalakrishnan, J.; Agnihotri, G.; Deshpande, D. M.

    2012-12-01

    Corrosion is an electrochemical process. Corrosion in natural gas (methane) pipelines leads to leakages. Corrosion occurs when anode and cathode are connected through electrolyte. Rate of corrosion in metallic pipeline can be controlled by impressing current to it and thereby making it to act as cathode of corrosion cell. Technologically advanced and energy efficient corrosion controller is required to protect natural gas pipelines. Proposed virtual instrumentation (VI) based corrosion controller precisely controls the external corrosion in underground metallic pipelines, enhances its life and ensures safety. Designing and development of proportional-integral-differential (PID) corrosion controller using VI (LabVIEW) is carried out. When the designed controller is deployed at field, it maintains the pipe to soil potential (PSP) within safe operating limit and not entering into over/under protection zone. Horizontal deployment of this technique can be done to protect all metallic structure, oil pipelines, which need corrosion protection.

  11. Longitudinal target-spin asymmetries for deeply virtual Compton scattering

    DOE PAGES

    Seder, E.; Biselli, A.; Pisano, S.; ...

    2015-01-22

    A measurement of the electroproduction of photons off protons in the deeply inelastic regime was performed at Jefferson Lab using a nearly 6-GeV electron beam, a longitudinally polarized proton target and the CEBAF Large Acceptance Spectrometer. Target-spin asymmetries for ep → e'p'y events, which arise from the interference of the deeply virtual Compton scattering and the Bethe-Heitler processes, were extracted over the widest kinematics in Q 2, x B, t and Φ, for 166 four-dimensional bins. In the framework of Generalized Parton Distributions (GPDs), at leading twist the t dependence of these asymmetries provides insight on the spatial distribution ofmore » the axial charge of the proton, which appears to be concentrated in its center. In conclusion, these results bring important and necessary constraints for the existing parametrizations of chiral-even GPDs.« less

  12. FVMS: A novel SiL approach on the evaluation of controllers for autonomous MAV

    NASA Astrophysics Data System (ADS)

    Sampaio, Rafael C. B.; Becker, Marcelo; Siqueira, Adriano A. G.; Freschi, Leonardo W.; Montanher, Marcelo P.

    The originality of this work is to propose a novel SiL (Software-in-the-Loop) platform using Microsoft Flight Simulator (MSFS) to assist control design regarding the stabilization problem found in © AscTec Pelican platform. Aerial Robots Team (USP/EESC/LabRoM/ART) has developed a custom C++/C# software named FVMS (Flight Variables Management System) that interfaces the communication between the virtual Pelican and the control algorithms allowing the control designer to perform fast full closed loop real time algorithms. Emulation of embedded sensors as well as the possibility to integrate OpenCV Optical Flow algorithms to a virtual downward camera makes the SiL even more reliable. More than a strictly numeric analysis, the proposed SiL platform offers an unique experience, simultaneously offering both dynamic and graphical responses. Performance of SiL algorithms is presented and discussed.

  13. Using PVM to host CLIPS in distributed environments

    NASA Technical Reports Server (NTRS)

    Myers, Leonard; Pohl, Kym

    1994-01-01

    It is relatively easy to enhance CLIPS (C Language Integrated Production System) to support multiple expert systems running in a distributed environment with heterogeneous machines. The task is minimized by using the PVM (Parallel Virtual Machine) code from Oak Ridge Labs to provide the distributed utility. PVM is a library of C and FORTRAN subprograms that supports distributive computing on many different UNIX platforms. A PVM deamon is easily installed on each CPU that enters the virtual machine environment. Any user with rsh or rexec access to a machine can use the one PVM deamon to obtain a generous set of distributed facilities. The ready availability of both CLIPS and PVM makes the combination of software particularly attractive for budget conscious experimentation of heterogeneous distributive computing with multiple CLIPS executables. This paper presents a design that is sufficient to provide essential message passing functions in CLIPS and enable the full range of PVM facilities.

  14. SPOT-ligand 2: improving structure-based virtual screening by binding-homology search on an expanded structural template library.

    PubMed

    Litfin, Thomas; Zhou, Yaoqi; Yang, Yuedong

    2017-04-15

    The high cost of drug discovery motivates the development of accurate virtual screening tools. Binding-homology, which takes advantage of known protein-ligand binding pairs, has emerged as a powerful discrimination technique. In order to exploit all available binding data, modelled structures of ligand-binding sequences may be used to create an expanded structural binding template library. SPOT-Ligand 2 has demonstrated significantly improved screening performance over its previous version by expanding the template library 15 times over the previous one. It also performed better than or similar to other binding-homology approaches on the DUD and DUD-E benchmarks. The server is available online at http://sparks-lab.org . yaoqi.zhou@griffith.edu.au or yuedong.yang@griffith.edu.au. Supplementary data are available at Bioinformatics online. © The Author 2017. Published by Oxford University Press. All rights reserved. For Permissions, please e-mail: journals.permissions@oup.com

  15. Guerilla Science: Outreach at music and art festival

    NASA Astrophysics Data System (ADS)

    Rosin, Mark

    2012-10-01

    Guerilla Science a non-profit science education organization that, since 2007, has brought live events to unconventional venues for science, such as music festivals, art galleries, banquets, department stores and theaters. Guerilla Science sets science free by taking it out of the lab and into the traditional domains of the arts. By producing events that mix science with art, music and play, they create unique opportunities for adult audiences to experience science in unorthodox ways, such as interactive events, games, live experiments, demonstrations and performances by academics, artists, musicians, actors, and professional science communicators. Much of Guerilla Science's work has focused on astrophysical and terrestrial plasmas, and this presentation will provide an overview of Guerilla Science's work in this area. Guerilla Science has produced over twenty events, receiving international media coverage, and directly reached over fifteen thousand members of the public.

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

    NASA Astrophysics Data System (ADS)

    Turrini, Paolo

    2014-05-01

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

  17. Visual Stability of Objects and Environments Viewed through Head-Mounted Displays

    NASA Technical Reports Server (NTRS)

    Ellis, Stephen R.; Adelstein, Bernard D.

    2015-01-01

    Virtual Environments (aka Virtual Reality) is again catching the public imagination and a number of startups (e.g. Oculus) and even not-so-startup companies (e.g. Microsoft) are trying to develop display systems to capitalize on this renewed interest. All acknowledge that this time they will get it right by providing the required dynamic fidelity, visual quality, and interesting content for the concept of VR to take off and change the world in ways it failed to do so in past incarnations. Some of the surprisingly long historical background of the technology that the form of direct simulation that underlies virtual environment and augmented reality displays will be briefly reviewed. An example of a mid 1990's augmented reality display system with good dynamic performance from our lab will be used to illustrate some of the underlying phenomena and technology concerning visual stability of virtual environments and objects during movement. In conclusion some idealized performance characteristics for a reference system will be proposed. Interestingly, many systems more or less on the market now may actually meet many of these proposed technical requirements. This observation leads to the conclusion that the current success of the IT firms trying to commercialize the technology will depend on the hidden costs of using the systems as well as the development of interesting and compelling content.

  18. Immersive realities: articulating the shift from VR to mobile AR through artistic practice

    NASA Astrophysics Data System (ADS)

    Margolis, Todd; Cornish, Tracy; Berry, Rodney; DeFanti, Thomas A.

    2012-03-01

    Our contemporary imaginings of technological engagement with digital environments has transitioned from flying through Virtual Reality to mobile interactions with the physical world through personal media devices. Experiences technologically mediated through social interactivity within physical environments are now being preferenced over isolated environments such as CAVEs or HMDs. Examples of this trend can be seen in early tele-collaborative artworks which strove to use advanced networking to join multiple participants in shared virtual environments. Recent developments in mobile AR allow untethered access to such shared realities in places far removed from labs and home entertainment environments, and without the bulky and expensive technologies attached to our bodies that accompany most VR. This paper addresses the emerging trend favoring socially immersive artworks via mobile Augmented Reality rather than sensorially immersive Virtual Reality installations. With particular focus on AR as a mobile, locative technology, we will discuss how concepts of immersion and interactivity are evolving with this new medium. Immersion in context of mobile AR can be redefined to describe socially interactive experiences. Having distinctly different sensory, spatial and situational properties, mobile AR offers a new form for remixing elements from traditional virtual reality with physically based social experiences. This type of immersion offers a wide array of potential for mobile AR art forms. We are beginning to see examples of how artists can use mobile AR to create social immersive and interactive experiences.

  19. Remote laboratories for optical metrology: from the lab to the cloud

    NASA Astrophysics Data System (ADS)

    Osten, W.; Wilke, M.; Pedrini, G.

    2012-10-01

    The idea of remote and virtual metrology has been reported already in 2000 with a conceptual illustration by use of comparative digital holography, aimed at the comparison of two nominally identical but physically different objects, e.g., master and sample, in industrial inspection processes. However, the concept of remote and virtual metrology can be extended far beyond this. For example, it does not only allow for the transmission of static holograms over the Internet, but also provides an opportunity to communicate with and eventually control the physical set-up of a remote metrology system. Furthermore, the metrology system can be modeled in the environment of a 3D virtual reality using CAD or similar technology, providing a more intuitive interface to the physical setup within the virtual world. An engineer or scientist who would like to access the remote real world system can log on to the virtual system, moving and manipulating the setup through an avatar and take the desired measurements. The real metrology system responds to the interaction between the avatar and the 3D virtual representation, providing a more intuitive interface to the physical setup within the virtual world. The measurement data are stored and interpreted automatically for appropriate display within the virtual world, providing the necessary feedback to the experimenter. Such a system opens up many novel opportunities in industrial inspection such as the remote master-sample-comparison and the virtual assembling of parts that are fabricated at different places. Moreover, a multitude of new techniques can be envisaged. To them belong modern ways for documenting, efficient methods for metadata storage, the possibility for remote reviewing of experimental results, the adding of real experiments to publications by providing remote access to the metadata and to the experimental setup via Internet, the presentation of complex experiments in classrooms and lecture halls, the sharing of expensive and complex infrastructure within international collaborations, the implementation of new ways for the remote test of new devices, for their maintenance and service, and many more. The paper describes the idea of remote laboratories and illustrates the potential of the approach on selected examples with special attention to optical metrology.

  20. Technology Evaluation for Paintable Computing and Paintable Displays RF Nixel Seedling

    DTIC Science & Technology

    2006-04-15

    0.32 mm2• 111-V LED’s may be fabricated on Si wafers using SiGe virtual substrates. The MIT Media Lab selected technologies for a 17" diagonal, 640 x...energy conversion, though betavoltaic devices, tends to have a very low efficiency, about 1%. [15] With 1% conversion efficiency on the lOmW released...200 J.!Cilyear of 63Ni, assuming that this was this person’s only exposure to man-made radiation. A prototype betavoltaic cell has been constructed

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