ERIC Educational Resources Information Center
Panettieri, Joseph C.
2007-01-01
Across the globe, progressive universities are embracing any number of MUVEs (multi-user virtual environments), 3D environments, and "immersive" virtual reality tools. And within the next few months, several universities are expected to test so-called "telepresence" videoconferencing systems from Cisco Systems and other leading…
ERIC Educational Resources Information Center
Tawfik, M.; Sancristobal, E.; Martin, S.; Gil, R.; Diaz, G.; Colmenar, A.; Peire, J.; Castro, M.; Nilsson, K.; Zackrisson, J.; Hakansson, L.; Gustavsson, I.
2013-01-01
This paper reports on a state-of-the-art remote laboratory project called Virtual Instrument Systems in Reality (VISIR). VISIR allows wiring and measuring of electronic circuits remotely on a virtual workbench that replicates physical circuit breadboards. The wiring mechanism is developed by means of a relay switching matrix connected to a PCI…
A virtual data language and system for scientific workflow management in data grid environments
NASA Astrophysics Data System (ADS)
Zhao, Yong
With advances in scientific instrumentation and simulation, scientific data is growing fast in both size and analysis complexity. So-called Data Grids aim to provide high performance, distributed data analysis infrastructure for data- intensive sciences, where scientists distributed worldwide need to extract information from large collections of data, and to share both data products and the resources needed to produce and store them. However, the description, composition, and execution of even logically simple scientific workflows are often complicated by the need to deal with "messy" issues like heterogeneous storage formats and ad-hoc file system structures. We show how these difficulties can be overcome via a typed workflow notation called virtual data language, within which issues of physical representation are cleanly separated from logical typing, and by the implementation of this notation within the context of a powerful virtual data system that supports distributed execution. The resulting language and system are capable of expressing complex workflows in a simple compact form, enacting those workflows in distributed environments, monitoring and recording the execution processes, and tracing the derivation history of data products. We describe the motivation, design, implementation, and evaluation of the virtual data language and system, and the application of the virtual data paradigm in various science disciplines, including astronomy, cognitive neuroscience.
Feedback Mechanisms in Learning Virtual Community Settings
ERIC Educational Resources Information Center
Colazzo, Luigi; Comai, Alessio; Davi, Filippo; Molinari, Andrea; Villa, Nicola
2010-01-01
This paper introduces a set of services for the creation of on-line surveys, questionnaires, exams and self-assessment tests within a virtual community system used in e-learning settings. The system, called "Online Communities", is a dynamic web application used as platform for blended learning activities by the Faculty of Economics of…
V-ROOM: a virtual meeting system with intelligent structured summarisation
NASA Astrophysics Data System (ADS)
James, Anne E.; Nanos, Antonios G.; Thompson, Philip
2016-10-01
With the growth of virtual organisations and multinational companies, virtual collaboration tasks are becoming more important for employees. This paper describes the development of a virtual meeting system called V-ROOM. An exploration of facilities required in such a system has been conducted. The findings highlighted that intelligent systems are needed, especially since information that individuals have to know and process is vast. The survey results showed that meeting summarisation is one of the most important new features that should be added to virtual meeting systems for enterprises. This paper highlights the innovative methods employed in V-ROOM to produce relevant meeting summaries. V-ROOM's approach is compared to other methods from the literature, and it is shown how the use of metadata provided by parts of the V-ROOM system can improve the quality of summaries produced.
The virtual environment display system
NASA Technical Reports Server (NTRS)
Mcgreevy, Michael W.
1991-01-01
Virtual environment technology is a display and control technology that can surround a person in an interactive computer generated or computer mediated virtual environment. It has evolved at NASA-Ames since 1984 to serve NASA's missions and goals. The exciting potential of this technology, sometimes called Virtual Reality, Artificial Reality, or Cyberspace, has been recognized recently by the popular media, industry, academia, and government organizations. Much research and development will be necessary to bring it to fruition.
A Practical Software Architecture for Virtual Universities
ERIC Educational Resources Information Center
Xiang, Peifeng; Shi, Yuanchun; Qin, Weijun
2006-01-01
This article introduces a practical software architecture called CUBES, which focuses on system integration and evolvement for online virtual universities. The key of CUBES is a supporting platform that helps to integrate and evolve heterogeneous educational applications developed by different organizations. Both standardized educational…
A virtual university Web system for a medical school.
Séka, L P; Duvauferrier, R; Fresnel, A; Le Beux, P
1998-01-01
This paper describes a Virtual Medical University Web Server. This project started in 1994 by the development of the French Radiology Server. The main objective of our Medical Virtual University is to offer not only an initial training (for students) but also the Continuing Professional Education (for practitioners). Our system is based on electronic textbooks, clinical cases (around 4000) and a medical knowledge base called A.D.M. ("Aide au Diagnostic Medical"). We have indexed all electronic textbooks and clinical cases according to the ADM base in order to facilitate the navigation on the system. This system base is supported by a relational database management system. The Virtual Medical University, available on the Web Internet, is presently in the process of external evaluations.
Automated recycling of chemistry for virtual screening and library design.
Vainio, Mikko J; Kogej, Thierry; Raubacher, Florian
2012-07-23
An early stage drug discovery project needs to identify a number of chemically diverse and attractive compounds. These hit compounds are typically found through high-throughput screening campaigns. The diversity of the chemical libraries used in screening is therefore important. In this study, we describe a virtual high-throughput screening system called Virtual Library. The system automatically "recycles" validated synthetic protocols and available starting materials to generate a large number of virtual compound libraries, and allows for fast searches in the generated libraries using a 2D fingerprint based screening method. Virtual Library links the returned virtual hit compounds back to experimental protocols to quickly assess the synthetic accessibility of the hits. The system can be used as an idea generator for library design to enrich the screening collection and to explore the structure-activity landscape around a specific active compound.
Virtual shelves in a digital library: a framework for access to networked information sources.
Patrick, T B; Springer, G K; Mitchell, J A; Sievert, M E
1995-01-01
Develop a framework for collections-based access to networked information sources that addresses the problem of location-dependent access to information sources. This framework uses a metaphor of a virtual shelf. A virtual shelf is a general-purpose server that is dedicated to a particular information subject class. The identifier of one of these servers identifies its subject class. Location-independent call numbers are assigned to information sources. Call numbers are based on standard vocabulary codes. The call numbers are first mapped to the location-independent identifiers of virtual shelves. When access to an information resource is required, a location directory provides a second mapping of these location-independent server identifiers to actual network locations. The framework has been implemented in two different systems. One system is based on the Open System Foundation/Distributed Computing Environment and the other is based on the World Wide Web. This framework applies in new ways traditional methods of library classification and cataloging. It is compatible with two traditional styles of selecting information searching and browsing. Traditional methods may be combined with new paradigms of information searching that will be able to take advantage of the special properties of digital information. Cooperation between the library-informational science community and the informatics community can provide a means for a continuing application of the knowledge and techniques of library science to the new problems of networked information sources.
Exploiting Virtual Synchrony in Distributed Systems
1987-02-01
for distributed systems yield the best performance relative to the level of synchronization guaranteed by the primitive . A pro- grammer could then... synchronization facility. Semaphores Replicated binary and general semaphores . Monitors Monitor lock, condition variables and signals. Deadlock detection...We describe applications of a new software abstraction called the virtually synchronous process group. Such a group consists of a set of processes
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.
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.
Place illusion and plausibility can lead to realistic behaviour in immersive virtual environments
Slater, Mel
2009-01-01
In this paper, I address the question as to why participants tend to respond realistically to situations and events portrayed within an immersive virtual reality system. The idea is put forward, based on the experience of a large number of experimental studies, that there are two orthogonal components that contribute to this realistic response. The first is ‘being there’, often called ‘presence’, the qualia of having a sensation of being in a real place. We call this place illusion (PI). Second, plausibility illusion (Psi) refers to the illusion that the scenario being depicted is actually occurring. In the case of both PI and Psi the participant knows for sure that they are not ‘there’ and that the events are not occurring. PI is constrained by the sensorimotor contingencies afforded by the virtual reality system. Psi is determined by the extent to which the system can produce events that directly relate to the participant, the overall credibility of the scenario being depicted in comparison with expectations. We argue that when both PI and Psi occur, participants will respond realistically to the virtual reality. PMID:19884149
Virtual shelves in a digital library: a framework for access to networked information sources.
Patrick, T B; Springer, G K; Mitchell, J A; Sievert, M E
1995-01-01
OBJECTIVE: Develop a framework for collections-based access to networked information sources that addresses the problem of location-dependent access to information sources. DESIGN: This framework uses a metaphor of a virtual shelf. A virtual shelf is a general-purpose server that is dedicated to a particular information subject class. The identifier of one of these servers identifies its subject class. Location-independent call numbers are assigned to information sources. Call numbers are based on standard vocabulary codes. The call numbers are first mapped to the location-independent identifiers of virtual shelves. When access to an information resource is required, a location directory provides a second mapping of these location-independent server identifiers to actual network locations. RESULTS: The framework has been implemented in two different systems. One system is based on the Open System Foundation/Distributed Computing Environment and the other is based on the World Wide Web. CONCLUSIONS: This framework applies in new ways traditional methods of library classification and cataloging. It is compatible with two traditional styles of selecting information searching and browsing. Traditional methods may be combined with new paradigms of information searching that will be able to take advantage of the special properties of digital information. Cooperation between the library-informational science community and the informatics community can provide a means for a continuing application of the knowledge and techniques of library science to the new problems of networked information sources. PMID:8581554
Exploring the Strategies for a Community College Transition into a Cloud-Computing Environment
ERIC Educational Resources Information Center
DeBary, Narges
2017-01-01
The use of the Internet has resulted in the birth of an innovative virtualization technology called cloud computing. Virtualization can tremendously improve the instructional and operational systems of a community college. Although the incidental adoption of the cloud solutions in the community colleges of higher education has been increased,…
2014-11-20
techniques to defend against stealthy malware, i.e., rootkits. For example, we have been developing new virtualization-based security service called AirBag ...for mobile devices. AirBag is a virtualization-based system that enables dynamic switching of (guest) Android im- ages in one VM, with one image
3D Elevation Program—Virtual USA in 3D
Lukas, Vicki; Stoker, J.M.
2016-04-14
The U.S. Geological Survey (USGS) 3D Elevation Program (3DEP) uses a laser system called ‘lidar’ (light detection and ranging) to create a virtual reality map of the Nation that is very accurate. 3D maps have many uses with new uses being discovered all the time.
An Adaptive Display to Treat Stress-Related Disorders: EMMA's World
ERIC Educational Resources Information Center
Banos, R. M.; Botella, C.; Guillen, V.; Garcia-Palacios, A.; Quero, S.; Breton-Lopez, J.; Alcaniz, M.
2009-01-01
Most of the virtual environments currently available in the field of psychological treatments were designed to solve a specific problem. Our research group has developed a versatile virtual reality system (an adaptive display) called "EMMA's world", which can address a wide range of problems. It was designed to assist in clinical situations where…
NASA Astrophysics Data System (ADS)
Ikeda, Sei; Sato, Tomokazu; Kanbara, Masayuki; Yokoya, Naokazu
2004-05-01
Technology that enables users to experience a remote site virtually is called telepresence. A telepresence system using real environment images is expected to be used in the field of entertainment, medicine, education and so on. This paper describes a novel telepresence system which enables users to walk through a photorealistic virtualized environment by actual walking. To realize such a system, a wide-angle high-resolution movie is projected on an immersive multi-screen display to present users the virtualized environments and a treadmill is controlled according to detected user's locomotion. In this study, we use an omnidirectional multi-camera system to acquire images real outdoor scene. The proposed system provides users with rich sense of walking in a remote site.
Low-complexity piecewise-affine virtual sensors: theory and design
NASA Astrophysics Data System (ADS)
Rubagotti, Matteo; Poggi, Tomaso; Oliveri, Alberto; Pascucci, Carlo Alberto; Bemporad, Alberto; Storace, Marco
2014-03-01
This paper is focused on the theoretical development and the hardware implementation of low-complexity piecewise-affine direct virtual sensors for the estimation of unmeasured variables of interest of nonlinear systems. The direct virtual sensor is designed directly from measured inputs and outputs of the system and does not require a dynamical model. The proposed approach allows one to design estimators which mitigate the effect of the so-called 'curse of dimensionality' of simplicial piecewise-affine functions, and can be therefore applied to relatively high-order systems, enjoying convergence and optimality properties. An automatic toolchain is also presented to generate the VHDL code describing the digital circuit implementing the virtual sensor, starting from the set of measured input and output data. The proposed methodology is applied to generate an FPGA implementation of the virtual sensor for the estimation of vehicle lateral velocity, using a hardware-in-the-loop setting.
Researching Travel Behavior and Adaptability: Using a Virtual Reality Role-Playing Game
ERIC Educational Resources Information Center
Watcharasukarn, Montira; Krumdieck, Susan; Green, Richard; Dantas, Andre
2011-01-01
This article describes a virtual reality role-playing game that was developed as a survey tool to collect travel behavior data and explore and monitor travel behavior adaptation. The Advanced Energy and Material Systems Laboratory has designed, developed a prototype, and tested such a game platform survey tool, called Travel Activity Constraint…
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.
Seung, Sungmin; Choi, Hongseok; Jang, Jongseong; Kim, Young Soo; Park, Jong-Oh; Park, Sukho; Ko, Seong Young
2017-01-01
This article presents a haptic-guided teleoperation for a tumor removal surgical robotic system, so-called a SIROMAN system. The system was developed in our previous work to make it possible to access tumor tissue, even those that seat deeply inside the brain, and to remove the tissue with full maneuverability. For a safe and accurate operation to remove only tumor tissue completely while minimizing damage to the normal tissue, a virtual wall-based haptic guidance together with a medical image-guided control is proposed and developed. The virtual wall is extracted from preoperative medical images, and the robot is controlled to restrict its motion within the virtual wall using haptic feedback. Coordinate transformation between sub-systems, a collision detection algorithm, and a haptic-guided teleoperation using a virtual wall are described in the context of using SIROMAN. A series of experiments using a simplified virtual wall are performed to evaluate the performance of virtual wall-based haptic-guided teleoperation. With haptic guidance, the accuracy of the robotic manipulator's trajectory is improved by 57% compared to one without. The tissue removal performance is also improved by 21% ( p < 0.05). The experiments show that virtual wall-based haptic guidance provides safer and more accurate tissue removal for single-port brain surgery.
Prototype architecture for a VLSI level zero processing system. [Space Station Freedom
NASA Technical Reports Server (NTRS)
Shi, Jianfei; Grebowsky, Gerald J.; Horner, Ward P.; Chesney, James R.
1989-01-01
The prototype architecture and implementation of a high-speed level zero processing (LZP) system are discussed. Due to the new processing algorithm and VLSI technology, the prototype LZP system features compact size, low cost, high processing throughput, and easy maintainability and increased reliability. Though extensive control functions have been done by hardware, the programmability of processing tasks makes it possible to adapt the system to different data formats and processing requirements. It is noted that the LZP system can handle up to 8 virtual channels and 24 sources with combined data volume of 15 Gbytes per orbit. For greater demands, multiple LZP systems can be configured in parallel, each called a processing channel and assigned a subset of virtual channels. The telemetry data stream will be steered into different processing channels in accordance with their virtual channel IDs. This super system can cope with a virtually unlimited number of virtual channels and sources. In the near future, it is expected that new disk farms with data rate exceeding 150 Mbps will be available from commercial vendors due to the advance in disk drive technology.
Technology Counts 2012: Virtual Shift
ERIC Educational Resources Information Center
Education Week, 2012
2012-01-01
Virtual education is moving into that intersection where rising popularity meets calls for greater accountability. How the virtual education movement responds to those calls will have a significant impact on how it evolves in K-12 over the next five to 10 years. This report tackles this shift in the virtual education landscape. It examines the…
NASA Technical Reports Server (NTRS)
1990-01-01
While a new technology called 'virtual reality' is still at the 'ground floor' level, one of its basic components, 3D computer graphics is already in wide commercial use and expanding. Other components that permit a human operator to 'virtually' explore an artificial environment and to interact with it are being demonstrated routinely at Ames and elsewhere. Virtual reality might be defined as an environment capable of being virtually entered - telepresence, it is called - or interacted with by a human. The Virtual Interface Environment Workstation (VIEW) is a head-mounted stereoscopic display system in which the display may be an artificial computer-generated environment or a real environment relayed from remote video cameras. Operator can 'step into' this environment and interact with it. The DataGlove has a series of fiber optic cables and sensors that detect any movement of the wearer's fingers and transmit the information to a host computer; a computer generated image of the hand will move exactly as the operator is moving his gloved hand. With appropriate software, the operator can use the glove to interact with the computer scene by grasping an object. The DataSuit is a sensor equipped full body garment that greatly increases the sphere of performance for virtual reality simulations.
Virtualization and cloud computing in dentistry.
Chow, Frank; Muftu, Ali; Shorter, Richard
2014-01-01
The use of virtualization and cloud computing has changed the way we use computers. Virtualization is a method of placing software called a hypervisor on the hardware of a computer or a host operating system. It allows a guest operating system to run on top of the physical computer with a virtual machine (i.e., virtual computer). Virtualization allows multiple virtual computers to run on top of one physical computer and to share its hardware resources, such as printers, scanners, and modems. This increases the efficient use of the computer by decreasing costs (e.g., hardware, electricity administration, and management) since only one physical computer is needed and running. This virtualization platform is the basis for cloud computing. It has expanded into areas of server and storage virtualization. One of the commonly used dental storage systems is cloud storage. Patient information is encrypted as required by the Health Insurance Portability and Accountability Act (HIPAA) and stored on off-site private cloud services for a monthly service fee. As computer costs continue to increase, so too will the need for more storage and processing power. Virtual and cloud computing will be a method for dentists to minimize costs and maximize computer efficiency in the near future. This article will provide some useful information on current uses of cloud computing.
Komori, M; Miura, T; Shiota, K; Minato, K; Takahashi, T
1995-01-01
The volumetric shape of a human embryo and its development is hard to comprehend as they have been viewed as a 2D schemes in a textbook or microscopic sectional image. In this paper, a CAI and research support system for human embryology using multimedia presentation techniques is described. In this system, 3D data is acquired from a series of sliced specimens. Its 3D structure can be viewed interactively by rotating, extracting, and truncating its whole body or organ. Moreover, the development process of embryos can be animated using a morphing technique applied to the specimen in several stages. The system is intended to be used interactively, like a virtual reality system. Hence, the system is called Virtual Embryology.
NASA Astrophysics Data System (ADS)
Watanuki, Keiichi; Kojima, Kazuyuki
The environment in which Japanese industry has achieved great respect is changing tremendously due to the globalization of world economies, while Asian countries are undergoing economic and technical development as well as benefiting from the advances in information technology. For example, in the design of custom-made casting products, a designer who lacks knowledge of casting may not be able to produce a good design. In order to obtain a good design and manufacturing result, it is necessary to equip the designer and manufacturer with a support system related to casting design, or a so-called knowledge transfer and creation system. This paper proposes a new virtual reality based knowledge acquisition and job training system for casting design, which is composed of the explicit and tacit knowledge transfer systems using synchronized multimedia and the knowledge internalization system using portable virtual environment. In our proposed system, the education content is displayed in the immersive virtual environment, whereby a trainee may experience work in the virtual site operation. Provided that the trainee has gained explicit and tacit knowledge of casting through the multimedia-based knowledge transfer system, the immersive virtual environment catalyzes the internalization of knowledge and also enables the trainee to gain tacit knowledge before undergoing on-the-job training at a real-time operation site.
Virtual reality robotic telesurgery simulations using MEMICA haptic system
NASA Technical Reports Server (NTRS)
Bar-Cohen, Yoseph; Mavroidis, Constantinos; Bouzit, Mourad; Dolgin, Benjamin; Harm, Deborah L.; Kopchok, George E.; White, Rodney
2001-01-01
The authors conceived a haptic mechanism called MEMICA (Remote Mechanical Mirroring using Controlled stiffness and Actuators) that can enable the design of high dexterity, rapid response, and large workspace haptic system. The development of a novel MEMICA gloves and virtual reality models are being explored to allow simulation of telesurgery and other applications. The MEMICA gloves are being designed to provide intuitive mirroring of the conditions at a virtual site where a robot simulates the presence of a human operator. The key components of MEMICA are miniature electrically controlled stiffness (ECS) elements and electrically controlled force and stiffness (ECFS) actuators that are based on the use of Electro-Rheological Fluids (ERF. In this paper the design of the MEMICA system and initial experimental results are presented.
2000-04-01
be an extension of Utah’s nascent Quarks system, oriented to closely coupled cluster environments. However, the grant did not actually begin until... Intel x86, implemented ten virtual machine monitors and servers, including a virtual memory manager, a checkpointer, a process manager, a file server...Fluke, we developed a novel hierarchical processor scheduling frame- work called CPU inheritance scheduling [5]. This is a framework for scheduling
Dynamic malware analysis using IntroVirt: a modified hypervisor-based system
NASA Astrophysics Data System (ADS)
White, Joshua S.; Pape, Stephen R.; Meily, Adam T.; Gloo, Richard M.
2013-05-01
In this paper, we present a system for Dynamic Malware Analysis which incorporates the use of IntroVirt™. IntroVirt is an introspective hypervisor architecture and infrastructure that supports advanced analysis techniques for stealth-malwareanalysis. This system allows for complete guest monitoring and interaction, including the manipulation and blocking of system calls. IntroVirt is capable of bypassing virtual machine detection capabilities of even the most sophisticated malware, by spoofing returns to system call responses. Additional fuzzing capabilities can be employed to detect both malware vulnerabilities and polymorphism.
Factors to keep in mind when introducing virtual microscopy.
Glatz-Krieger, Katharina; Spornitz, Udo; Spatz, Alain; Mihatsch, Michael J; Glatz, Dieter
2006-03-01
Digitization of glass slides and delivery of so-called virtual slides (VS) emulating a real microscope over the Internet have become reality due to recent improvements in technology. We have implemented a virtual microscope for instruction of medical students and for continuing medical education. Up to 30,000 images per slide are captured using a microscope with an automated stage. The images are post-processed and then served by a plain hypertext transfer protocol (http)-server. A virtual slide client (vMic) based on Macromedia's Flash MX, a highly accepted technology available on every modern Web browser, has been developed. All necessary virtual slide parameters are stored in an XML file together with the image. Evaluation of the courses by questionnaire indicated that most students and many but not all pathologists regard virtual slides as an adequate replacement for traditional slides. All our virtual slides are publicly accessible over the World Wide Web (WWW) at http://vmic.unibas.ch . Recently, several commercially available virtual slide acquisition systems (VSAS) have been developed that use various technologies to acquire and distribute virtual slides. These systems differ in speed, image quality, compatibility, viewer functionalities and price. This paper gives an overview of the factors to keep in mind when introducing virtual microscopy.
NASA Astrophysics Data System (ADS)
Zheng, Guoyan
2007-03-01
Surgical navigation systems visualize the positions and orientations of surgical instruments and implants as graphical overlays onto a medical image of the operated anatomy on a computer monitor. The orthopaedic surgical navigation systems could be categorized according to the image modalities that are used for the visualization of surgical action. In the so-called CT-based systems or 'surgeon-defined anatomy' based systems, where a 3D volume or surface representation of the operated anatomy could be constructed from the preoperatively acquired tomographic data or through intraoperatively digitized anatomy landmarks, a photorealistic rendering of the surgical action has been identified to greatly improve usability of these navigation systems. However, this may not hold true when the virtual representation of surgical instruments and implants is superimposed onto 2D projection images in a fluoroscopy-based navigation system due to the so-called image occlusion problem. Image occlusion occurs when the field of view of the fluoroscopic image is occupied by the virtual representation of surgical implants or instruments. In these situations, the surgeon may miss part of the image details, even if transparency and/or wire-frame rendering is used. In this paper, we propose to use non-photorealistic rendering to overcome this difficulty. Laboratory testing results on foamed plastic bones during various computer-assisted fluoroscopybased surgical procedures including total hip arthroplasty and long bone fracture reduction and osteosynthesis are shown.
Analyzing a multimodal biometric system using real and virtual users
NASA Astrophysics Data System (ADS)
Scheidat, Tobias; Vielhauer, Claus
2007-02-01
Three main topics of recent research on multimodal biometric systems are addressed in this article: The lack of sufficiently large multimodal test data sets, the influence of cultural aspects and data protection issues of multimodal biometric data. In this contribution, different possibilities are presented to extend multimodal databases by generating so-called virtual users, which are created by combining single biometric modality data of different users. Comparative tests on databases containing real and virtual users based on a multimodal system using handwriting and speech are presented, to study to which degree the use of virtual multimodal databases allows conclusions with respect to recognition accuracy in comparison to real multimodal data. All tests have been carried out on databases created from donations from three different nationality groups. This allows to review the experimental results both in general and in context of cultural origin. The results show that in most cases the usage of virtual persons leads to lower accuracy than the usage of real users in terms of the measurement applied: the Equal Error Rate. Finally, this article will address the general question how the concept of virtual users may influence the data protection requirements for multimodal evaluation databases in the future.
National randomized controlled trial of virtual house calls for Parkinson disease.
Beck, Christopher A; Beran, Denise B; Biglan, Kevin M; Boyd, Cynthia M; Dorsey, E Ray; Schmidt, Peter N; Simone, Richard; Willis, Allison W; Galifianakis, Nicholas B; Katz, Maya; Tanner, Caroline M; Dodenhoff, Kristen; Aldred, Jason; Carter, Julie; Fraser, Andrew; Jimenez-Shahed, Joohi; Hunter, Christine; Spindler, Meredith; Reichwein, Suzanne; Mari, Zoltan; Dunlop, Becky; Morgan, John C; McLane, Dedi; Hickey, Patrick; Gauger, Lisa; Richard, Irene Hegeman; Mejia, Nicte I; Bwala, Grace; Nance, Martha; Shih, Ludy C; Singer, Carlos; Vargas-Parra, Silvia; Zadikoff, Cindy; Okon, Natalia; Feigin, Andrew; Ayan, Jean; Vaughan, Christina; Pahwa, Rajesh; Dhall, Rohit; Hassan, Anhar; DeMello, Steven; Riggare, Sara S; Wicks, Paul; Achey, Meredith A; Elson, Molly J; Goldenthal, Steven; Keenan, H Tait; Korn, Ryan; Schwarz, Heidi; Sharma, Saloni; Stevenson, E Anna; Zhu, William
2017-09-12
To determine whether providing remote neurologic care into the homes of people with Parkinson disease (PD) is feasible, beneficial, and valuable. In a 1-year randomized controlled trial, we compared usual care to usual care supplemented by 4 virtual visits via video conferencing from a remote specialist into patients' homes. Primary outcome measures were feasibility, as measured by the proportion who completed at least one virtual visit and the proportion of virtual visits completed on time; and efficacy, as measured by the change in the Parkinson's Disease Questionnaire-39, a quality of life scale. Secondary outcomes included quality of care, caregiver burden, and time and travel savings. A total of 927 individuals indicated interest, 210 were enrolled, and 195 were randomized. Participants had recently seen a specialist (73%) and were largely college-educated (73%) and white (96%). Ninety-five (98% of the intervention group) completed at least one virtual visit, and 91% of 388 virtual visits were completed. Quality of life did not improve in those receiving virtual house calls (0.3 points worse on a 100-point scale; 95% confidence interval [CI] -2.0 to 2.7 points; p = 0.78) nor did quality of care or caregiver burden. Each virtual house call saved patients a median of 88 minutes (95% CI 70-120; p < 0.0001) and 38 miles per visit (95% CI 36-56; p < 0.0001). Providing remote neurologic care directly into the homes of people with PD was feasible and was neither more nor less efficacious than usual in-person care. Virtual house calls generated great interest and provided substantial convenience. NCT02038959. This study provides Class III evidence that for patients with PD, virtual house calls from a neurologist are feasible and do not significantly change quality of life compared to in-person visits. The study is rated Class III because it was not possible to mask patients to visit type. © 2017 American Academy of Neurology.
A virtual therapeutic environment with user projective agents.
Ookita, S Y; Tokuda, H
2001-02-01
Today, we see the Internet as more than just an information infrastructure, but a socializing place and a safe outlet of inner feelings. Many personalities develop aside from real world life due to its anonymous environment. Virtual world interactions are bringing about new psychological illnesses ranging from netaddiction to technostress, as well as online personality disorders and conflicts in multiple identities that exist in the virtual world. Presently, there are no standard therapy models for the virtual environment. There are very few therapeutic environments, or tools especially made for virtual therapeutic environments. The goal of our research is to provide the therapy model and middleware tools for psychologists to use in virtual therapeutic environments. We propose the Cyber Therapy Model, and Projective Agents, a tool used in the therapeutic environment. To evaluate the effectiveness of the tool, we created a prototype system, called the Virtual Group Counseling System, which is a therapeutic environment that allows the user to participate in group counseling through the eyes of their Projective Agent. Projective Agents inherit the user's personality traits. During the virtual group counseling, the user's Projective Agent interacts and collaborates to recover and increase their psychological growth. The prototype system provides a simulation environment where psychologists can adjust the parameters and customize their own simulation environment. The model and tool is a first attempt toward simulating online personalities that may exist only online, and provide data for observation.
NASA Astrophysics Data System (ADS)
Sainz de Abajo, Beatriz; Flores García, Alberto; García Salcines, Enrique; Burón Fernández, F. Javier; López Coronado, Miguel; de Castro Lozano, Carlos
In this paper we show a Virtual Platform for an Association of Women's Aid called Centro Integral de Ayuda a la Mujer (CIAM). After analyzing different Content Management Systems (CMS) and the benefits that its use would contribute to the development of the Virtual Platform, taking into account the needs and requirements set by CIAM, we have opted for the use of Joomla!. This free CMS, for its characteristics, is the most benefits provided us. The virtual platform design has been developed following customer specifications, to have understood the simplicity and easy handling of the resulting platform. This platform will be integrated into the Web portal that has the Amarex Association and it will be able to be administrates from the CIAM without specific knowledge of programming languages. If new services were necessary, they would be easily implemented, adding new modules and components to perform these services.
Extending MAM5 Meta-Model and JaCalIV E Framework to Integrate Smart Devices from Real Environments.
Rincon, J A; Poza-Lujan, Jose-Luis; Julian, V; Posadas-Yagüe, Juan-Luis; Carrascosa, C
2016-01-01
This paper presents the extension of a meta-model (MAM5) and a framework based on the model (JaCalIVE) for developing intelligent virtual environments. The goal of this extension is to develop augmented mirror worlds that represent a real and virtual world coupled, so that the virtual world not only reflects the real one, but also complements it. A new component called a smart resource artifact, that enables modelling and developing devices to access the real physical world, and a human in the loop agent to place a human in the system have been included in the meta-model and framework. The proposed extension of MAM5 has been tested by simulating a light control system where agents can access both virtual and real sensor/actuators through the smart resources developed. The results show that the use of real environment interactive elements (smart resource artifacts) in agent-based simulations allows to minimize the error between simulated and real system.
Virtual Instrument for Emissions Measurement of Internal Combustion Engines
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
Extending MAM5 Meta-Model and JaCalIV E Framework to Integrate Smart Devices from Real Environments
2016-01-01
This paper presents the extension of a meta-model (MAM5) and a framework based on the model (JaCalIVE) for developing intelligent virtual environments. The goal of this extension is to develop augmented mirror worlds that represent a real and virtual world coupled, so that the virtual world not only reflects the real one, but also complements it. A new component called a smart resource artifact, that enables modelling and developing devices to access the real physical world, and a human in the loop agent to place a human in the system have been included in the meta-model and framework. The proposed extension of MAM5 has been tested by simulating a light control system where agents can access both virtual and real sensor/actuators through the smart resources developed. The results show that the use of real environment interactive elements (smart resource artifacts) in agent-based simulations allows to minimize the error between simulated and real system. PMID:26926691
Memory Forensics: Review of Acquisition and Analysis Techniques
2013-11-01
Management Overview Processes running on modern multitasking operating systems operate on an abstraction of RAM, called virtual memory [7]. In these systems...information such as user names, email addresses and passwords [7]. Analysts also use tools such as WinHex to identify headers or other suspicious data within
The Copernican Plan: Restructuring the American High School.
ERIC Educational Resources Information Center
Carroll, Joseph M.
A new perspective on the practical problems of changing secondary schools to enhance learning is called "the Copernican Plan" because its implementation would change the schools as completely as Copernicus's ideas changed the perception of our solar system. The plan proposes major restructuring of virtually all the basic systems within a…
Applications and challenges of digital pathology and whole slide imaging.
Higgins, C
2015-07-01
Virtual microscopy is a method for digitizing images of tissue on glass slides and using a computer to view, navigate, change magnification, focus and mark areas of interest. Virtual microscope systems (also called digital pathology or whole slide imaging systems) offer several advantages for biological scientists who use slides as part of their general, pharmaceutical, biotechnology or clinical research. The systems usually are based on one of two methodologies: area scanning or line scanning. Virtual microscope systems enable automatic sample detection, virtual-Z acquisition and creation of focal maps. Virtual slides are layered with multiple resolutions at each location, including the highest resolution needed to allow more detailed review of specific regions of interest. Scans may be acquired at 2, 10, 20, 40, 60 and 100 × or a combination of magnifications to highlight important detail. Digital microscopy starts when a slide collection is put into an automated or manual scanning system. The original slides are archived, then a server allows users to review multilayer digital images of the captured slides either by a closed network or by the internet. One challenge for adopting the technology is the lack of a universally accepted file format for virtual slides. Additional challenges include maintaining focus in an uneven sample, detecting specimens accurately, maximizing color fidelity with optimal brightness and contrast, optimizing resolution and keeping the images artifact-free. There are several manufacturers in the field and each has not only its own approach to these issues, but also its own image analysis software, which provides many options for users to enhance the speed, quality and accuracy of their process through virtual microscopy. Virtual microscope systems are widely used and are trusted to provide high quality solutions for teleconsultation, education, quality control, archiving, veterinary medicine, research and other fields.
Advanced Learning Space as an Asset for Students with Disabilities
ERIC Educational Resources Information Center
Císarová, Klára; Lamr, Marián; Vitvarová, Jana
2015-01-01
The paper describes an e-learning system called Advanced Learning Space that was developed at the Technical University of Liberec. The system provides a personalized virtual work space and promotes communication among students and their teachers. The core of the system is a module that can be used to automatically record, store and playback…
Design and Development of Card-Sized Virtual Keyboard Using Permanent Magnets and Hall Sensors
NASA Astrophysics Data System (ADS)
Demachi, Kazuyuki; Ohyama, Makoto; Kanemoto, Yoshiki; Masaie, Issei
This paper proposes a method to distinguish the key-type of human fingers attached with the small permanent magnets. The Hall sensors arrayed in the credit card size area feel the distribution of the magnetic field due to the key-typing movement of the human fingers as if the keyboard exists, and the signal is analyzed using the generic algorithm or the neural network algorism to distinguish the typed keys. By this method, the keyboard can be miniaturized to the credit card size (54mm×85mm). We called this system `The virtual keyboard system'.
Kinect-based virtual rehabilitation and evaluation system for upper limb disorders: A case study.
Ding, W L; Zheng, Y Z; Su, Y P; Li, X L
2018-04-19
To help patients with disabilities of the arm and shoulder recover the accuracy and stability of movements, a novel and simple virtual rehabilitation and evaluation system called the Kine-VRES system was developed using Microsoft Kinect. First, several movements and virtual tasks were designed to increase the coordination, control and speed of the arm movements. The movements of the patients were then captured using the Kinect sensor, and kinematics-based interaction and real-time feedback were integrated into the system to enhance the motivation and self-confidence of the patient. Finally, a quantitative evaluation method of upper limb movements was provided using the recorded kinematics during hand-to-hand movement. A preliminary study of this rehabilitation system indicates that the shoulder movements of two participants with ataxia became smoother after three weeks of training (one hour per day). This case study demonstrated the effectiveness of the designed system, which could be promising for the rehabilitation of patients with upper limb disorders.
New virtual sonar and wireless sensor system concepts
NASA Astrophysics Data System (ADS)
Houston, B. H.; Bucaro, J. A.; Romano, A. J.
2004-05-01
Recently, exciting new sensor array concepts have been proposed which, if realized, could revolutionize how we approach surface mounted acoustic sensor systems for underwater vehicles. Two such schemes are so-called ``virtual sonar'' which is formulated around Helmholtz integral processing and ``wireless'' systems which transfer sensor information through radiated RF signals. The ``virtual sonar'' concept provides an interesting framework through which to combat the dilatory effects of the structure on surface mounted sensor systems including structure-borne vibration and variations in structure-backing impedance. The ``wireless'' concept would eliminate the necessity of a complex wiring or fiber-optic external network while minimizing vehicle penetrations. Such systems, however, would require a number of advances in sensor and RF waveguide technologies. In this presentation, we will discuss those sensor and sensor-related developments which are desired or required in order to make practical such new sensor system concepts, and we will present several underwater applications from the perspective of exploiting these new sonar concepts. [Work supported by ONR.
NASA Technical Reports Server (NTRS)
1998-01-01
Flogiston Corporation was included in Spinoff 1992 for its stress reducing chair based on data from NASA's Anthropometric Source Book. Now, under a NASA SBIR (Small Business Innovative Research), Flogiston developed a new form of immersion in virtual and video spaces called Neutral Immersion. The technology is called Flostation and is the commercial spinoff from the astronaut training system. Motorola purchased the first Flostation for testing and demonstrating a new warping chip it is developing.
National randomized controlled trial of virtual house calls for Parkinson disease
Beck, Christopher A.; Beran, Denise B.; Biglan, Kevin M.; Boyd, Cynthia M.; Schmidt, Peter N.; Simone, Richard; Willis, Allison W.; Galifianakis, Nicholas B.; Katz, Maya; Tanner, Caroline M.; Dodenhoff, Kristen; Aldred, Jason; Carter, Julie; Fraser, Andrew; Jimenez-Shahed, Joohi; Hunter, Christine; Spindler, Meredith; Reichwein, Suzanne; Mari, Zoltan; Dunlop, Becky; Morgan, John C.; McLane, Dedi; Hickey, Patrick; Gauger, Lisa; Richard, Irene Hegeman; Mejia, Nicte I.; Bwala, Grace; Nance, Martha; Shih, Ludy C.; Singer, Carlos; Vargas-Parra, Silvia; Zadikoff, Cindy; Okon, Natalia; Feigin, Andrew; Ayan, Jean; Vaughan, Christina; Pahwa, Rajesh; Dhall, Rohit; Hassan, Anhar; DeMello, Steven; Riggare, Sara S.; Wicks, Paul; Achey, Meredith A.; Elson, Molly J.; Goldenthal, Steven; Keenan, H. Tait; Korn, Ryan; Schwarz, Heidi; Sharma, Saloni; Stevenson, E. Anna; Zhu, William
2017-01-01
Objective: To determine whether providing remote neurologic care into the homes of people with Parkinson disease (PD) is feasible, beneficial, and valuable. Methods: In a 1-year randomized controlled trial, we compared usual care to usual care supplemented by 4 virtual visits via video conferencing from a remote specialist into patients' homes. Primary outcome measures were feasibility, as measured by the proportion who completed at least one virtual visit and the proportion of virtual visits completed on time; and efficacy, as measured by the change in the Parkinson's Disease Questionnaire–39, a quality of life scale. Secondary outcomes included quality of care, caregiver burden, and time and travel savings. Results: A total of 927 individuals indicated interest, 210 were enrolled, and 195 were randomized. Participants had recently seen a specialist (73%) and were largely college-educated (73%) and white (96%). Ninety-five (98% of the intervention group) completed at least one virtual visit, and 91% of 388 virtual visits were completed. Quality of life did not improve in those receiving virtual house calls (0.3 points worse on a 100-point scale; 95% confidence interval [CI] −2.0 to 2.7 points; p = 0.78) nor did quality of care or caregiver burden. Each virtual house call saved patients a median of 88 minutes (95% CI 70–120; p < 0.0001) and 38 miles per visit (95% CI 36–56; p < 0.0001). Conclusions: Providing remote neurologic care directly into the homes of people with PD was feasible and was neither more nor less efficacious than usual in-person care. Virtual house calls generated great interest and provided substantial convenience. ClinicalTrials.gov identifier: NCT02038959. Classification of evidence: This study provides Class III evidence that for patients with PD, virtual house calls from a neurologist are feasible and do not significantly change quality of life compared to in-person visits. The study is rated Class III because it was not possible to mask patients to visit type. PMID:28814455
NASA Astrophysics Data System (ADS)
Farkas, Attila J.; Hajnal, Alen; Shiratuddin, Mohd F.; Szatmary, Gabriella
In this paper, we propose a novel approach of using interactive virtual environment technology in Vision Restoration Therapy caused by Traumatic Brain Injury. We called the new system Interactive Visuotactile Virtual Environment and it holds a promise of expanding the scope of already existing rehabilitation techniques. Traditional vision rehabilitation methods are based on passive psychophysical training procedures, and can last up to six months before any modest improvements can be seen in patients. A highly immersive and interactive virtual environment will allow the patient to practice everyday activities such as object identification and object manipulation through the use 3D motion sensoring handheld devices such data glove or the Nintendo Wiimote. Employing both perceptual and action components in the training procedures holds the promise of more efficient sensorimotor rehabilitation. Increased stimulation of visual and sensorimotor areas of the brain should facilitate a comprehensive recovery of visuomotor function by exploiting the plasticity of the central nervous system. Integrated with a motion tracking system and an eye tracking device, the interactive virtual environment allows for the creation and manipulation of a wide variety of stimuli, as well as real-time recording of hand-, eye- and body movements and coordination. The goal of the project is to design a cost-effective and efficient vision restoration system.
Research on The Construction of Flexible Multi-body Dynamics Model based on Virtual Components
NASA Astrophysics Data System (ADS)
Dong, Z. H.; Ye, X.; Yang, F.
2018-05-01
Focus on the harsh operation condition of space manipulator, which cannot afford relative large collision momentum, this paper proposes a new concept and technology, called soft-contact technology. In order to solve the problem of collision dynamics of flexible multi-body system caused by this technology, this paper also proposes the concepts of virtual components and virtual hinges, and constructs flexible dynamic model based on virtual components, and also studies on its solutions. On this basis, this paper uses NX to carry out model and comparison simulation for space manipulator in 3 different modes. The results show that using the model of multi-rigid body + flexible body hinge + controllable damping can make effective control on amplitude for the force and torque caused by target satellite collision.
Design of a 3D Navigation Technique Supporting VR Interaction
NASA Astrophysics Data System (ADS)
Boudoin, Pierre; Otmane, Samir; Mallem, Malik
2008-06-01
Multimodality is a powerful paradigm to increase the realness and the easiness of the interaction in Virtual Environments (VEs). In particular, the search for new metaphors and techniques for 3D interaction adapted to the navigation task is an important stage for the realization of future 3D interaction systems that support multimodality, in order to increase efficiency and usability. In this paper we propose a new multimodal 3D interaction model called Fly Over. This model is especially devoted to the navigation task. We present a qualitative comparison between Fly Over and a classical navigation technique called gaze-directed steering. The results from preliminary evaluation on the IBISC semi-immersive Virtual Reality/Augmented Realty EVR@ platform show that Fly Over is a user friendly and efficient navigation technique.
CPU Performance Counter-Based Problem Diagnosis for Software Systems
2009-09-01
application servers and implementation techniques), this thesis only used the Enterprise Java Bean (EJB) SessionBean version of RUBiS. The PHP and Servlet ...collection statistics at the Java Virtual Machine (JVM) level can be reused for any Java application. Other examples of gray-box instrumentation include path...used gray-box approaches. For example, PinPoint [11, 14] and [29] use request tracing to diagnose Java exceptions, endless calls, and null calls in
Collaborative Workspaces within Distributed Virtual Environments.
1996-12-01
such as a text document, a 3D model, or a captured image using a collaborative workspace called the InPerson Whiteboard . The Whiteboard contains a...commands for editing objects drawn on the screen. Finally, when the call is completed, the Whiteboard can be saved to a file for future use . IRIS Annotator... use , and a shared whiteboard that includes a number of multimedia annotation tools. Both systems are also mindful of bandwidth limitations and can
The Virtual Health University: An eLearning Model within the Cuban Health System.
Jardines, José B
2008-01-01
This paper describes Cuba's experience with the Virtual Health University (VHU) as a strategic project of INFOMED, promoting creation of an open teaching-learning environment for health sciences education, through intensive and creative use of Information and Communication Technologies (ICTs) and a network approach to learning. An analysis of the VHU's main antecedents in its different stages of development provides insight into the strategic reasons that led to the establishment of a virtual university in the national health system during Cuba's so-called Special Period of economic crisis. Using the general objectives of creating, sharing, and collaborating which define the VHU's conceptual-operative framework, the three essential components (subsystems) are described: pedagogical, technological, and managerial, as well as the operative stages of educational design, technological implementation, and teaching-administrative management system. Each component of the model is analyzed in the context of global, modern university trends, towards integration of the face-to-face and distance education approaches and the creation of virtual institutions that assume the technological and pedagogical changes demanded by eLearning.
Virtual microscopy in a veterinary curriculum.
Sims, Michael H; Mendis-Handagama, Chamindrani; Moore, Robert N
2007-01-01
Teaching faculty in the University of Tennessee College of Veterinary Medicine assist students in their professional education by providing a new way of viewing microscopic slides digitally. Faculty who teach classes in which glass slides are used participate in a program called Virtual Microscopy. Glass slides are digitized using a state-of-the-art integrated system, and a personal computer functions as the "microscope." Additionally, distribution of the interactive images is enhanced because they are available to students online. The digital slide offers equivalent quality and resolution to the original glass slide viewed on a microscope and has several additional advantages over microscopes. Students can choose to examine the entire slide at any of several objectives; they are able to access the slides (called WebSlides) from the college's server, using either Internet Explorer or a special browser developed by Bacus Laboratories, Inc.,(a) called the WebSlide browser, which lets the student simultaneously view a low-objective image and one or two high-objective images of the same slide. The student can "move the slide" by clicking and dragging the image to a new location. Easy archiving, annotation of images, and Web conferencing are additional features of the system.
NASA Astrophysics Data System (ADS)
Quaranta, Giacomo; Abisset-Chavanne, Emmanuelle; Chinesta, Francisco; Duval, Jean-Louis
2018-05-01
In this work, a Cyber Physical System called Hybrid Twin is proposed for composite parts manufactured from RTM. This allows to introduce in the virtual twin of the parts the defect and the final properties induced by the real manufacturing process and to use on line data collection for predictive maintenance.
The Virtual Space Telescope: A New Class of Science Missions
NASA Technical Reports Server (NTRS)
Shah, Neerav; Calhoun, Philip
2016-01-01
Many science investigations proposed by GSFC require two spacecraft alignment across a long distance to form a virtual space telescope. Forming a Virtual Space telescope requires advances in Guidance, Navigation, and Control (GNC) enabling the distribution of monolithic telescopes across multiple space platforms. The capability to align multiple spacecraft to an intertial target is at a low maturity state and we present a roadmap to advance the system-level capability to be flight ready in preparation of various science applications. An engineering proof of concept, called the CANYVAL-X CubeSat MIssion is presented. CANYVAL-X's advancement will decrease risk for a potential starshade mission that would fly with WFIRST.
Tools virtualization for command and control systems
NASA Astrophysics Data System (ADS)
Piszczek, Marek; Maciejewski, Marcin; Pomianek, Mateusz; Szustakowski, Mieczysław
2017-10-01
Information management is an inseparable part of the command process. The result is that the person making decisions at the command post interacts with data providing devices in various ways. Tools virtualization process can introduce a number of significant modifications in the design of solutions for management and command. The general idea involves replacing physical devices user interface with their digital representation (so-called Virtual instruments). A more advanced level of the systems "digitalization" is to use the mixed reality environments. In solutions using Augmented reality (AR) customized HMI is displayed to the operator when he approaches to each device. Identification of device is done by image recognition of photo codes. Visualization is achieved by (optical) see-through head mounted display (HMD). Control can be done for example by means of a handheld touch panel. Using the immersive virtual environment, the command center can be digitally reconstructed. Workstation requires only VR system (HMD) and access to information network. Operator can interact with devices in such a way as it would perform in real world (for example with the virtual hands). Because of their procedures (an analysis of central vision, eye tracking) MR systems offers another useful feature of reducing requirements for system data throughput. Due to the fact that at the moment we focus on the single device. Experiments carried out using Moverio BT-200 and SteamVR systems and the results of experimental application testing clearly indicate the ability to create a fully functional information system with the use of mixed reality technology.
Virtual Reality in the Classroom.
ERIC Educational Resources Information Center
Pantelidis, Veronica S.
1993-01-01
Considers the concept of virtual reality; reviews its history; describes general uses of virtual reality, including entertainment, medicine, and design applications; discusses classroom uses of virtual reality, including a software program called Virtus WalkThrough for use with a computer monitor; and suggests future possibilities. (34 references)…
The Virtual Mission Operations Center
NASA Technical Reports Server (NTRS)
Moore, Mike; Fox, Jeffrey
1994-01-01
Spacecraft management is becoming more human intensive as spacecraft become more complex and as operations costs are growing accordingly. Several automation approaches have been proposed to lower these costs. However, most of these approaches are not flexible enough in the operations processes and levels of automation that they support. This paper presents a concept called the Virtual Mission Operations Center (VMOC) that provides highly flexible support for dynamic spacecraft management processes and automation. In a VMOC, operations personnel can be shared among missions, the operations team can change personnel and their locations, and automation can be added and removed as appropriate. The VMOC employs a form of on-demand supervisory control called management by exception to free operators from having to actively monitor their system. The VMOC extends management by exception, however, so that distributed, dynamic teams can work together. The VMOC uses work-group computing concepts and groupware tools to provide a team infrastructure, and it employs user agents to allow operators to define and control system automation.
Demonstration of a real-time implementation of the ICVision holographic stereogram display
NASA Astrophysics Data System (ADS)
Kulick, Jeffrey H.; Jones, Michael W.; Nordin, Gregory P.; Lindquist, Robert G.; Kowel, Stephen T.; Thomsen, Axel
1995-07-01
There is increasing interest in real-time autostereoscopic 3D displays. Such systems allow 3D objects or scenes to be viewed by one or more observers with correct motion parallax without the need for glasses or other viewing aids. Potential applications of such systems include mechanical design, training and simulation, medical imaging, virtual reality, and architectural design. One approach to the development of real-time autostereoscopic display systems has been to develop real-time holographic display systems. The approach taken by most of the systems is to compute and display a number of holographic lines at one time, and then use a scanning system to replicate the images throughout the display region. The approach taken in the ICVision system being developed at the University of Alabama in Huntsville is very different. In the ICVision display, a set of discrete viewing regions called virtual viewing slits are created by the display. Each pixel is required fill every viewing slit with different image data. When the images presented in two virtual viewing slits separated by an interoccular distance are filled with stereoscopic pair images, the observer sees a 3D image. The images are computed so that a different stereo pair is presented each time the viewer moves 1 eye pupil diameter (approximately mm), thus providing a series of stereo views. Each pixel is subdivided into smaller regions, called partial pixels. Each partial pixel is filled with a diffraction grating that is just that required to fill an individual virtual viewing slit. The sum of all the partial pixels in a pixel then fill all the virtual viewing slits. The final version of the ICVision system will form diffraction gratings in a liquid crystal layer on the surface of VLSI chips in real time. Processors embedded in the VLSI chips will compute the display in real- time. In the current version of the system, a commercial AMLCD is sandwiched with a diffraction grating array. This paper will discuss the design details of a protable 3D display based on the integration of a diffractive optical element with a commercial off-the-shelf AMLCD. The diffractive optic contains several hundred thousand partial-pixel gratings and the AMLCD modulates the light diffracted by the gratings.
Effects of telework and the virtual enterprise on the organization
DOE Office of Scientific and Technical Information (OSTI.GOV)
Moore, R.A.
1996-12-31
This paper provides information on the growing trend towards telework and using {open_quotes}virtual employees{close_quotes} as a fundamental component of the human resource requirements for the conduct of business. As the organization moves from a traditional approach of fixed plant and permanent employees toward a more dynamic model of motile office arrangements and virtual workers, new challenges arise for workers, supervisors, and managers. These challenges pertain to both the individual and the organization and are rooted in both technology and human behavior. Notwithstanding the challenges, the opportunities created for increased productivity and cost-effective operations are propelling organizations globally to adopt themore » virtual enterprise model, to a greater or lesser extent. Management hierarchy is giving way to autonomous teams. Middle management is being replaced by better organizational communication systems, better information storage and retrieval systems, and a newly developing classification of software called groupware. In the midst of these changes, the business process of identifying and acquiring the services of the virtual team member seems to lie at an intersection where Human Resources, Information Systems, Contracts/Subcontracts, and the functional department requiring the services intersect. Human Resources departments are slowly coming to grips with the virtual worker model but are largely uncomfortable in the role. Information Systems departments can implement networks; but, dynamic links outside the traditional organization bring up a myriad of questions about compatibility and system security. The champion of the virtual worker is the Functional Department. This might be engineering, software development, the design department, the financial analysis group, or whichever department in the organization is faced with the responsibility of creating knowledge work product and has resource constraints and upper management support.« less
Bowman, Ellen Lambert; Liu, Lei
2017-01-01
Virtual reality has great potential in training road safety skills to individuals with low vision but the feasibility of such training has not been demonstrated. We tested the hypotheses that low vision individuals could learn useful skills in virtual streets and could apply them to improve real street safety. Twelve participants, whose vision was too poor to use the pedestrian signals were taught by a certified orientation and mobility specialist to determine the safest time to cross the street using the visual and auditory signals made by the start of previously stopped cars at a traffic-light controlled street intersection. Four participants were trained in real streets and eight in virtual streets presented on 3 projection screens. The crossing timing of all participants was evaluated in real streets before and after training. The participants were instructed to say "GO" at the time when they felt the safest to cross the street. A safety score was derived to quantify the GO calls based on its occurrence in the pedestrian phase (when the pedestrian sign did not show DON'T WALK). Before training, > 50% of the GO calls from all participants fell in the DON'T WALK phase of the traffic cycle and thus were totally unsafe. 20% of the GO calls fell in the latter half of the pedestrian phase. These calls were unsafe because one initiated crossing this late might not have sufficient time to walk across the street. After training, 90% of the GO calls fell in the early half of the pedestrian phase. These calls were safer because one initiated crossing in the pedestrian phase and had at least half of the pedestrian phase for walking across. Similar safety changes occurred in both virtual street and real street trained participants. An ANOVA showed a significant increase of the safety scores after training and there was no difference in this safety improvement between the virtual street and real street trained participants. This study demonstrated that virtual reality-based orientation and mobility training could be as efficient as real street training in improving street safety in individuals with severely impaired vision.
Data-based virtual unmodeled dynamics driven multivariable nonlinear adaptive switching control.
Chai, Tianyou; Zhang, Yajun; Wang, Hong; Su, Chun-Yi; Sun, Jing
2011-12-01
For a complex industrial system, its multivariable and nonlinear nature generally make it very difficult, if not impossible, to obtain an accurate model, especially when the model structure is unknown. The control of this class of complex systems is difficult to handle by the traditional controller designs around their operating points. This paper, however, explores the concepts of controller-driven model and virtual unmodeled dynamics to propose a new design framework. The design consists of two controllers with distinct functions. First, using input and output data, a self-tuning controller is constructed based on a linear controller-driven model. Then the output signals of the controller-driven model are compared with the true outputs of the system to produce so-called virtual unmodeled dynamics. Based on the compensator of the virtual unmodeled dynamics, the second controller based on a nonlinear controller-driven model is proposed. Those two controllers are integrated by an adaptive switching control algorithm to take advantage of their complementary features: one offers stabilization function and another provides improved performance. The conditions on the stability and convergence of the closed-loop system are analyzed. Both simulation and experimental tests on a heavily coupled nonlinear twin-tank system are carried out to confirm the effectiveness of the proposed method.
A Security Monitoring Framework For Virtualization Based HEP Infrastructures
NASA Astrophysics Data System (ADS)
Gomez Ramirez, A.; Martinez Pedreira, M.; Grigoras, C.; Betev, L.; Lara, C.; Kebschull, U.;
2017-10-01
High Energy Physics (HEP) distributed computing infrastructures require automatic tools to monitor, analyze and react to potential security incidents. These tools should collect and inspect data such as resource consumption, logs and sequence of system calls for detecting anomalies that indicate the presence of a malicious agent. They should also be able to perform automated reactions to attacks without administrator intervention. We describe a novel framework that accomplishes these requirements, with a proof of concept implementation for the ALICE experiment at CERN. We show how we achieve a fully virtualized environment that improves the security by isolating services and Jobs without a significant performance impact. We also describe a collected dataset for Machine Learning based Intrusion Prevention and Detection Systems on Grid computing. This dataset is composed of resource consumption measurements (such as CPU, RAM and network traffic), logfiles from operating system services, and system call data collected from production Jobs running in an ALICE Grid test site and a big set of malware samples. This malware set was collected from security research sites. Based on this dataset, we will proceed to develop Machine Learning algorithms able to detect malicious Jobs.
VEVI: A Virtual Reality Tool For Robotic Planetary Explorations
NASA Technical Reports Server (NTRS)
Piguet, Laurent; Fong, Terry; Hine, Butler; Hontalas, Phil; Nygren, Erik
1994-01-01
The Virtual Environment Vehicle Interface (VEVI), developed by the NASA Ames Research Center's Intelligent Mechanisms Group, is a modular operator interface for direct teleoperation and supervisory control of robotic vehicles. Virtual environments enable the efficient display and visualization of complex data. This characteristic allows operators to perceive and control complex systems in a natural fashion, utilizing the highly-evolved human sensory system. VEVI utilizes real-time, interactive, 3D graphics and position / orientation sensors to produce a range of interface modalities from the flat panel (windowed or stereoscopic) screen displays to head mounted/head-tracking stereo displays. The interface provides generic video control capability and has been used to control wheeled, legged, air bearing, and underwater vehicles in a variety of different environments. VEVI was designed and implemented to be modular, distributed and easily operated through long-distance communication links, using a communication paradigm called SYNERGY.
Fostering Collaboration in CALL: Benefits and Challenges of Using Virtual Language Resource Centres
ERIC Educational Resources Information Center
Medina, Liliana Cuesta; Alvarez, Claudia Patricia
2014-01-01
This paper presents the findings from a qualitative study on collaborative CALL design and implementation carried out with two groups of postgraduate language-teacher trainees who designed and piloted nine virtual language resource centres (VLRC) at 16 educational institutions of different levels and contents for an academic year. The project was…
iRODS: A Distributed Data Management Cyberinfrastructure for Observatories
NASA Astrophysics Data System (ADS)
Rajasekar, A.; Moore, R.; Vernon, F.
2007-12-01
Large-scale and long-term preservation of both observational and synthesized data requires a system that virtualizes data management concepts. A methodology is needed that can work across long distances in space (distribution) and long-periods in time (preservation). The system needs to manage data stored on multiple types of storage systems including new systems that become available in the future. This concept is called infrastructure independence, and is typically implemented through virtualization mechanisms. Data grids are built upon concepts of data and trust virtualization. These concepts enable the management of collections of data that are distributed across multiple institutions, stored on multiple types of storage systems, and accessed by multiple types of clients. Data virtualization ensures that the name spaces used to identify files, users, and storage systems are persistent, even when files are migrated onto future technology. This is required to preserve authenticity, the link between the record and descriptive and provenance metadata. Trust virtualization ensures that access controls remain invariant as files are moved within the data grid. This is required to track the chain of custody of records over time. The Storage Resource Broker (http://www.sdsc.edu/srb) is one such data grid used in a wide variety of applications in earth and space sciences such as ROADNet (roadnet.ucsd.edu), SEEK (seek.ecoinformatics.org), GEON (www.geongrid.org) and NOAO (www.noao.edu). Recent extensions to data grids provide one more level of virtualization - policy or management virtualization. Management virtualization ensures that execution of management policies can be automated, and that rules can be created that verify assertions about the shared collections of data. When dealing with distributed large-scale data over long periods of time, the policies used to manage the data and provide assurances about the authenticity of the data become paramount. The integrated Rule-Oriented Data System (iRODS) (http://irods.sdsc.edu) provides the mechanisms needed to describe not only management policies, but also to track how the policies are applied and their execution results. The iRODS data grid maps management policies to rules that control the execution of the remote micro-services. As an example, a rule can be created that automatically creates a replica whenever a file is added to a specific collection, or extracts its metadata automatically and registers it in a searchable catalog. For the replication operation, the persistent state information consists of the replica location, the creation date, the owner, the replica size, etc. The mechanism used by iRODS for providing policy virtualization is based on well-defined functions, called micro-services, which are chained into alternative workflows using rules. A rule engine, based on the event-condition-action paradigm executes the rule-based workflows after an event. Rules can be deferred to a pre-determined time or executed on a periodic basis. As the data management policies evolve, the iRODS system can implement new rules, new micro-services, and new state information (metadata content) needed to manage the new policies. Each sub- collection can be managed using a different set of policies. The discussion of the concepts in rule-based policy virtualization and its application to long-term and large-scale data management for observatories such as ORION and NEON will be the basis of the paper.
Development of Virtual Auditory Interfaces
2001-03-01
reference to compare the sound in the VE with the real 4. Lessons from the Entertainment Industry world experience. The entertainment industry has...systems are currently being evaluated. even though we have the technology to create astounding The first system uses a portable Sony TCD-D8 DAT audio...data set created a system called "Fantasound" which wrapped the including sound recordings and sound measurements musical compositions and sound
Virtual Patients for Virtual Sick Call Medical Training
2010-11-01
2007). A controlled clinical comparison of attention performance in children with ADHD in a virtual reality classroom compared to standard...traditional approaches rely upon a combination of classroom learning and role-playing lnterservice/Jndusrry Training, Simularion, and Education
Virtual Control Policy for Binary Ordered Resources Petri Net Class.
Rovetto, Carlos A; Concepción, Tomás J; Cano, Elia Esther
2016-08-18
Prevention and avoidance of deadlocks in sensor networks that use the wormhole routing algorithm is an active research domain. There are diverse control policies that will address this problem being our approach a new method. In this paper we present a virtual control policy for the new specialized Petri net subclass called Binary Ordered Resources Petri Net (BORPN). Essentially, it is an ordinary class constructed from various state machines that share unitary resources in a complex form, which allows branching and joining of processes. The reduced structure of this new class gives advantages that allow analysis of the entire system's behavior, which is a prohibitive task for large systems because of the complexity and routing algorithms.
NASA Astrophysics Data System (ADS)
Terzopoulos, Demetri; Qureshi, Faisal Z.
Computer vision and sensor networks researchers are increasingly motivated to investigate complex multi-camera sensing and control issues that arise in the automatic visual surveillance of extensive, highly populated public spaces such as airports and train stations. However, they often encounter serious impediments to deploying and experimenting with large-scale physical camera networks in such real-world environments. We propose an alternative approach called "Virtual Vision", which facilitates this type of research through the virtual reality simulation of populated urban spaces, camera sensor networks, and computer vision on commodity computers. We demonstrate the usefulness of our approach by developing two highly automated surveillance systems comprising passive and active pan/tilt/zoom cameras that are deployed in a virtual train station environment populated by autonomous, lifelike virtual pedestrians. The easily reconfigurable virtual cameras distributed in this environment generate synthetic video feeds that emulate those acquired by real surveillance cameras monitoring public spaces. The novel multi-camera control strategies that we describe enable the cameras to collaborate in persistently observing pedestrians of interest and in acquiring close-up videos of pedestrians in designated areas.
Ranky, Richard G; Sivak, Mark L; Lewis, Jeffrey A; Gade, Venkata K; Deutsch, Judith E; Mavroidis, Constantinos
2014-06-05
Cycling has been used in the rehabilitation of individuals with both chronic and post-surgical conditions. Among the challenges with implementing bicycling for rehabilitation is the recruitment of both extremities, in particular when one is weaker or less coordinated. Feedback embedded in virtual reality (VR) augmented cycling may serve to address the requirement for efficacious cycling; specifically recruitment of both extremities and exercising at a high intensity. In this paper a mechatronic rehabilitation bicycling system with an interactive virtual environment, called Virtual Reality Augmented Cycling Kit (VRACK), is presented. Novel hardware components embedded with sensors were implemented on a stationary exercise bicycle to monitor physiological and biomechanical parameters of participants while immersing them in an augmented reality simulation providing the user with visual, auditory and haptic feedback. This modular and adaptable system attaches to commercially-available stationary bicycle systems and interfaces with a personal computer for simulation and data acquisition processes. The complete bicycle system includes: a) handle bars based on hydraulic pressure sensors; b) pedals that monitor pedal kinematics with an inertial measurement unit (IMU) and forces on the pedals while providing vibratory feedback; c) off the shelf electronics to monitor heart rate and d) customized software for rehabilitation. Bench testing for the handle and pedal systems is presented for calibration of the sensors detecting force and angle. The modular mechatronic kit for exercise bicycles was tested in bench testing and human tests. Bench tests performed on the sensorized handle bars and the instrumented pedals validated the measurement accuracy of these components. Rider tests with the VRACK system focused on the pedal system and successfully monitored kinetic and kinematic parameters of the rider's lower extremities. The VRACK system, a virtual reality mechatronic bicycle rehabilitation modular system was designed to convert most bicycles in virtual reality (VR) cycles. Preliminary testing of the augmented reality bicycle system was successful in demonstrating that a modular mechatronic kit can monitor and record kinetic and kinematic parameters of several riders.
Sheet metals characterization using the virtual fields method
NASA Astrophysics Data System (ADS)
Marek, Aleksander; Davis, Frances M.; Pierron, Fabrice
2018-05-01
In this work, a characterisation method involving a deep-notched specimen subjected to a tensile loading is introduced. This specimen leads to heterogeneous states of stress and strain, the latter being measured using a stereo DIC system (MatchID). This heterogeneity enables the identification of multiple material parameters in a single test. In order to identify material parameters from the DIC data, an inverse method called the Virtual Fields Method is employed. The method combined with recently developed sensitivity-based virtual fields allows to optimally locate areas in the test where information about each material parameter is encoded, improving accuracy of the identification over the traditional user-defined virtual fields. It is shown that a single test performed at 45° to the rolling direction is sufficient to obtain all anisotropic plastic parameters, thus reducing experimental effort involved in characterisation. The paper presents the methodology and some numerical validation.
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.
Capability of Virtual Environments to Meet Military Requirements
2000-11-01
Hettinger, 1992). These symptoms, now called cybersickness (McCauley & Sharkey, 1992), could retard development of VE technology and limit its use as a... cybersickness may involve multiple functional pathways. The first pathway is related to ill-effects upon the autonomic nervous system or ANS (Money...avoided by obtaining a better understanding of the ANS mechanism. Another cybersickness pathway involves adaptation within the central nervous system
Examining the Critical Factors of Success in Virtual Team Performance
ERIC Educational Resources Information Center
Booth, Brent
2011-01-01
Virtual teams are a burgeoning presence in the corporate environment today. Research shows that virtual teams have begun to surpass conventional teams in meeting the demands of organizations that are increasingly called on to apply and respond to new technologies that support, and in some cases, require a virtual teamwork approach. In order to…
Liu, Lei
2017-01-01
Virtual reality has great potential in training road safety skills to individuals with low vision but the feasibility of such training has not been demonstrated. We tested the hypotheses that low vision individuals could learn useful skills in virtual streets and could apply them to improve real street safety. Twelve participants, whose vision was too poor to use the pedestrian signals were taught by a certified orientation and mobility specialist to determine the safest time to cross the street using the visual and auditory signals made by the start of previously stopped cars at a traffic-light controlled street intersection. Four participants were trained in real streets and eight in virtual streets presented on 3 projection screens. The crossing timing of all participants was evaluated in real streets before and after training. The participants were instructed to say “GO” at the time when they felt the safest to cross the street. A safety score was derived to quantify the GO calls based on its occurrence in the pedestrian phase (when the pedestrian sign did not show DON’T WALK). Before training, > 50% of the GO calls from all participants fell in the DON’T WALK phase of the traffic cycle and thus were totally unsafe. 20% of the GO calls fell in the latter half of the pedestrian phase. These calls were unsafe because one initiated crossing this late might not have sufficient time to walk across the street. After training, 90% of the GO calls fell in the early half of the pedestrian phase. These calls were safer because one initiated crossing in the pedestrian phase and had at least half of the pedestrian phase for walking across. Similar safety changes occurred in both virtual street and real street trained participants. An ANOVA showed a significant increase of the safety scores after training and there was no difference in this safety improvement between the virtual street and real street trained participants. This study demonstrated that virtual reality-based orientation and mobility training could be as efficient as real street training in improving street safety in individuals with severely impaired vision. PMID:28445540
Building a sense of virtual community: the role of the features of social networking sites.
Chen, Chi-Wen; Lin, Chiun-Sin
2014-07-01
In recent years, social networking sites have received increased attention because of the potential of this medium to transform business by building virtual communities. However, theoretical and empirical studies investigating how specific features of social networking sites contribute to building a sense of virtual community (SOVC)-an important dimension of a successful virtual community-are rare. Furthermore, SOVC scales have been developed, and research on this issue has been called for, but few studies have heeded this call. On the basis of prior literature, this study proposes that perceptions of the three most salient features of social networking sites-system quality (SQ), information quality (IQ), and social information exchange (SIE)-play a key role in fostering SOVC. In particular, SQ is proposed to increase IQ and SIE, and SIE is proposed to enhance IQ, both of which thereafter build SOVC. The research model was examined in the context of Facebook, one of the most popular social networking sites in the world. We adopted Blanchard's scales to measure SOVC. Data gathered using a Web-based questionnaire, and analyzed with partial least squares, were utilized to test the model. The results demonstrate that SIE, SQ, and IQ are the factors that form SOVC. The findings also suggest that SQ plays a fundamental role in supporting SIE and IQ in social networking sites. Implications for theory, practice, and future research directions are discussed.
Berlin Kompass: Multimodal Gameful Empowerment for Foreign Language Learning
ERIC Educational Resources Information Center
Kallioniemi, Pekka; Posti, Laura-Pihkala; Hakulinen, Jaakko; Turunen, Markku; Keskinen, Tuuli; Raisamo, Roope
2015-01-01
This article presents an innovative, gameful, multimodal, and authentic learning environment for training of oral communication in a foreign language--a virtual adventure called Berlin Kompass. After a brief presentation of the pedagogical and technological backgrounds, the system is described. Central results of a series of pilots in autumn 2013…
Automated Management and Delivery of Distance Courseware.
ERIC Educational Resources Information Center
Johnson, W. Lewis; Blake, Tyler; Shaw, Erin
This paper describes a system called ANDES, designed for the management and delivery of distance education courses. ANDES enables students to study at home at their own pace, as well as interact with instructors and other students in virtual classrooms. It uses World Wide Web technology for transmission and delivery, with extensions relevant to…
Software system design for the non-null digital Moiré interferometer
NASA Astrophysics Data System (ADS)
Chen, Meng; Hao, Qun; Hu, Yao; Wang, Shaopu; Li, Tengfei; Li, Lin
2016-11-01
Aspheric optical components are an indispensable part of modern optics systems. With the development of aspheric optical elements fabrication technique, high-precision figure error test method of aspheric surfaces is a quite urgent issue now. We proposed a digital Moiré interferometer technique (DMIT) based on partial compensation principle for aspheric and freeform surface measurement. Different from traditional interferometer, DMIT consists of a real and a virtual interferometer. The virtual interferometer is simulated with Zemax software to perform phase-shifting and alignment. We can get the results by a series of calculation with the real interferogram and virtual interferograms generated by computer. DMIT requires a specific, reliable software system to ensure its normal work. Image acquisition and data processing are two important parts in this system. And it is also a challenge to realize the connection between the real and virtual interferometer. In this paper, we present a software system design for DMIT with friendly user interface and robust data processing features, enabling us to acquire the figure error of the measured asphere. We choose Visual C++ as the software development platform and control the ideal interferometer by using hybrid programming with Zemax. After image acquisition and data transmission, the system calls image processing algorithms written with Matlab to calculate the figure error of the measured asphere. We test the software system experimentally. In the experiment, we realize the measurement of an aspheric surface and prove the feasibility of the software system.
NASA Astrophysics Data System (ADS)
Varma, Keisha; Linn, Marcia C.
2012-08-01
In this work, we examine middle school students' understanding of the greenhouse effect and global warming. We designed and refined a technology-enhanced curriculum module called Global Warming: Virtual Earth. In the module activities, students conduct virtual experiments with a visualization of the greenhouse effect. They analyze data and draw conclusions about how individual variables effect changes in the Earth's temperature. They also carry out inquiry activities to make connections between scientific processes, the socio-scientific issues, and ideas presented in the media. Results show that participating in the unit increases students' understanding of the science. We discuss how students integrate their ideas about global climate change as a result of using virtual experiments that allow them to explore meaningful complexities of the climate system.
Theft of Virtual Property — Towards Security Requirements for Virtual Worlds
NASA Astrophysics Data System (ADS)
Beyer, Anja
The article is focused to introduce the topic of information technology security for Virtual Worlds to a security experts’ audience. Virtual Worlds are Web 2.0 applications where the users cruise through the world with their individually shaped avatars to find either amusement, challenges or the next best business deal. People do invest a lot of time but beyond they invest in buying virtual assets like fantasy witcheries, wepaons, armour, houses, clothes,...etc with the power of real world money. Although it is called “virtual” (which is often put on the same level as “not existent”) there is a real value behind it. In November 2007 dutch police arrested a seventeen years old teenager who was suspicted to have stolen virtual items in a Virtual World called Habbo Hotel [Reuters07]. In order to successfully provide security mechanisms into Virtual Worlds it is necessarry to fully understand the domain for which the security mechansims are defined. As Virtual Worlds must be clasified into the domain of Social Software the article starts with an overview of how to understand Web 2.0 and gives a short introduction to Virtual Worlds. The article then provides a consideration of assets of Virtual Worlds participants, describes how these assets can be threatened and gives an overview of appopriate security requirements and completes with an outlook of possible countermeasures.
Butterfly valve in a virtual environment
NASA Astrophysics Data System (ADS)
Talekar, Aniruddha; Patil, Saurabh; Thakre, Prashant; Rajkumar, E.
2017-11-01
Assembly of components is one of the processes involved in product design and development. The present paper deals with the assembly of a simple butterfly valve components in a virtual environment. The assembly has been carried out using virtual reality software by trial and error methods. The parts are modelled using parametric software (SolidWorks), meshed accordingly, and then called into virtual environment for assembly.
Computer Based Training: Field Deployable Trainer and Shared Virtual Reality
NASA Technical Reports Server (NTRS)
Mullen, Terence J.
1997-01-01
Astronaut training has traditionally been conducted at specific sites with specialized facilities. Because of its size and nature the training equipment is generally not portable. Efforts are now under way to develop training tools that can be taken to remote locations, including into orbit. Two of these efforts are the Field Deployable Trainer and Shared Virtual Reality projects. Field Deployable Trainer NASA has used the recent shuttle mission by astronaut Shannon Lucid to the Russian space station, Mir, as an opportunity to develop and test a prototype of an on-orbit computer training system. A laptop computer with a customized user interface, a set of specially prepared CD's, and video tapes were taken to the Mir by Ms. Lucid. Based upon the feedback following the launch of the Lucid flight, our team prepared materials for the next Mir visitor. Astronaut John Blaha will fly on NASA/MIR Long Duration Mission 3, set to launch in mid September. He will take with him a customized hard disk drive and a package of compact disks containing training videos, references and maps. The FDT team continues to explore and develop new and innovative ways to conduct offsite astronaut training using personal computers. Shared Virtual Reality Training NASA's Space Flight Training Division has been investigating the use of virtual reality environments for astronaut training. Recent efforts have focused on activities requiring interaction by two or more people, called shared VR. Dr. Bowen Loftin, from the University of Houston, directs a virtual reality laboratory that conducts much of the NASA sponsored research. I worked on a project involving the development of a virtual environment that can be used to train astronauts and others to operate a science unit called a Biological Technology Facility (BTF). Facilities like this will be used to house and control microgravity experiments on the space station. It is hoped that astronauts and instructors will ultimately be able to share common virtual environments and, using telephone links, conduct interactive training from separate locations.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Yocum, D.R.; Berman, E.; Canal, P.
2007-05-01
As one of the founding members of the Open Science Grid Consortium (OSG), Fermilab enables coherent access to its production resources through the Grid infrastructure system called FermiGrid. This system successfully provides for centrally managed grid services, opportunistic resource access, development of OSG Interfaces for Fermilab, and an interface to the Fermilab dCache system. FermiGrid supports virtual organizations (VOs) including high energy physics experiments (USCMS, MINOS, D0, CDF, ILC), astrophysics experiments (SDSS, Auger, DES), biology experiments (GADU, Nanohub) and educational activities.
ERIC Educational Resources Information Center
Carter, E. Vincent
2015-01-01
This study examines an original dramaturgical method for creating virtual world experience called virtual world drama. The instructional focus is improving students' aptitude for analyzing ethnic identity by instilling both conceptual and multicultural competency. An exploratory research method is used, relying on observation (disguised and…
Using Immersive Virtual Reality for Electrical Substation Training
ERIC Educational Resources Information Center
Tanaka, Eduardo H.; Paludo, Juliana A.; Cordeiro, Carlúcio S.; Domingues, Leonardo R.; Gadbem, Edgar V.; Euflausino, Adriana
2015-01-01
Usually, distribution electricians are called upon to solve technical problems found in electrical substations. In this project, we apply problem-based learning to a training program for electricians, with the help of a virtual reality environment that simulates a real substation. Using this virtual substation, users may safely practice maneuvers…
Scenario-Based Spoken Interaction with Virtual Agents
ERIC Educational Resources Information Center
Morton, Hazel; Jack, Mervyn A.
2005-01-01
This paper describes a CALL approach which integrates software for speaker independent continuous speech recognition with embodied virtual agents and virtual worlds to create an immersive environment in which learners can converse in the target language in contextualised scenarios. The result is a self-access learning package: SPELL (Spoken…
ERIC Educational Resources Information Center
Hassani, Kaveh; Nahvi, Ali; Ahmadi, Ali
2016-01-01
In this paper, we present an intelligent architecture, called intelligent virtual environment for language learning, with embedded pedagogical agents for improving listening and speaking skills of non-native English language learners. The proposed architecture integrates virtual environments into the Intelligent Computer-Assisted Language…
An Ethnographic Study of a Developing Virtual Organization in Education
ERIC Educational Resources Information Center
Couch, Stephanie R.
2012-01-01
This ethnographic study answers calls for research into the ways that virtual organizations (or innovation-driven collaborative teams) form and develop, what supports and constraints their development, and the leadership models that support the organizations' work. The study examines how a virtual organization emerged from an intersegmental…
Prins, Pjotr; Goto, Naohisa; Yates, Andrew; Gautier, Laurent; Willis, Scooter; Fields, Christopher; Katayama, Toshiaki
2012-01-01
Open-source software (OSS) encourages computer programmers to reuse software components written by others. In evolutionary bioinformatics, OSS comes in a broad range of programming languages, including C/C++, Perl, Python, Ruby, Java, and R. To avoid writing the same functionality multiple times for different languages, it is possible to share components by bridging computer languages and Bio* projects, such as BioPerl, Biopython, BioRuby, BioJava, and R/Bioconductor. In this chapter, we compare the two principal approaches for sharing software between different programming languages: either by remote procedure call (RPC) or by sharing a local call stack. RPC provides a language-independent protocol over a network interface; examples are RSOAP and Rserve. The local call stack provides a between-language mapping not over the network interface, but directly in computer memory; examples are R bindings, RPy, and languages sharing the Java Virtual Machine stack. This functionality provides strategies for sharing of software between Bio* projects, which can be exploited more often. Here, we present cross-language examples for sequence translation, and measure throughput of the different options. We compare calling into R through native R, RSOAP, Rserve, and RPy interfaces, with the performance of native BioPerl, Biopython, BioJava, and BioRuby implementations, and with call stack bindings to BioJava and the European Molecular Biology Open Software Suite. In general, call stack approaches outperform native Bio* implementations and these, in turn, outperform RPC-based approaches. To test and compare strategies, we provide a downloadable BioNode image with all examples, tools, and libraries included. The BioNode image can be run on VirtualBox-supported operating systems, including Windows, OSX, and Linux.
Virtual reality to simulate large lighting with high efficiency LEDs
NASA Astrophysics Data System (ADS)
Blandet, Thierry; Coutelier, Gilles; Meyrueis, Patrick
2011-05-01
When a city or a local authority wishes to emphasize its historical heritage, for the lighting of its streets, setting up lights during the festive season, they call upon the skills of a lighting designer. The lighting designer proposes concepts, ideas, lighting, and to be able to present them, he makes use of simulation. On the other hand lighting technologies are evolving very rapidly and new lighting systems offer features that lighting designers are now integrating their projects. The street lights consume lot of energy; light projects are now taking into account the energy saving aspect. Lighting systems based on LEDs today provide good lighting needs, taking into account sustainable development issues while enabling new creative dimension. The lighting simulation can handle these parameters. Images or video simulation are no longer sufficient: stereoscopy and virtual reality techniques allow better communication and better understanding of projects. Virtual reality offers new possibilities of interaction, the freedom of movement in a scene, the presentation of variants or interactive simulations.
Monitoring Contract Enforcement within Virtual Organizations
NASA Astrophysics Data System (ADS)
Squicciarini, Anna; Paci, Federica
Virtual Organizations (VOs) represent a new collaboration paradigm in which the participating entities pool resources, services, and information to achieve a common goal. VOs are often created on demand and dynamically evolve over time. An organization identifies a business opportunity and creates a VO to meet it. In this paper we develop a system for monitoring the sharing of resources in VO. Sharing rules are defined by a particular, common type of contract in which virtual organization members agree to make available some amount of specified resource over a given time period. The main component of the system is a monitoring tool for policy enforcement, called Security Controller (SC). VO members’ interactions are monitored in a decentralized manner in that each member has one associated SC which intercepts all the exchanged messages. We show that having SCs in VOs prevents from serious security breaches and guarantees VOs correct functioning without degrading the execution time of members’ interactions. We base our discussion on application scenarios and illustrate the SC prototype, along with some performance evaluation.
NASA Astrophysics Data System (ADS)
Prusten, Mark J.; McIntyre, Michelle; Landis, Marvin
2006-02-01
A 3D workflow pipeline is presented for High Dynamic Range (HDR) image capture of projected scenes or objects for presentation in CAVE virtual environments. The methods of HDR digital photography of environments vs. objects are reviewed. Samples of both types of virtual authoring being the actual CAVE environment and a sculpture are shown. A series of software tools are incorporated into a pipeline called CAVEPIPE, allowing for high-resolution objects and scenes to be composited together in natural illumination environments [1] and presented in our CAVE virtual reality environment. We also present a way to enhance the user interface for CAVE environments. The traditional methods of controlling the navigation through virtual environments include: glove, HUD's and 3D mouse devices. By integrating a wireless network that includes both WiFi (IEEE 802.11b/g) and Bluetooth (IEEE 802.15.1) protocols the non-graphical input control device can be eliminated. Therefore wireless devices can be added that would include: PDA's, Smart Phones, TabletPC's, Portable Gaming consoles, and PocketPC's.
ERIC Educational Resources Information Center
Casebier, Katherine D.
2006-01-01
The University of Texas at Arlington's Library began using an online chat reference in 2002. The service, called Collaborative Digital Reference Service, later became "Ask a Librarian." Slightly over one year later, the library joined the University of Texas System's "Ask a Librarian" service. Both services are powered by…
ERIC Educational Resources Information Center
Rosin, Lindsay; Nelson, W. M. III
1983-01-01
Investigated effects of rational vs. irrational belief systems and rational vs. irrational self-verbalizations on anxiety and persistence. Subjects (N=40) were instructed to assemble a virtually insolvable task called Soma, and were assigned to either a rational or irrational self-talk condition. Rational self-talk subjects showed a significant…
The Research Path to the Virtual Class. ZIFF Papiere 105.
ERIC Educational Resources Information Center
Rajasingham, Lalita
This paper describes a project conducted in 1991-92, based on research conducted in 1986-87 that demonstrated the need for a telecommunications system with the capacity of integrated services digital networks (ISDN) that would allow for sound, vision, and integrated computer services. Called the Tri-Centre Project, it set out to explore, from the…
Ivins talks on the Softphone OCA system from Atlantis' MDK
2001-02-07
STS098-345-001 (7-20 February 2001) --- Astronaut Marsha S. Ivins, STS-98 mission specialist, places a phone call to Houstons Mission Control Center (MCC) with the virtual phone. This test is designed to demonstrate communications capability of a new upgrade utilizing the existing Shuttle Orbiter Communications Adapter (OCA) infrastructure.
PRAIS: Distributed, real-time knowledge-based systems made easy
NASA Technical Reports Server (NTRS)
Goldstein, David G.
1990-01-01
This paper discusses an architecture for real-time, distributed (parallel) knowledge-based systems called the Parallel Real-time Artificial Intelligence System (PRAIS). PRAIS strives for transparently parallelizing production (rule-based) systems, even when under real-time constraints. PRAIS accomplishes these goals by incorporating a dynamic task scheduler, operating system extensions for fact handling, and message-passing among multiple copies of CLIPS executing on a virtual blackboard. This distributed knowledge-based system tool uses the portability of CLIPS and common message-passing protocols to operate over a heterogeneous network of processors.
VPipe: Virtual Pipelining for Scheduling of DAG Stream Query Plans
NASA Astrophysics Data System (ADS)
Wang, Song; Gupta, Chetan; Mehta, Abhay
There are data streams all around us that can be harnessed for tremendous business and personal advantage. For an enterprise-level stream processing system such as CHAOS [1] (Continuous, Heterogeneous Analytic Over Streams), handling of complex query plans with resource constraints is challenging. While several scheduling strategies exist for stream processing, efficient scheduling of complex DAG query plans is still largely unsolved. In this paper, we propose a novel execution scheme for scheduling complex directed acyclic graph (DAG) query plans with meta-data enriched stream tuples. Our solution, called Virtual Pipelined Chain (or VPipe Chain for short), effectively extends the "Chain" pipelining scheduling approach to complex DAG query plans.
ERIC Educational Resources Information Center
Nunez Esquer, Gustavo; Sheremetov, Leonid
This paper reports on the results and future research work within the paradigm of Configurable Collaborative Distance Learning, called Espacios Virtuales de Apredizaje (EVA). The paper focuses on: (1) description of the main concepts, including virtual learning spaces for knowledge, collaboration, consulting, and experimentation, a…
Interactive Virtual and Physical Manipulatives for Improving Students' Spatial Skills
ERIC Educational Resources Information Center
Ha, Oai; Fang, Ning
2018-01-01
An innovative educational technology called interactive virtual and physical manipulatives (VPM) is developed to improve students' spatial skills. With VPM technology, not only can students touch and play with real-world physical manipulatives in their hands but also they can see how the corresponding virtual manipulatives (i.e., computer…
Avatars, Virtual Reality Technology, and the U.S. Military: Emerging Policy Issues
2008-04-09
called “ Sentient Worldwide Simulation,” which will “mirror” real life and automatically follow real-world events in real time. Some virtual world...cities, with the final goal of creating a fully functioning virtual model of the entire world, which will be known as the Sentient Worldwide Simulation
A 3D visualization and simulation of the individual human jaw.
Muftić, Osman; Keros, Jadranka; Baksa, Sarajko; Carek, Vlado; Matković, Ivo
2003-01-01
A new biomechanical three-dimensional (3D) model for the human mandible based on computer-generated virtual model is proposed. Using maps obtained from the special kinds of photos of the face of the real subject, it is possible to attribute personality to the virtual character, while computer animation offers movements and characteristics within the confines of space and time of the virtual world. A simple two-dimensional model of the jaw cannot explain the biomechanics, where the muscular forces through occlusion and condylar surfaces are in the state of 3D equilibrium. In the model all forces are resolved into components according to a selected coordinate system. The muscular forces act on the jaw, along with the necessary force level for chewing as some kind of mandible balance, preventing dislocation and loading of nonarticular tissues. In the work is used new approach to computer-generated animation of virtual 3D characters (called "Body SABA"), using in one object package of minimal costs and easy for operation.
The development of a virtual camera system for astronaut-rover planetary exploration.
Platt, Donald W; Boy, Guy A
2012-01-01
A virtual assistant is being developed for use by astronauts as they use rovers to explore the surface of other planets. This interactive database, called the Virtual Camera (VC), is an interactive database that allows the user to have better situational awareness for exploration. It can be used for training, data analysis and augmentation of actual surface exploration. This paper describes the development efforts and Human-Computer Interaction considerations for implementing a first-generation VC on a tablet mobile computer device. Scenarios for use will be presented. Evaluation and success criteria such as efficiency in terms of processing time and precision situational awareness, learnability, usability, and robustness will also be presented. Initial testing and the impact of HCI design considerations of manipulation and improvement in situational awareness using a prototype VC will be discussed.
2014-01-01
Background Cycling has been used in the rehabilitation of individuals with both chronic and post-surgical conditions. Among the challenges with implementing bicycling for rehabilitation is the recruitment of both extremities, in particular when one is weaker or less coordinated. Feedback embedded in virtual reality (VR) augmented cycling may serve to address the requirement for efficacious cycling; specifically recruitment of both extremities and exercising at a high intensity. Methods In this paper a mechatronic rehabilitation bicycling system with an interactive virtual environment, called Virtual Reality Augmented Cycling Kit (VRACK), is presented. Novel hardware components embedded with sensors were implemented on a stationary exercise bicycle to monitor physiological and biomechanical parameters of participants while immersing them in an augmented reality simulation providing the user with visual, auditory and haptic feedback. This modular and adaptable system attaches to commercially-available stationary bicycle systems and interfaces with a personal computer for simulation and data acquisition processes. The complete bicycle system includes: a) handle bars based on hydraulic pressure sensors; b) pedals that monitor pedal kinematics with an inertial measurement unit (IMU) and forces on the pedals while providing vibratory feedback; c) off the shelf electronics to monitor heart rate and d) customized software for rehabilitation. Bench testing for the handle and pedal systems is presented for calibration of the sensors detecting force and angle. Results The modular mechatronic kit for exercise bicycles was tested in bench testing and human tests. Bench tests performed on the sensorized handle bars and the instrumented pedals validated the measurement accuracy of these components. Rider tests with the VRACK system focused on the pedal system and successfully monitored kinetic and kinematic parameters of the rider’s lower extremities. Conclusions The VRACK system, a virtual reality mechatronic bicycle rehabilitation modular system was designed to convert most bicycles in virtual reality (VR) cycles. Preliminary testing of the augmented reality bicycle system was successful in demonstrating that a modular mechatronic kit can monitor and record kinetic and kinematic parameters of several riders. PMID:24902780
NASA Astrophysics Data System (ADS)
Latinovic, T. S.; Deaconu, S. I.; Latinović, M. T.; Malešević, N.; Barz, C.
2015-06-01
This paper work with a new system that provides distance learning and online training engineers. The purpose of this paper is to develop and provide web-based system for the handling and control of remote devices via the Internet. Remote devices are currently the industry or mobile robots [13]. For future product development machine in the factory will be included in the system. This article also discusses the current use of virtual reality tools in the fields of science and engineering education. One programming tool in particular, virtual reality modeling language (VRML) is presented in the light of its applications and capabilities in the development of computer visualization tool for education. One contribution of this paper is to present the software tools and examples that can encourage educators to develop a virtual reality model to improve teaching in their discipline. [12] This paper aims to introduce a software platform, called VALIP where users can build, share, and manipulate 3D content in cooperation with the interaction processes in a 3D context, while participating hardware and software devices can be physical and / or logical distributed and connected together via the Internet. VALIP the integration of virtual laboratories to appropriate partners; therefore, allowing access to all laboratories in any of the partners in the project. VALIP provides advanced laboratory for training and research within robotics and production engineering, and thus, provides a great laboratory facilities with only having to invest a limited amount of resources at the local level to the partner site.
The highly intelligent virtual agents for modeling financial markets
NASA Astrophysics Data System (ADS)
Yang, G.; Chen, Y.; Huang, J. P.
2016-02-01
Researchers have borrowed many theories from statistical physics, like ensemble, Ising model, etc., to study complex adaptive systems through agent-based modeling. However, one fundamental difference between entities (such as spins) in physics and micro-units in complex adaptive systems is that the latter are usually with high intelligence, such as investors in financial markets. Although highly intelligent virtual agents are essential for agent-based modeling to play a full role in the study of complex adaptive systems, how to create such agents is still an open question. Hence, we propose three principles for designing high artificial intelligence in financial markets and then build a specific class of agents called iAgents based on these three principles. Finally, we evaluate the intelligence of iAgents through virtual index trading in two different stock markets. For comparison, we also include three other types of agents in this contest, namely, random traders, agents from the wealth game (modified on the famous minority game), and agents from an upgraded wealth game. As a result, iAgents perform the best, which gives a well support for the three principles. This work offers a general framework for the further development of agent-based modeling for various kinds of complex adaptive systems.
Development of visual 3D virtual environment for control software
NASA Technical Reports Server (NTRS)
Hirose, Michitaka; Myoi, Takeshi; Amari, Haruo; Inamura, Kohei; Stark, Lawrence
1991-01-01
Virtual environments for software visualization may enable complex programs to be created and maintained. A typical application might be for control of regional electric power systems. As these encompass broader computer networks than ever, construction of such systems becomes very difficult. Conventional text-oriented environments are useful in programming individual processors. However, they are obviously insufficient to program a large and complicated system, that includes large numbers of computers connected to each other; such programming is called 'programming in the large.' As a solution for this problem, the authors are developing a graphic programming environment wherein one can visualize complicated software in virtual 3D world. One of the major features of the environment is the 3D representation of concurrent process. 3D representation is used to supply both network-wide interprocess programming capability (capability for 'programming in the large') and real-time programming capability. The authors' idea is to fuse both the block diagram (which is useful to check relationship among large number of processes or processors) and the time chart (which is useful to check precise timing for synchronization) into a single 3D space. The 3D representation gives us a capability for direct and intuitive planning or understanding of complicated relationship among many concurrent processes. To realize the 3D representation, a technology to enable easy handling of virtual 3D object is a definite necessity. Using a stereo display system and a gesture input device (VPL DataGlove), our prototype of the virtual workstation has been implemented. The workstation can supply the 'sensation' of the virtual 3D space to a programmer. Software for the 3D programming environment is implemented on the workstation. According to preliminary assessments, a 50 percent reduction of programming effort is achieved by using the virtual 3D environment. The authors expect that the 3D environment has considerable potential in the field of software engineering.
Using Hypertext to Facilitate Information Sharing in Biomedical Research Groups
Chaney, R. Jesse; Shipman, Frank M.; Gorry, G. Anthony
1989-01-01
As part of our effort to create an Integrated Academic Information Management System at Baylor College of Medicine, we are developing information technology to support the efforts of scientific work groups. Many of our ideas in this regard are embodied in a system called the Virtual Notebook which is intended to facilitate information sharing and management in such groups. Here we discuss the foundations of that system - a hypertext system that we have developed using a relational data base and the distributable interface the we have written in the X Window System.
DEC Ada interface to Screen Management Guidelines (SMG)
NASA Technical Reports Server (NTRS)
Laomanachareon, Somsak; Lekkos, Anthony A.
1986-01-01
DEC's Screen Management Guidelines are the Run-Time Library procedures that perform terminal-independent screen management functions on a VT100-class terminal. These procedures assist users in designing, composing, and keeping track of complex images on a video screen. There are three fundamental elements in the screen management model: the pasteboard, the virtual display, and the virtual keyboard. The pasteboard is like a two-dimensional area on which a user places and manipulates screen displays. The virtual display is a rectangular part of the terminal screen to which a program writes data with procedure calls. The virtual keyboard is a logical structure for input operation associated with a physical keyboard. SMG can be called by all major VAX languages. Through Ada, predefined language Pragmas are used to interface with SMG. These features and elements of SMG are briefly discussed.
Real-time visual simulation of APT system based on RTW and Vega
NASA Astrophysics Data System (ADS)
Xiong, Shuai; Fu, Chengyu; Tang, Tao
2012-10-01
The Matlab/Simulink simulation model of APT (acquisition, pointing and tracking) system is analyzed and established. Then the model's C code which can be used for real-time simulation is generated by RTW (Real-Time Workshop). Practical experiments show, the simulation result of running the C code is the same as running the Simulink model directly in the Matlab environment. MultiGen-Vega is a real-time 3D scene simulation software system. With it and OpenGL, the APT scene simulation platform is developed and used to render and display the virtual scenes of the APT system. To add some necessary graphics effects to the virtual scenes real-time, GLSL (OpenGL Shading Language) shaders are used based on programmable GPU. By calling the C code, the scene simulation platform can adjust the system parameters on-line and get APT system's real-time simulation data to drive the scenes. Practical application shows that this visual simulation platform has high efficiency, low charge and good simulation effect.
ERIC Educational Resources Information Center
Childs, Mark; Schnieders, H. Lori; Williams, Gweno
2012-01-01
Using virtual worlds as media for learning and teaching gives rise to the potential for many unique ethical problems. Some of these arise due to the nature of the engagement with these virtual worlds, in which the students create a virtual representation, called an avatar, which may enable a sense of embodiment, and hence exposure, within the…
ERIC Educational Resources Information Center
Basham, James D.; Smith, Sean J.; Greer, Diana L.; Marino, Matthew T.
2013-01-01
This article examines the complex array of variables and implementation models that must be accounted for during the pivot from a purely brick-and-mortar educational system to one that makes use of both virtual and blended environments. The authors call for enhanced emphasis on instructional goals and design principles, rather than available…
Real-time Scheduling for GPUS with Applications in Advanced Automotive Systems
2015-01-01
129 3.7 Architecture of GPU tasklet scheduling infrastructure ...throughput. This disparity is even greater when we consider mobile CPUs, such as those designed by ARM. For instance, the ARM Cortex-A15 series processor as...stub library that replaces the GPGPU runtime within each virtual machine. The stub library communicates API calls to a GPGPU backend user-space daemon
A Multi-User Virtual Environment for Building and Assessing Higher Order Inquiry Skills in Science
ERIC Educational Resources Information Center
Ketelhut, Diane Jass; Nelson, Brian C.; Clarke, Jody; Dede, Chris
2010-01-01
This study investigated novel pedagogies for helping teachers infuse inquiry into a standards-based science curriculum. Using a multi-user virtual environment (MUVE) as a pedagogical vehicle, teams of middle-school students collaboratively solved problems around disease in a virtual town called River City. The students interacted with "avatars" of…
Analysis of a virtual memory model for maintaining database views
NASA Technical Reports Server (NTRS)
Kinsley, Kathryn C.; Hughes, Charles E.
1992-01-01
This paper presents an analytical model for predicting the performance of a new support strategy for database views. This strategy, called the virtual method, is compared with traditional methods for supporting views. The analytical model's predictions of improved performance by the virtual method are then validated by comparing these results with those achieved in an experimental implementation.
A Virtual Mission Operations Center: Collaborative Environment
NASA Technical Reports Server (NTRS)
Medina, Barbara; Bussman, Marie; Obenschain, Arthur F. (Technical Monitor)
2002-01-01
The Virtual Mission Operations Center - Collaborative Environment (VMOC-CE) intent is to have a central access point for all the resources used in a collaborative mission operations environment to assist mission operators in communicating on-site and off-site in the investigation and resolution of anomalies. It is a framework that as a minimum incorporates online chat, realtime file sharing and remote application sharing components in one central location. The use of a collaborative environment in mission operations opens up the possibilities for a central framework for other project members to access and interact with mission operations staff remotely. The goal of the Virtual Mission Operations Center (VMOC) Project is to identify, develop, and infuse technology to enable mission control by on-call personnel in geographically dispersed locations. In order to achieve this goal, the following capabilities are needed: Autonomous mission control systems Automated systems to contact on-call personnel Synthesis and presentation of mission control status and history information Desktop tools for data and situation analysis Secure mechanism for remote collaboration commanding Collaborative environment for remote cooperative work The VMOC-CE is a collaborative environment that facilitates remote cooperative work. It is an application instance of the Virtual System Design Environment (VSDE), developed by NASA Goddard Space Flight Center's (GSFC) Systems Engineering Services & Advanced Concepts (SESAC) Branch. The VSDE is a web-based portal that includes a knowledge repository and collaborative environment to serve science and engineering teams in product development. It is a "one stop shop" for product design, providing users real-time access to product development data, engineering and management tools, and relevant design specifications and resources through the Internet. The initial focus of the VSDE has been to serve teams working in the early portion of the system/product lifecycle - concept development, proposal preparation, and formulation. The VMOC-CE expands the application of the VSDE into the operations portion of the system lifecycle. It will enable meaningful and real-time collaboration regardless of the geographical distribution of project team members. Team members will be able to interact in satellite operations, specifically for resolving anomalies, through access to a desktop computer and the Internet. Mission Operations Management will be able to participate and monitor up to the minute status of anomalies or other mission operations issues. In this paper we present the VMOC-CE project, system capabilities, and technologies.
Design of a Gaze-Sensitive Virtual Social Interactive System for Children With Autism
Lahiri, Uttama; Warren, Zachary; Sarkar, Nilanjan
2013-01-01
Impairments in social communication skills are thought to be core deficits in children with autism spectrum disorder (ASD). In recent years, several assistive technologies, particularly Virtual Reality (VR), have been investigated to promote social interactions in this population. It is well known that children with ASD demonstrate atypical viewing patterns during social interactions and thus monitoring eye-gaze can be valuable to design intervention strategies. While several studies have used eye-tracking technology to monitor eye-gaze for offline analysis, there exists no real-time system that can monitor eye-gaze dynamically and provide individualized feedback. Given the promise of VR-based social interaction and the usefulness of monitoring eye-gaze in real-time, a novel VR-based dynamic eye-tracking system is developed in this work. This system, called Virtual Interactive system with Gaze-sensitive Adaptive Response Technology (VIGART), is capable of delivering individualized feedback based on a child’s dynamic gaze patterns during VR-based interaction. Results from a usability study with six adolescents with ASD are presented that examines the acceptability and usefulness of VIGART. The results in terms of improvement in behavioral viewing and changes in relevant eye physiological indexes of participants while interacting with VIGART indicate the potential of this novel technology. PMID:21609889
Design of a gaze-sensitive virtual social interactive system for children with autism.
Lahiri, Uttama; Warren, Zachary; Sarkar, Nilanjan
2011-08-01
Impairments in social communication skills are thought to be core deficits in children with autism spectrum disorder (ASD). In recent years, several assistive technologies, particularly Virtual Reality (VR), have been investigated to promote social interactions in this population. It is well known that children with ASD demonstrate atypical viewing patterns during social interactions and thus monitoring eye-gaze can be valuable to design intervention strategies. While several studies have used eye-tracking technology to monitor eye-gaze for offline analysis, there exists no real-time system that can monitor eye-gaze dynamically and provide individualized feedback. Given the promise of VR-based social interaction and the usefulness of monitoring eye-gaze in real-time, a novel VR-based dynamic eye-tracking system is developed in this work. This system, called Virtual Interactive system with Gaze-sensitive Adaptive Response Technology (VIGART), is capable of delivering individualized feedback based on a child's dynamic gaze patterns during VR-based interaction. Results from a usability study with six adolescents with ASD are presented that examines the acceptability and usefulness of VIGART. The results in terms of improvement in behavioral viewing and changes in relevant eye physiological indexes of participants while interacting with VIGART indicate the potential of this novel technology. © 2011 IEEE
Cracking the egg: virtual embryogenesis of real robots.
Cussat-Blanc, Sylvain; Pollack, Jordan
2014-01-01
All multicellular living beings are created from a single cell. A developmental process, called embryogenesis, takes this first fertilized cell down a complex path of reproduction, migration, and specialization into a complex organism adapted to its environment. In most cases, the first steps of the embryogenesis take place in a protected environment such as in an egg or in utero. Starting from this observation, we propose a new approach to the generation of real robots, strongly inspired by living systems. Our robots are composed of tens of specialized cells, grown from a single cell using a bio-inspired virtual developmental process. Virtual cells, controlled by gene regulatory networks, divide, migrate, and specialize to produce the robot's body plan (morphology), and then the robot is manually built from this plan. Because the robot is as easy to assemble as Lego, the building process could be easily automated.
Telerobotic surgery: applications on human patients and training with virtual reality.
Rovetta, A; Bejczy, A K; Sala, R
1997-01-01
This paper deals with the developed researches and applications on telerobotic surgery, devoted to human patients and with training by virtual reality. The researches have been developed in cooperation between Telerobotics Laboratory, Department of Mechanics, Politecnico di Milano, Italy, and Automation and Control Section, Jet Propulsion Laboratory, Pasadena, USA. The researches carried to a telesurgery robotic operation on a dummy on 7th July 1993, by means of satellites communications, to a prostatic biopsy on a human patient on 1st September 1995 with optical fibers, to results on time delay effects, to results on virtual reality applications for training on laparoscopy and surgery. The search implied time delay when the control input originated in Politecnico di Milano, Italy. The results were satisfactory, but also pointed out the need for specific new control transformations to ease the operator's or surgeon's visual/mental workload for hand-eye coordination. In the same research, dummy force commands from JPL to Milan were sent, and were echoed immediately back to JPL, measuring the round-trip time of the command signal. This, to some degree, simulates a contact force feedback situation. The results were very surprising; despite the fact that the ISDN calls are closed and "private" calls, the round-trip time exhibited great variations not only between calls but also within the same call. The results proved that telerobotics and telecontrol may be applied to surgery. Time latency variations are caused by features of communication network, of sending and receiving end computer software. The problem and its solution is also an architectural issue, and considerable improvements are possible. Virtual reality in the application of the research is a strong support to training on virtual objects and not on living beings.
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…
ERIC Educational Resources Information Center
Tekbiyik, Ahmet; Ercan, Orhan
2015-01-01
Current study examined the effects of virtual and physical laboratory practices on students' conceptual achievement in the subject of electricity and their attitudes towards simple electric circuits. Two groups (virtual and physical) selected through simple random sampling was taught with web-aided material called "Electricity in Our…
ERIC Educational Resources Information Center
Rigby, C. Scott; Przybylski, Andrew K.
2009-01-01
Participation in expansive video games called "virtual worlds" has become a mainstream leisure activity for tens of millions of people around the world. The growth of this industry and the strong motivational appeal of these digital worlds invite a closer examination as to how educators can learn from today's virtual worlds in the development of…
ERIC Educational Resources Information Center
Lau, Kung Wong; Kan, Chi Wai; Lee, Pui Yuen
2017-01-01
Purpose: The purpose of this paper is to discuss the use of stereoscopic virtual technology in textile and fashion studies in particular to the area of chemical experiment. The development of a designed virtual platform, called Stereoscopic Chemical Laboratory (SCL), is introduced. Design/methodology/approach: To implement the suggested…
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.
Diers, Martin; Kamping, Sandra; Kirsch, Pinar; Rance, Mariela; Bekrater-Bodmann, Robin; Foell, Jens; Trojan, Joerg; Fuchs, Xaver; Bach, Felix; Maaß, Heiko; Cakmak, Hüseyin; Flor, Herta
2015-01-12
Extended viewing of movements of one's intact limb in a mirror as well as motor imagery have been shown to decrease pain in persons with phantom limb pain or complex regional pain syndrome and to increase the movement ability in hemiparesis following stroke. In addition, mirrored movements differentially activate sensorimotor cortex in amputees with and without phantom limb pain. However, using a so-called mirror box has technical limitations, some of which can be overcome by virtual reality applications. We developed a virtual reality mirror box application and evaluated its comparability to a classical mirror box setup. We applied both paradigms to 20 healthy controls and analyzed vividness and authenticity of the illusion as well as brain activation patterns. In both conditions, subjects reported similar intensities for the sensation that movements of the virtual left hand felt as if they were executed by their own left hand. We found activation in the primary sensorimotor cortex contralateral to the actual movement, with stronger activation for the virtual reality 'mirror box' compared to the classical mirror box condition, as well as activation in the primary sensorimotor cortex contralateral to the mirrored/virtual movement. We conclude that a virtual reality application of the mirror box is viable and that it might be useful for future research. Copyright © 2014 Elsevier B.V. All rights reserved.
VIRTUAL FRAME BUFFER INTERFACE
NASA Technical Reports Server (NTRS)
Wolfe, T. L.
1994-01-01
Large image processing systems use multiple frame buffers with differing architectures and vendor supplied user interfaces. This variety of architectures and interfaces creates software development, maintenance, and portability problems for application programs. The Virtual Frame Buffer Interface program makes all frame buffers appear as a generic frame buffer with a specified set of characteristics, allowing programmers to write code which will run unmodified on all supported hardware. The Virtual Frame Buffer Interface converts generic commands to actual device commands. The virtual frame buffer consists of a definition of capabilities and FORTRAN subroutines that are called by application programs. The virtual frame buffer routines may be treated as subroutines, logical functions, or integer functions by the application program. Routines are included that allocate and manage hardware resources such as frame buffers, monitors, video switches, trackballs, tablets and joysticks; access image memory planes; and perform alphanumeric font or text generation. The subroutines for the various "real" frame buffers are in separate VAX/VMS shared libraries allowing modification, correction or enhancement of the virtual interface without affecting application programs. The Virtual Frame Buffer Interface program was developed in FORTRAN 77 for a DEC VAX 11/780 or a DEC VAX 11/750 under VMS 4.X. It supports ADAGE IK3000, DEANZA IP8500, Low Resolution RAMTEK 9460, and High Resolution RAMTEK 9460 Frame Buffers. It has a central memory requirement of approximately 150K. This program was developed in 1985.
Monitoring the englacial fracture state using virtual-reflector seismology
NASA Astrophysics Data System (ADS)
Lindner, F.; Weemstra, C.; Walter, F.; Hadziioannou, C.
2017-12-01
Fracturing and changes in the englacial macroscopic water content change the elastic bulk properties of ice bodies. Small seismic velocity variations, resulting from such changes, can be measured using a technique called coda-wave interferometry. Here, coda refers to the later-arriving, multiply scattered waves. Often, this technique is applied to so-called virtual-source responses, which can be obtained using seismic interferometry (a simple crosscorrelation process). Compared to other media (e.g., the Earth's crust), however, ice bodies exhibit relatively little scattering. This complicates the application of coda-wave interferometry to the retrieved virtual-source responses. In this work, we therefore investigate the applicability of coda-wave interferometry to virtual-source responses obtained using two alternative seismic interferometric techniques, namely, seismic interferometry by multidimensional deconvolution (SI by MDD), and virtual-reflector seismology (VRS). To that end, we use synthetic data, as well as active-source glacier data acquired on Glacier de la Plaine Morte, Switzerland. Both SI by MDD and VRS allow the retrieval of more accurate virtual-source responses. In particular, the dependence of the retrieved virtual-source responses on the illumination pattern is reduced. We find that this results in more accurate glacial phase-velocity estimates. In addition, VRS introduces virtual reflections from a receiver contour (partly) enclosing the medium of interest. By acting as a sort of virtual reverberation, the coda resulting from the application of VRS significantly increases seismic monitoring capabilities, in particular in cases where natural scattering coda is not available.
Ardalan, Ali; Balikuddembe, Joseph Kimuli; Ingrassia, Pier Luigi; Carenzo, Luca; Della Corte, Francesco; Akbarisari, Ali; Djalali, Ahmadreza
2015-07-13
Disaster education needs innovative educational methods to be more effective compared to traditional approaches. This can be done by using virtual simulation method. This article presents an experience about using virtual simulation methods to teach health professional on disaster medicine in Iran. The workshop on the "Application of New Technologies in Disaster Management Simulation" was held in Tehran in January 2015. It was co-organized by the Disaster and Emergency Health Academy of Tehran University of Medical Sciences and Emergency and the Research Center in Disaster Medicine and Computer Science applied to Medicine (CRIMEDIM), Università del Piemonte Orientale. Different simulators were used by the participants, who were from the health system and other relevant fields, both inside and outside Iran. As a result of the workshop, all the concerned stakeholders are called on to support this new initiative of incorporating virtual training and exercise simulation in the field of disaster medicine, so that its professionals are endowed with field-based and practical skills in Iran and elsewhere. Virtual simulation technology is recommended to be used in education of disaster management. This requires capacity building of instructors, and provision of technologies. International collaboration can facilitate this process.
Zhou, Y; Murata, T; Defanti, T A
2000-01-01
Despite their attractive properties, networked virtual environments (net-VEs) are notoriously difficult to design, implement, and test due to the concurrency, real-time and networking features in these systems. Net-VEs demand high quality-of-service (QoS) requirements on the network to maintain natural and real-time interactions among users. The current practice for net-VE design is basically trial and error, empirical, and totally lacks formal methods. This paper proposes to apply a Petri net formal modeling technique to a net-VE-NICE (narrative immersive constructionist/collaborative environment), predict the net-VE performance based on simulation, and improve the net-VE performance. NICE is essentially a network of collaborative virtual reality systems called the CAVE-(CAVE automatic virtual environment). First, we introduce extended fuzzy-timing Petri net (EFTN) modeling and analysis techniques. Then, we present EFTN models of the CAVE, NICE, and transport layer protocol used in NICE: transmission control protocol (TCP). We show the possibility analysis based on the EFTN model for the CAVE. Then, by using these models and design/CPN as the simulation tool, we conducted various simulations to study real-time behavior, network effects and performance (latencies and jitters) of NICE. Our simulation results are consistent with experimental data.
VERSE - Virtual Equivalent Real-time Simulation
NASA Technical Reports Server (NTRS)
Zheng, Yang; Martin, Bryan J.; Villaume, Nathaniel
2005-01-01
Distributed real-time simulations provide important timing validation and hardware in the- loop results for the spacecraft flight software development cycle. Occasionally, the need for higher fidelity modeling and more comprehensive debugging capabilities - combined with a limited amount of computational resources - calls for a non real-time simulation environment that mimics the real-time environment. By creating a non real-time environment that accommodates simulations and flight software designed for a multi-CPU real-time system, we can save development time, cut mission costs, and reduce the likelihood of errors. This paper presents such a solution: Virtual Equivalent Real-time Simulation Environment (VERSE). VERSE turns the real-time operating system RTAI (Real-time Application Interface) into an event driven simulator that runs in virtual real time. Designed to keep the original RTAI architecture as intact as possible, and therefore inheriting RTAI's many capabilities, VERSE was implemented with remarkably little change to the RTAI source code. This small footprint together with use of the same API allows users to easily run the same application in both real-time and virtual time environments. VERSE has been used to build a workstation testbed for NASA's Space Interferometry Mission (SIM PlanetQuest) instrument flight software. With its flexible simulation controls and inexpensive setup and replication costs, VERSE will become an invaluable tool in future mission development.
ERIC Educational Resources Information Center
Ros, S.; Robles-Gomez, A.; Hernandez, R.; Caminero, A. C.; Pastor, R.
2012-01-01
This paper outlines the adaptation of a course on the management of network services in operating systems, called NetServicesOS, to the context of the new European Higher Education Area (EHEA). NetServicesOS is a mandatory course in one of the official graduate programs in the Faculty of Computer Science at the Universidad Nacional de Educacion a…
Mid-Frequency Sonar Interactions with Beaked Whales
2010-09-30
1 Mid-Frequency Sonar Interactions with Beaked Whales PI Kenneth G. Foote Woods Hole Oceanographic Institution, 98 Water Street, Woods Hole, MA...modeling and visualization system, called the Virtual Beaked Whale, to enable users to predict mid-frequency sonar -induced acoustic fields inside beaked...nature of sonar interactions with beaked whales, and may prove useful in evaluating alternate sonar transmit signals that retain the required
Applications of virtual reality technology in pathology.
Grimes, G J; McClellan, S A; Goldman, J; Vaughn, G L; Conner, D A; Kujawski, E; McDonald, J; Winokur, T; Fleming, W
1997-01-01
TelePath(SM) a telerobotic system utilizing virtual microscope concepts based on high quality still digital imaging and aimed at real-time support for surgery by remote diagnosis of frozen sections. Many hospitals and clinics have an application for the remote practice of pathology, particularly in the area of reading frozen sections in support of surgery, commonly called anatomic pathology. The goal is to project the expertise of the pathologist into the remote setting by giving the pathologist access to the microscope slides with an image quality and human interface comparable to what the pathologist would experience at a real rather than a virtual microscope. A working prototype of a virtual microscope has been defined and constructed which has the needed performance in both the image quality and human interface areas for a pathologist to work remotely. This is accomplished through the use of telerobotics and an image quality which provides the virtual microscope the same diagnostic capabilities as a real microscope. The examination of frozen sections is performed a two-dimensional world. The remote pathologist is in a virtual world with the same capabilities as a "real" microscope, but response times may be slower depending on the specific computing and telecommunication environments. The TelePath system has capabilities far beyond a normal biological microscope, such as the ability to create a low power image of the entire sample using multiple images digitally matched together; the ability to digitally retrace a viewing trajectory; and the ability to archive images using CD ROM and other mass storage devices.
An imperialist competitive algorithm for virtual machine placement in cloud computing
NASA Astrophysics Data System (ADS)
Jamali, Shahram; Malektaji, Sepideh; Analoui, Morteza
2017-05-01
Cloud computing, the recently emerged revolution in IT industry, is empowered by virtualisation technology. In this paradigm, the user's applications run over some virtual machines (VMs). The process of selecting proper physical machines to host these virtual machines is called virtual machine placement. It plays an important role on resource utilisation and power efficiency of cloud computing environment. In this paper, we propose an imperialist competitive-based algorithm for the virtual machine placement problem called ICA-VMPLC. The base optimisation algorithm is chosen to be ICA because of its ease in neighbourhood movement, good convergence rate and suitable terminology. The proposed algorithm investigates search space in a unique manner to efficiently obtain optimal placement solution that simultaneously minimises power consumption and total resource wastage. Its final solution performance is compared with several existing methods such as grouping genetic and ant colony-based algorithms as well as bin packing heuristic. The simulation results show that the proposed method is superior to other tested algorithms in terms of power consumption, resource wastage, CPU usage efficiency and memory usage efficiency.
A Call to Action: To Improve the Quality of Full-Time Virtual Charter Public Schools
ERIC Educational Resources Information Center
National Alliance for Public Charter Schools, 2016
2016-01-01
Currently, more than 180,000 students attend 135 full-time virtual charter schools in 23 states and the District of Columbia. While some students do well in a full-time virtual charter school environment, too many of these schools are not providing a quality educational program to the vast majority of their students, while enrolling too many who…
An Envelope Based Feedback Control System for Earthquake Early Warning: Reality Check Algorithm
NASA Astrophysics Data System (ADS)
Heaton, T. H.; Karakus, G.; Beck, J. L.
2016-12-01
Earthquake early warning systems are, in general, designed to be open loop control systems in such a way that the output, i.e., the warning messages, only depend on the input, i.e., recorded ground motions, up to the moment when the message is issued in real-time. We propose an algorithm, which is called Reality Check Algorithm (RCA), which would assess the accuracy of issued warning messages, and then feed the outcome of the assessment back into the system. Then, the system would modify its messages if necessary. That is, we are proposing to convert earthquake early warning systems into feedback control systems by integrating them with RCA. RCA works by continuously monitoring and comparing the observed ground motions' envelopes to the predicted envelopes of Virtual Seismologist (Cua 2005). Accuracy of magnitude and location (both spatial and temporal) estimations of the system are assessed separately by probabilistic classification models, which are trained by a Sparse Bayesian Learning technique called Automatic Relevance Determination prior.
Validation of Robotic Surgery Simulator (RoSS).
Kesavadas, Thenkurussi; Stegemann, Andrew; Sathyaseelan, Gughan; Chowriappa, Ashirwad; Srimathveeravalli, Govindarajan; Seixas-Mikelus, Stéfanie; Chandrasekhar, Rameella; Wilding, Gregory; Guru, Khurshid
2011-01-01
Recent growth of daVinci Robotic Surgical System as a minimally invasive surgery tool has led to a call for better training of future surgeons. In this paper, a new virtual reality simulator, called RoSS is presented. Initial results from two studies - face and content validity, are very encouraging. 90% of the cohort of expert robotic surgeons felt that the simulator was excellent or somewhat close to the touch and feel of the daVinci console. Content validity of the simulator received 90% approval in some cases. These studies demonstrate that RoSS has the potential of becoming an important training tool for the daVinci surgical robot.
The Socialization of Virtual Teams: Implications for ISD
NASA Astrophysics Data System (ADS)
Mullally, Brenda; Stapleton, Larry
Studies show that Information Systems Development (ISD) projects do not fulfil stakeholder expectations of completion time, quality and budget. (2005) study shows that development is more about social interaction and mutual understanding than following a prescribed method. Systems development is a social process where interactions help to make sense of the reality within which the system is developed (Hirschheirn et al., 1991). Research concentrates on methodology when in fact method may not be the primary problem. Authors have called for further research to investigate the true nature of the current systems development environment in real organisational situations (Fitzgerald, 2000).
Optimization of armored fighting vehicle crew performance in a net-centric battlefield
NASA Astrophysics Data System (ADS)
McKeen, William P.; Espenant, Mark
2002-08-01
Traditional display, control and situational awareness technologies may not allow the fighting vehicle commander to take full advantage of the rich data environment made available in the net-centric battle field of the future. Indeed, the sheer complexity and volume of available data, if not properly managed, may actually reduce crew performance by overloading or confusing the commander with irrelevant information. New techniques must be explored to understand how to present battlefield information and provide the commander with continuous high quality situational awareness without significant cognitive overhead. Control of the vehicle's many complex systems must also be addressed the entire Soldier Machine Interface must be optimized if we are to realize the potential performance improvements. Defence Research and Development Canada (DRDC) and General Dynamics Canada Ltd. have embarked on a joint program called Future Armoured Fighting Vehicle Systems Technology Demonstrator, to explore these issues. The project is based on man-in-the-loop experimentation using virtual reality technology on a six degree-of-freedom motion platform that simulates the motion, sights and sounds inside a future armoured vehicle. The vehicle commander is provided with a virtual reality vision system to view a simulated 360 degree multi-spectrum representation of the battlespace, thus providing enhanced situational awareness. Graphic overlays with decision aid information will be added to reduce cognitive loading. Experiments will be conducted to evaluate the effectiveness of virtual control systems. The simulations are carried out in a virtual battlefield created by linking our simulation system with other simulation centers to provide a net-centric battlespace where enemy forces can be engaged in fire fights. Survivability and lethality will be measured in successive test sequences using real armoured fighting vehicle crews to optimize overall system effectiveness.
NASA Astrophysics Data System (ADS)
Pan, Edward A.
Science, technology, engineering, and mathematics (STEM) education is a national focus. Engineering education, as part of STEM education, needs to adapt to meet the needs of the nation in a rapidly changing world. Using computer-based visualization tools and corresponding 3D printed physical objects may help nontraditional students succeed in engineering classes. This dissertation investigated how adding physical or virtual learning objects (called manipulatives) to courses that require mental visualization of mechanical systems can aid student performance. Dynamics is one such course, and tends to be taught using lecture and textbooks with static diagrams of moving systems. Students often fail to solve the problems correctly and an inability to mentally visualize the system can contribute to student difficulties. This study found no differences between treatment groups on quantitative measures of spatial ability and conceptual knowledge. There were differences between treatments on measures of mechanical reasoning ability, in favor of the use of physical and virtual manipulatives over static diagrams alone. There were no major differences in student performance between the use of physical and virtual manipulatives. Students used the physical and virtual manipulatives to test their theories about how the machines worked, however their actual time handling the manipulatives was extremely limited relative to the amount of time they spent working on the problems. Students used the physical and virtual manipulatives as visual aids when communicating about the problem with their partners, and this behavior was also seen with Traditional group students who had to use the static diagrams and gesture instead. The explanations students gave for how the machines worked provided evidence of mental simulation; however, their causal chain analyses were often flawed, probably due to attempts to decrease cognitive load. Student opinions about the static diagrams and dynamic models varied by type of model (static, physical, virtual), but were generally favorable. The Traditional group students, however, indicated that the lack of adequate representation of motion in the static diagrams was a problem, and wished they had access to the physical and virtual models.
Designing and researching of the virtual display system based on the prism elements
NASA Astrophysics Data System (ADS)
Vasilev, V. N.; Grimm, V. A.; Romanova, G. E.; Smirnov, S. A.; Bakholdin, A. V.; Grishina, N. Y.
2014-05-01
Problems of designing of systems for virtual display systems for augmented reality placed near the observers eye (so called head worn displays) with the light guide prismatic elements are considered. Systems of augmented reality is the complex consists of the image generator (most often it's the microdisplay with the illumination system if the display is not self-luminous), the objective which forms the display image practically in infinity and the combiner which organizes the light splitting so that an observer could see the information of the microdisplay and the surrounding environment as the background at the same time. This work deals with the system with the combiner based on the composite structure of the prism elements. In the work three cases of the prism combiner design are considered and also the results of the modeling with the optical design software are presented. In the model the question of the large pupil zone was analyzed and also the discontinuous character (mosaic structure) of the angular field in transmission of the information from the microdisplay to the observer's eye with the prismatic structure are discussed.
2014-04-01
of this project is to help prevent psychological disorders in high-risk individuals with early symptoms of stress, depression , substance use, and...questionnaires in five domains (i.e., stress, anxiety, sleep quality, depression , and alcohol use). An expert system, called the intelligent virtual...problems mentioned were depression , anxiety and sleep issues. Additional post deployment health problems discussed include stress, aggression, social
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.
A Virtual Bioinformatics Knowledge Environment for Early Cancer Detection
NASA Technical Reports Server (NTRS)
Crichton, Daniel; Srivastava, Sudhir; Johnsey, Donald
2003-01-01
Discovery of disease biomarkers for cancer is a leading focus of early detection. The National Cancer Institute created a network of collaborating institutions focused on the discovery and validation of cancer biomarkers called the Early Detection Research Network (EDRN). Informatics plays a key role in enabling a virtual knowledge environment that provides scientists real time access to distributed data sets located at research institutions across the nation. The distributed and heterogeneous nature of the collaboration makes data sharing across institutions very difficult. EDRN has developed a comprehensive informatics effort focused on developing a national infrastructure enabling seamless access, sharing and discovery of science data resources across all EDRN sites. This paper will discuss the EDRN knowledge system architecture, its objectives and its accomplishments.
Virtual Control Policy for Binary Ordered Resources Petri Net Class
Rovetto, Carlos A.; Concepción, Tomás J.; Cano, Elia Esther
2016-01-01
Prevention and avoidance of deadlocks in sensor networks that use the wormhole routing algorithm is an active research domain. There are diverse control policies that will address this problem being our approach a new method. In this paper we present a virtual control policy for the new specialized Petri net subclass called Binary Ordered Resources Petri Net (BORPN). Essentially, it is an ordinary class constructed from various state machines that share unitary resources in a complex form, which allows branching and joining of processes. The reduced structure of this new class gives advantages that allow analysis of the entire system’s behavior, which is a prohibitive task for large systems because of the complexity and routing algorithms. PMID:27548170
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…
Federal Register 2010, 2011, 2012, 2013, 2014
2013-05-02
...-fired furnaces, Underwriters Laboratories (UL) Standard 727-1994, ``Standard for Safety for Oil-Fired... supplementary method called a catalog teardown (or ``virtual teardown'') uses published manufacturer catalogs... similar products and in manufacturer literature and information, to estimate the costs using virtual...
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…
DOE Office of Scientific and Technical Information (OSTI.GOV)
Stansfield, S.; Shawver, D.; Sobel, A.
This paper presents a prototype virtual reality (VR) system for training medical first responders. The initial application is to battlefield medicine and focuses on the training of medical corpsmen and other front-line personnel who might be called upon to provide emergency triage on the battlefield. The system is built upon Sandia`s multi-user, distributed VR platform and provides an interactive, immersive simulation capability. The user is represented by an Avatar and is able to manipulate his virtual instruments and carry out medical procedures. A dynamic casualty simulation provides realistic cues to the patient`s condition (e.g. changing blood pressure and pulse) andmore » responds to the actions of the trainee (e.g. a change in the color of a patient`s skin may result from a check of the capillary refill rate). The current casualty simulation is of an injury resulting in a tension pneumothorax. This casualty model was developed by the University of Pennsylvania and integrated into the Sandia MediSim system.« less
CAVEman: Standardized anatomical context for biomedical data mapping.
Turinsky, Andrei L; Fanea, Elena; Trinh, Quang; Wat, Stephen; Hallgrímsson, Benedikt; Dong, Xiaoli; Shu, Xueling; Stromer, Julie N; Hill, Jonathan W; Edwards, Carol; Grosenick, Brenda; Yajima, Masumi; Sensen, Christoph W
2008-01-01
The authors have created a software system called the CAVEman, for the visual integration and exploration of heterogeneous anatomical and biomedical data. The CAVEman can be applied for both education and research tasks. The main component of the system is a three-dimensional digital atlas of the adult male human anatomy, structured according to the nomenclature of Terminologia Anatomica. The underlying data-indexing mechanism uses standard ontologies to map a range of biomedical data types onto the atlas. The CAVEman system is now used to visualize genetic processes in the context of the human anatomy and to facilitate visual exploration of the data. Through the use of Javatrade mark software, the atlas-based system is portable to virtually any computer environment, including personal computers and workstations. Existing Java tools for biomedical data analysis have been incorporated into the system. The affordability of virtual-reality installations has increased dramatically over the last several years. This creates new opportunities for educational scenarios that model important processes in a patient's body, including gene expression patterns, metabolic activity, the effects of interventions such as drug treatments, and eventually surgical simulations.
On Why It Is Impossible to Prove that the BDX90 Dispatcher Implements a Time-sharing System
NASA Technical Reports Server (NTRS)
Boyer, R. S.; Moore, J. S.
1983-01-01
The Software Implemented Fault Tolerance SIFT system, is written in PASCAL except for about a page of machine code. The SIFT system implements a small time sharing system in which PASCAL programs for separate application tasks are executed according to a schedule with real time constraints. The PASCAL language has no provision for handling the notion of an interrupt such as the B930 clock interrupt. The PASCAL language also lacks the notion of running a PASCAL subroutine for a given amount of time, suspending it, saving away the suspension, and later activating the suspension. Machine code was used to overcome these inadequacies of PASCAL. Code which handles clock interrupts and suspends processes is called a dispatcher. The time sharing/virtual machine idea is completely destroyed by the reconfiguration task. After termination of the reconfiguration task, the tasks run by the dispatcher have no relation to those run before reconfiguration. It is impossible to view the dispatcher as a time-sharing system implementing virtual BDX930s running concurrently when one process can wipe out the others.
Neuroscience, virtual reality and neurorehabilitation: brain repair as a validation of brain theory.
Verschure, Paul F M J
2011-01-01
This paper argues that basing cybertherapy approaches on a theoretical understanding of the brain has advantages. On one hand it provides for a rational approach towards therapy design while on the other allowing for a direct validation of brain theory in the clinic. As an example this paper discusses how the Distributed Adaptive Control architecture, a theory of mind, brain and action, has given rise to a new paradigm in neurorehabilitation called the Rehabilitation Gaming System (RGS) and to novel neuroprosthetic systems. The neuroprosthetic system considered is developed to replace the function of cerebellar micro-circuits, expresses core aspects of the learning systems of DAC and has been successfully tested in in-vivo experiments. The Virtual reality based rehabilitation paradigm of RGS has been validated in the treatment of acute and chronic stroke and has been shown to be more effective than existing methods. RGS provides a foundation for integrated at-home therapy systems that can operate largely autonomously when also augmented with appropriate physiological monitoring and diagnostic devices. These examples provide first steps towards a science based medicine.
[The use of virtual learning environment in teaching basic and advanced life support].
Cogo, Ana Luísa Petersen; Silveira, Denise Tolfo; Lírio, Aline de Morais; Severo, Carolina Lopes
2003-12-01
The present paper is the result of an experiment conducted as part of the Nursing: basic and advanced life support course, which was offered as a semi-online course using the virtual learning environment called Learning Space. The virtual learning environment optimizes classroom dynamics, since in the classroom setting, practical activities may be privileged; besides, learning is customized as students may access the environment whenever and wherever they wish.
Sullivan, D K; Goetz, J R; Gibson, C A; Mayo, M S; Washburn, R A; Lee, Y; Ptomey, L T; Donnelly, J E
2016-01-01
Despite the plethora of weight loss programs available in the US, the prevalence of overweight and obesity (BMI≥25kg/m(2)) among US adults continues to rise at least, in part, due to the high probability of weight regain following weight loss. Thus, the development and evaluation of novel interventions designed to improve weight maintenance are clearly needed. Virtual reality environments offer a promising platform for delivering weight maintenance interventions as they provide rapid feedback, learner experimentation, real-time personalized task selection and exploration. Utilizing virtual reality during weight maintenance allows individuals to engage in repeated experiential learning, practice skills, and participate in real-life scenarios without real-life repercussions, which may diminish weight regain. We will conduct an 18-month effectiveness trial (6 months weight loss, 12 months weight maintenance) in 202 overweight/obese adults (BMI 25-44.9kg/m(2)). Participants who achieve ≥5% weight loss following a 6month weight loss intervention delivered by phone conference call will be randomized to weight maintenance interventions delivered by conference call or conducted in a virtual environment (Second Life®). The primary aim of the study is to compare weight change during maintenance between the phone conference call and virtual groups. Secondarily, potential mediators of weight change including energy and macronutrient intake, physical activity, consumption of fruits and vegetables, self-efficacy for both physical activity and diet, and attendance and completion of experiential learning assignments will also be assessed. Copyright © 2015 Elsevier Inc. All rights reserved.
Sullivan, DK; Goetz, JR; Gibson, CA; Mayo, MS; Washburn, RA; Lee, Y; Ptomey, LT; Donnelly, JE
2015-01-01
Despite the plethora of weight loss programs available in the US, the prevalence of overweight and obesity (BMI ≥ 25 kg/m2) among US adults continues to rise at least, in part, due to the high probability of weight regain following weight loss. Thus, the development and evaluation of novel interventions designed to improve weight maintenance is clearly needed. Virtual reality environments offer a promising platform for delivering weight maintenance interventions as they provide rapid feedback, learner experimentation, real-time personalized task selection and exploration. Utilizing virtual reality during weight maintenance allows individuals to engage in repeated experiential learning, practice skills, and participate in real-life scenarios without reallife repercussions, which may diminish weight regain. We will conduct an 18-month effectiveness trial (6 months weight loss, 12 months weight maintenance) in 202 overweight/obese adults (BMI 25–44.9 kg/m2). Participants who achieve ≥ 5% weight loss following a 6 month weight loss intervention delivered by phone conference call will be randomized to weight maintenance interventions delivered by conference call or conducted in a virtual environment (Second Life®). The primary aim of the study is to compare weight change during maintenance between the phone conference call and virtual groups. Secondarily, potential mediators of weight change including energy and macronutrient intake, physical activity, consumption of fruits and vegetables, self-efficacy for both physical activity and diet, and attendance and completion of experiential learning assignments will also be assessed. PMID:26616535
Past into Future: Capturing Library Expertise in a Virtual Library.
ERIC Educational Resources Information Center
Daniels, Wayne; Scardellato, Kathy
1999-01-01
Reports on an initiative by the Toronto Public Library to create the "Virtual Reference Library" (VRL). Describes the first service to be offered, a Dewey application called "Science Net." Discusses the VRL and its precursor, objectives, basis for its funding, technical aspects, progress to date and future direction. (AEF)
Designing and Deploying 3D Collaborative Games in Education
ERIC Educational Resources Information Center
Mavridis, Apostolos; Tsiatsos, Thrasyvoulos; Terzidou, Theodouli
2016-01-01
This paper focuses on methodologies of serious games deployment and evaluation. Particularly, this study will present a specific category of serious games that are based on Collaborative Virtual Environments and they aim to support Collaborative Learning. We call these serious games Collaborative Virtual Educational Games (CVEG). The paper aims to…
Using a Virtual Population to Authentically Teach Epidemiology and Biostatistics
ERIC Educational Resources Information Center
Dunn, Peter K.; Donnison, Sharn; Cole, Rachel; Bulmer, Michael
2017-01-01
Epidemiology is the study of the distribution of disease in human populations. This means that authentically teaching primary data collection in epidemiology is difficult as students cannot easily access suitable human populations. Using an action research methodology, this paper studied the use of a virtual human population (called "The…
An Online Image Analysis Tool for Science Education
ERIC Educational Resources Information Center
Raeside, L.; Busschots, B.; Waddington, S.; Keating, J. G.
2008-01-01
This paper describes an online image analysis tool developed as part of an iterative, user-centered development of an online Virtual Learning Environment (VLE) called the Education through Virtual Experience (EVE) Portal. The VLE provides a Web portal through which schoolchildren and their teachers create scientific proposals, retrieve images and…
Virtual groups for patient WBAN monitoring in medical environments.
Ivanov, Stepan; Foley, Christopher; Balasubramaniam, Sasitharan; Botvich, Dmitri
2012-11-01
Wireless body area networks (WBAN) provide a tremendous opportunity for remote health monitoring. However, engineering WBAN health monitoring systems encounters a number of challenges including efficient WBAN monitoring information extraction, dynamically fine tuning the monitoring process to suit the quality of data, and to allow the translation of high-level requirements of medical officers to low-level sensor reconfiguration. This paper addresses these challenges, by proposing an architecture that allows virtual groups to be formed between devices of patients, nurses, and doctors in order to enable remote analysis of WBAN data. Group formation and modification is performed with respect to patients' conditions and medical officers' requirements, which could be easily adjusted through high-level policies. We also propose, a new metric called the Quality of Health Monitoring, which allows medical officers to provide feedback on the quality of WBAN data received. The WBAN data gathered are transmitted to the virtual group members through an underlying environmental sensor network. The proposed approach is evaluated through a series of simulation.
[Application of virtual instrumentation technique in toxicological studies].
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.
An enhanced methodology for spacecraft correlation activity using virtual testing tools
NASA Astrophysics Data System (ADS)
Remedia, Marcello; Aglietti, Guglielmo S.; Appolloni, Matteo; Cozzani, Alessandro; Kiley, Andrew
2017-11-01
Test planning and post-test correlation activity have been issues of growing importance in the last few decades and many methodologies have been developed to either quantify or improve the correlation between computational and experimental results. In this article the methodologies established so far are enhanced with the implementation of a recently developed procedure called Virtual Testing. In the context of fixed-base sinusoidal tests (commonly used in the space sector for correlation), there are several factors in the test campaign that affect the behaviour of the satellite and are not normally taken into account when performing analyses: different boundary conditions created by the shaker's own dynamics, non-perfect control system, signal delays etc. All these factors are the core of the Virtual Testing implementation, which will be thoroughly explained in this article and applied to the specific case of Bepi-Colombo spacecraft tested on the ESA QUAD Shaker. Correlation activity will be performed in the various stages of the process, showing important improvements observed after applying the final complete methodology.
A call for virtual experiments: accelerating the scientific process.
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.
Distillation of Greenberger-Horne-Zeilinger states by selective information manipulation.
Cohen, O; Brun, T A
2000-06-19
Methods for distilling Greenberger-Horne-Zeilinger (GHZ) states from arbitrary entangled tripartite pure states are described. These techniques work for virtually any input state. Each technique has two stages which we call primary and secondary distillations. Primary distillation produces a GHZ state with some probability, so that when applied to an ensemble of systems a certain percentage is discarded. Secondary distillation produces further GHZs from the discarded systems. These protocols are developed with the help of an approach to quantum information theory based on absolutely selective information, which has other potential applications.
Change Analysis in Structural Laser Scanning Point Clouds: The Baseline Method
Shen, Yueqian; Lindenbergh, Roderik; Wang, Jinhu
2016-01-01
A method is introduced for detecting changes from point clouds that avoids registration. For many applications, changes are detected between two scans of the same scene obtained at different times. Traditionally, these scans are aligned to a common coordinate system having the disadvantage that this registration step introduces additional errors. In addition, registration requires stable targets or features. To avoid these issues, we propose a change detection method based on so-called baselines. Baselines connect feature points within one scan. To analyze changes, baselines connecting corresponding points in two scans are compared. As feature points either targets or virtual points corresponding to some reconstructable feature in the scene are used. The new method is implemented on two scans sampling a masonry laboratory building before and after seismic testing, that resulted in damages in the order of several centimeters. The centres of the bricks of the laboratory building are automatically extracted to serve as virtual points. Baselines connecting virtual points and/or target points are extracted and compared with respect to a suitable structural coordinate system. Changes detected from the baseline analysis are compared to a traditional cloud to cloud change analysis demonstrating the potential of the new method for structural analysis. PMID:28029121
The application of virtual reality systems as a support of digital manufacturing and logistics
NASA Astrophysics Data System (ADS)
Golda, G.; Kampa, A.; Paprocka, I.
2016-08-01
Modern trends in development of computer aided techniques are heading toward the integration of design competitive products and so-called "digital manufacturing and logistics", supported by computer simulation software. All phases of product lifecycle: starting from design of a new product, through planning and control of manufacturing, assembly, internal logistics and repairs, quality control, distribution to customers and after-sale service, up to its recycling or utilization should be aided and managed by advanced packages of product lifecycle management software. Important problems for providing the efficient flow of materials in supply chain management of whole product lifecycle, using computer simulation will be described on that paper. Authors will pay attention to the processes of acquiring relevant information and correct data, necessary for virtual modeling and computer simulation of integrated manufacturing and logistics systems. The article describes possibilities of use an applications of virtual reality software for modeling and simulation the production and logistics processes in enterprise in different aspects of product lifecycle management. The authors demonstrate effective method of creating computer simulations for digital manufacturing and logistics and show modeled and programmed examples and solutions. They pay attention to development trends and show options of the applications that go beyond enterprise.
NASA Astrophysics Data System (ADS)
2018-01-01
The large amount of data generated by modern space missions calls for a change of organization of data distribution and access procedures. Although long term archives exist for telescopic and space-borne observations, high-level functions need to be developed on top of these repositories to make Planetary Science and Heliophysics data more accessible and to favor interoperability. Results of simulations and reference laboratory data also need to be integrated to support and interpret the observations. Interoperable software and interfaces have recently been developed in many scientific domains. The Virtual Observatory (VO) interoperable standards developed for Astronomy by the International Virtual Observatory Alliance (IVOA) can be adapted to Planetary Sciences, as demonstrated by the VESPA (Virtual European Solar and Planetary Access) team within the Europlanet-H2020-RI project. Other communities have developed their own standards: GIS (Geographic Information System) for Earth and planetary surfaces tools, SPASE (Space Physics Archive Search and Extract) for space plasma, PDS4 (NASA Planetary Data System, version 4) and IPDA (International Planetary Data Alliance) for planetary mission archives, etc, and an effort to make them interoperable altogether is starting, including automated workflows to process related data from different sources.
Change Analysis in Structural Laser Scanning Point Clouds: The Baseline Method.
Shen, Yueqian; Lindenbergh, Roderik; Wang, Jinhu
2016-12-24
A method is introduced for detecting changes from point clouds that avoids registration. For many applications, changes are detected between two scans of the same scene obtained at different times. Traditionally, these scans are aligned to a common coordinate system having the disadvantage that this registration step introduces additional errors. In addition, registration requires stable targets or features. To avoid these issues, we propose a change detection method based on so-called baselines. Baselines connect feature points within one scan. To analyze changes, baselines connecting corresponding points in two scans are compared. As feature points either targets or virtual points corresponding to some reconstructable feature in the scene are used. The new method is implemented on two scans sampling a masonry laboratory building before and after seismic testing, that resulted in damages in the order of several centimeters. The centres of the bricks of the laboratory building are automatically extracted to serve as virtual points. Baselines connecting virtual points and/or target points are extracted and compared with respect to a suitable structural coordinate system. Changes detected from the baseline analysis are compared to a traditional cloud to cloud change analysis demonstrating the potential of the new method for structural analysis.
A lightweight sensor network management system design
Yuan, F.; Song, W.-Z.; Peterson, N.; Peng, Y.; Wang, L.; Shirazi, B.; LaHusen, R.
2008-01-01
In this paper, we propose a lightweight and transparent management framework for TinyOS sensor networks, called L-SNMS, which minimizes the overhead of management functions, including memory usage overhead, network traffic overhead, and integration overhead. We accomplish this by making L-SNMS virtually transparent to other applications hence requiring minimal integration. The proposed L-SNMS framework has been successfully tested on various sensor node platforms, including TelosB, MICAz and IMote2. ?? 2008 IEEE.
Autonomous Satellite Operations Via Secure Virtual Mission Operations Center
NASA Technical Reports Server (NTRS)
Miller, Eric; Paulsen, Phillip E.; Pasciuto, Michael
2011-01-01
The science community is interested in improving their ability to respond to rapidly evolving, transient phenomena via autonomous rapid reconfiguration, which derives from the ability to assemble separate but collaborating sensors and data forecasting systems to meet a broad range of research and application needs. Current satellite systems typically require human intervention to respond to triggers from dissimilar sensor systems. Additionally, satellite ground services often need to be coordinated days or weeks in advance. Finally, the boundaries between the various sensor systems that make up such a Sensor Web are defined by such things as link delay and connectivity, data and error rate asymmetry, data reliability, quality of service provisions, and trust, complicating autonomous operations. Over the past ten years, researchers from the NASA Glenn Research Center (GRC), General Dynamics, Surrey Satellite Technology Limited (SSTL), Cisco, Universal Space Networks (USN), the U.S. Geological Survey (USGS), the Naval Research Laboratory, the DoD Operationally Responsive Space (ORS) Office, and others have worked collaboratively to develop a virtual mission operations capability. Called VMOC (Virtual Mission Operations Center), this new capability allows cross-system queuing of dissimilar mission unique systems through the use of a common security scheme and published application programming interfaces (APIs). Collaborative VMOC demonstrations over the last several years have supported the standardization of spacecraft to ground interfaces needed to reduce costs, maximize space effects to the user, and allow the generation of new tactics, techniques and procedures that lead to responsive space employment.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Pais Pitta de Lacerda Ruivo, Tiago; Bernabeu Altayo, Gerard; Garzoglio, Gabriele
2014-11-11
has been widely accepted that software virtualization has a big negative impact on high-performance computing (HPC) application performance. This work explores the potential use of Infiniband hardware virtualization in an OpenNebula cloud towards the efficient support of MPI-based workloads. We have implemented, deployed, and tested an Infiniband network on the FermiCloud private Infrastructure-as-a-Service (IaaS) cloud. To avoid software virtualization towards minimizing the virtualization overhead, we employed a technique called Single Root Input/Output Virtualization (SRIOV). Our solution spanned modifications to the Linux’s Hypervisor as well as the OpenNebula manager. We evaluated the performance of the hardware virtualization on up to 56more » virtual machines connected by up to 8 DDR Infiniband network links, with micro-benchmarks (latency and bandwidth) as well as w a MPI-intensive application (the HPL Linpack benchmark).« less
VESPA: Developing the Planetary Science Virtual Observatory in H2020
NASA Astrophysics Data System (ADS)
Erard, S.; Cecconi, B.; Le Sidaner, P.; Capria, T.; Rossi, A. P.; Schmitt, B.; André, N.; Vandaele, A.-C.; Scherf, M.; Hueso, R.; Maattanen, A.; Thuillot, W.; Achilleos, N.; Marmo, C.; Santolik, O.; Benson, K.; Bollard, Ph.
2015-10-01
The Europlanet H2020 programme will develop a research infrastructure in Horizon 2020. The programme includes a follow-on to the FP7 activity aimed at developing the Planetary Science Virtual Observatory (VO). This activity is called VESPA, which stands for Virtual European Solar and Planetary Access. Building on the IDIS activity of Europlanet FP7, VESPA will distribute more data, will improve the connected tools and infrastructure, and will help developing a community of both users and data providers. One goal of the Europlanet FP7 programme was to set the basis for a European Virtual Observatory in Planetary Science. A prototype has been set up during FP7, most of the activity being dedicated to the definition of standards to handle data in this field. The aim was to facilitate searches in big archives as well as sparse databases, to make on-line data access and visualization possible, and to allow small data providers to make their data available in an interoperable environment with minimum effort. This system makes intensive use of studies and developments led in Astronomy (IVOA), Solar Science (HELIO), plasma physics (SPASE), and space archive services (IPDA). It remains consistent with extensions of IVOA standards.
VESPA: developing the planetary science Virtual Observatory in H2020
NASA Astrophysics Data System (ADS)
Erard, Stéphane; Cecconi, Baptiste; Le Sidaner, Pierre; Capria, Teresa; Rossi, Angelo Pio
2016-04-01
The Europlanet H2020 programme will develop a research infrastructure in Horizon 2020. The programme includes a follow-on to the FP7 activity aimed at developing the Planetary Science Virtual Observatory (VO). This activity is called VESPA, which stands for Virtual European Solar and Planetary Access. Building on the IDIS activity of Europlanet FP7, VESPA will distribute more data, will improve the connected tools and infrastructure, and will help developing a community of both users and data providers. One goal of the Europlanet FP7 programme was to set the basis for a European Virtual Observatory in Planetary Science. A prototype has been set up during FP7, most of the activity being dedicated to the definition of standards to handle data in this field. The aim was to facilitate searches in big archives as well as sparse databases, to make on-line data access and visualization possible, and to allow small data providers to make their data available in an interoperable environment with minimum effort. This system makes intensive use of studies and developments led in Astronomy (IVOA), Solar Science (HELIO), plasma physics (SPASE), and space archive services (IPDA). It remains consistent with extensions of IVOA standards.
Brahnam, Sheryl; Brooks, Anthony L
2014-01-01
Using game technologies and digital media for improving physical and mental health and for the therapeutic benefit and well-being of a wide range of people is an area of study that is rapidly expanding. Much research in this emerging field is centered at the intersection of serious games, alternative realities, and play therapy. In this paper the authors describe their transdisciplinary work at this intersection: i) an integrative system of psychotherapy technologies called MyPsySpace currently being prototyped in Second Life with the aim of offering new and virtual translations of traditional expressive therapies (virtual sandplay, virtual drama therapy, digital expressive therapy, and virtual safe spaces) and ii) a mature body of research entitled SoundScapes that is exploring the use of interactive video games and abstract creative expression (making music, digital painting, and robotic device control) as a supplement to traditional physical rehabilitation intervention. Aside from introducing our work to a broader audience, our goal is to encourage peers to investigate ideas that reach across disciplines-to both risk and reap the benefits of combining technologies, theories, and methods stemming from multiple disciplines.
WriteShield: A Pseudo Thin Client for Prevention of Information Leakage
NASA Astrophysics Data System (ADS)
Kirihata, Yasuhiro; Sameshima, Yoshiki; Onoyama, Takashi; Komoda, Norihisa
While thin-client systems are diffusing as an effective security method in enterprises and organizations, there is a new approach called pseudo thin-client system. In this system, local disks of clients are write-protected and user data is forced to save on the central file server to realize the same security effect of conventional thin-client systems. Since it takes purely the software-based simple approach, it does not require the hardware enhancement of network and servers to reduce the installation cost. However there are several problems such as no write control to external media, memory depletion possibility, and lower security because of the exceptional write permission to the system processes. In this paper, we propose WriteShield, a pseudo thin-client system which solves these issues. In this system, the local disks are write-protected with volume filter driver and it has a virtual cache mechanism to extend the memory cache size for the write protection. This paper presents design and implementation details of WriteShield. Besides we describe the security analysis and simulation evaluation of paging algorithms for virtual cache mechanism and measure the disk I/O performance to verify its feasibility in the actual environment.
A CALL for Evolving Teacher Education through 3D Microteaching
ERIC Educational Resources Information Center
Pappa, Giouli; Papadima-Sophocleous, Salomi
2016-01-01
This paper describes micro-teaching delivery in virtual worlds. Emphasis is placed on examining the effectiveness of Singularity Viewer, an Internet-based Multi-User Virtual Environment (MUVE) as the tool used for assessment of the student teacher performance. The overall goal of this endeavour lies in exploiting the opportunities derived from…
Learning to Communicate in a Virtual World: The Case of a JFL Classroom
ERIC Educational Resources Information Center
Yamazaki, Kasumi
2015-01-01
The proliferation of online simulation games across the globe in many different languages offers Computer Assisted Language Learning (CALL) researchers an opportunity to examine how language learning occurs in such virtual environments. While there has recently been an increase in the number of exploratory studies involving learning experiences of…
The Development of a Web-Based Virtual Environment for Teaching Qualitative Analysis of Structures
ERIC Educational Resources Information Center
O'Dwyer, D. W.; Logan-Phelan, T. M.; O'Neill, E. A.
2007-01-01
The current paper describes the design and development of a qualitative analysis course and an interactive web-based teaching and assessment tool called VSE (virtual structural environment). The widespread reliance on structural analysis programs requires engineers to be able to verify computer output by carrying out qualitative analyses.…
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.
Considering the Virtual Classroom: A Call to Middle Level Education Programs
ERIC Educational Resources Information Center
Eisenbach, Brooke B.
2016-01-01
Today's classrooms are changing and moving beyond the walls of a traditional school environment. With each passing year, a growing population of middle level learners are logging into full-time or blended learning virtual courses. However, teachers often lack the training and experience necessary to address the developmental needs of middle level…
NASA Technical Reports Server (NTRS)
Lehnert, H.; Blauert, Jens; Pompetzki, W.
1991-01-01
In every-day listening the auditory event perceived by a listener is determined not only by the sound signal that a sound emits but also by a variety of environmental parameters. These parameters are the position, orientation and directional characteristics of the sound source, the listener's position and orientation, the geometrical and acoustical properties of surfaces which affect the sound field and the sound propagation properties of the surrounding fluid. A complete set of these parameters can be called an Acoustic Environment. If the auditory event perceived by a listener is manipulated in such a way that the listener is shifted acoustically into a different acoustic environment without moving himself physically, a Virtual Acoustic Environment has been created. Here, we deal with a special technique to set up nearly arbitrary Virtual Acoustic Environments, the Binaural Room Simulation. The purpose of the Binaural Room Simulation is to compute the binaural impulse response related to a virtual acoustic environment taking into account all parameters mentioned above. One possible way to describe a Virtual Acoustic Environment is the concept of the virtual sound sources. Each of the virtual sources emits a certain signal which is correlated but not necessarily identical with the signal emitted by the direct sound source. If source and receiver are non moving, the acoustic environment becomes a linear time-invariant system. Then, the Binaural Impulse Response from the source to a listener' s eardrums contains all relevant auditory information related to the Virtual Acoustic Environment. Listening into the simulated environment can easily be achieved by convolving the Binaural Impulse Response with dry signals and representing the results via headphones.
Pourabbasi, Ata; Farzami, Jalal; Shirvani, Mahbubeh-Sadat Ebrahimnegad; Shams, Amir Hossein; Larijani, Bagher
2017-01-01
One of the main usages of social networks in clinical studies is facilitating the process of sampling and case finding for scientists. The main focus of this study is on comparing two different methods of sampling through phone calls and using social network, for study purposes. One of the researchers started calling 214 families of children with diabetes during 90 days. After this period, phone calls stopped, and the team started communicating with families through telegram, a virtual social network for 30 days. The number of children who participated in the study was evaluated. Although the telegram method was 60 days shorter than the phone call method, researchers found that the number of participants from telegram (17.6%) did not have any significant differences compared with the ones being phone called (12.9%). Using social networks can be suggested as a beneficial method for local researchers who look for easier sampling methods, winning their samples' trust, following up with the procedure, and an easy-access database.
Radial Instabilities of a Pulsating Air Bubble in Water
1990-01-30
ERASEDISPLAY GOTO 100 ELSE C CALL ERASEDISPLAY CALL EXIr ENDIF END I 1 257 3 PRCA PM SHAPE VIRTUAL DRIVE(16384) WAVE1 (16384) , WAVE2 (16L8 4 ’ ,DC(16384)3...INTEGER DRIVE, WAVE1, WAVE2 , DC INTEGER ROW, COL, NCHAR, I, OSCADR, GENADR, INFO (50) , MAXVAL, MAXV INTEGER KOUNT REAL GEN, ATEMP, WTEMP, WATT, FREQ...IREC=1 26D CALL GETWAV (1, DC, OSCADR, I REC) CALL GETWAV (2, DRIVE, OSCADR, IREC) CALL GETWAV (3, WAVE1, OSCADR, IREC) CALL GETWAV (4, WAVE2 ,OSCADR
Automated Virtual Machine Introspection for Host-Based Intrusion Detection
2009-03-01
boxes represent the code and data sections of each process in memory with arrows representing hooks planted by malware to jump to the malware code...a useful indication of intrusion, it is also susceptible to mimicry and concurrency attacks [Pro03,Wat07]. Additionally, most research abstracts away...sequence of system calls that accomplishes his or her intent [WS02]. This “ mimicry attack” takes advantage of the fact that many HIDS discard the pa
NASA Sea Level Change Portal - It not just another portal site
NASA Astrophysics Data System (ADS)
Huang, T.; Quach, N.; Abercrombie, S. P.; Boening, C.; Brennan, H. P.; Gill, K. M.; Greguska, F. R., III; Jackson, R.; Larour, E. Y.; Shaftel, H.; Tenenbaum, L. F.; Zlotnicki, V.; Moore, B.; Moore, J.; Boeck, A.
2017-12-01
The NASA Sea Level Change Portal (https://sealevel.nasa.gov) is designed as a "one-stop" source for current sea level change information, including interactive tools for accessing and viewing regional data, a virtual dashboard of sea level indicators, and ongoing updates through a suite of editorial products that include content articles, graphics, videos, and animations. With increasing global temperatures warming the ocean and melting ice sheets and glaciers, there is an immediate need both for accelerating sea level change research and for making this research accessible to scientists in disparate discipline, to the general public, to policy makers and business. The immersive and innovative NASA portal debuted at the 2015 AGU attracts thousands of daily visitors and over 30K followers on Facebook®. Behind its intuitive interface is an extensible architecture that integrates site contents, data for various sources, visualization, horizontal-scale geospatial data analytic technology (called NEXUS), and an interactive 3D simulation platform (called the Virtual Earth System Laboratory). We will present an overview of our NASA portal and some of our architectural decisions along with discussion on our open-source, cloud-based data analytic technology that enables on-the-fly analysis of heterogeneous data.
NASA Technical Reports Server (NTRS)
Grasso, Christopher; Page, Dennis; O'Reilly, Taifun; Fteichert, Ralph; Lock, Patricia; Lin, Imin; Naviaux, Keith; Sisino, John
2005-01-01
Virtual Machine Language (VML) is a mission-independent, reusable software system for programming for spacecraft operations. Features of VML include a rich set of data types, named functions, parameters, IF and WHILE control structures, polymorphism, and on-the-fly creation of spacecraft commands from calculated values. Spacecraft functions can be abstracted into named blocks that reside in files aboard the spacecraft. These named blocks accept parameters and execute in a repeatable fashion. The sizes of uplink products are minimized by the ability to call blocks that implement most of the command steps. This block approach also enables some autonomous operations aboard the spacecraft, such as aerobraking, telemetry conditional monitoring, and anomaly response, without developing autonomous flight software. Operators on the ground write blocks and command sequences in a concise, high-level, human-readable programming language (also called VML ). A compiler translates the human-readable blocks and command sequences into binary files (the operations products). The flight portion of VML interprets the uplinked binary files. The ground subsystem of VML also includes an interactive sequence- execution tool hosted on workstations, which runs sequences at several thousand times real-time speed, affords debugging, and generates reports. This tool enables iterative development of blocks and sequences within times of the order of seconds.
Lorenz, D; Armbruster, W; Vogelgesang, C; Hoffmann, H; Pattar, A; Schmidt, D; Volk, T; Kubulus, D
2016-09-01
Chief emergency physicians are regarded as an important element in the care of the injured and sick following mass casualty accidents. Their education is very theoretical; practical content in contrast often falls short. Limitations are usually the very high costs of realistic (large-scale) exercises, poor reproducibility of the scenarios, and poor corresponding results. To substantially improve the educational level because of the complexity of mass casualty accidents, modified training concepts are required that teach the not only the theoretical but above all the practical skills considerably more intensively than at present. Modern training concepts should make it possible for the learner to realistically simulate decision processes. This article examines how interactive virtual environments are applicable for the education of emergency personnel and how they could be designed. Virtual simulation and training environments offer the possibility of simulating complex situations in an adequately realistic manner. The so-called virtual reality (VR) used in this context is an interface technology that enables free interaction in addition to a stereoscopic and spatial representation of virtual large-scale emergencies in a virtual environment. Variables in scenarios such as the weather, the number wounded, and the availability of resources, can be changed at any time. The trainees are able to practice the procedures in many virtual accident scenes and act them out repeatedly, thereby testing the different variants. With the aid of the "InSitu" project, it is possible to train in a virtual reality with realistically reproduced accident situations. These integrated, interactive training environments can depict very complex situations on a scale of 1:1. Because of the highly developed interactivity, the trainees can feel as if they are a direct part of the accident scene and therefore identify much more with the virtual world than is possible with desktop systems. Interactive, identifiable, and realistic training environments based on projector systems could in future enable a repetitive exercise with changes within a decision tree, in reproducibility, and within different occupational groups. With a hard- and software environment numerous accident situations can be depicted and practiced. The main expense is the creation of the virtual accident scenes. As the appropriate city models and other three-dimensional geographical data are already available, this expenditure is very low compared with the planning costs of a large-scale exercise.
Marescaux, J; Clément, J M; Nord, M; Russier, Y; Tassetti, V; Mutter, D; Cotin, S; Ayache, N
1997-11-01
Surgical simulation increasingly appears to be an essential aspect of tomorrow's surgery. The development of a hepatic surgery simulator is an advanced concept calling for a new writing system which will transform the medical world: virtual reality. Virtual reality extends the perception of our five senses by representing more than the real state of things by the means of computer sciences and robotics. It consists of three concepts: immersion, navigation and interaction. Three reasons have led us to develop this simulator: the first is to provide the surgeon with a comprehensive visualisation of the organ. The second reason is to allow for planning and surgical simulation that could be compared with the detailed flight-plan for a commercial jet pilot. The third lies in the fact that virtual reality is an integrated part of the concept of computer assisted surgical procedure. The project consists of a sophisticated simulator which has to include five requirements: visual fidelity, interactivity, physical properties, physiological properties, sensory input and output. In this report we will describe how to get a realistic 3D model of the liver from bi-dimensional 2D medical images for anatomical and surgical training. The introduction of a tumor and the consequent planning and virtual resection is also described, as are force feedback and real-time interaction.
Functional subdivisions in low-frequency primary auditory cortex (AI).
Wallace, M N; Palmer, A R
2009-04-01
We wished to test the hypothesis that there are modules in low-frequency AI that can be identified by their responsiveness to communication calls or particular regions of space. Units were recorded in anaesthetised guinea pig AI and stimulated with conspecific vocalizations and a virtual motion stimulus (binaural beats) presented via a closed sound system. Recording tracks were mainly oriented orthogonally to the cortical surface. Some of these contained units that were all time-locked to the structure of the chutter call (14/22 tracks) and/or the purr call (12/22 tracks) and/or that had a preference for stimuli from a particular region of space (8/20 tracks with four contralateral, two ipsilateral and two midline), or where there was a strong asymmetry in the response to beats of different direction (two tracks). We conclude that about half of low-frequency AI is organized into modules that are consistent with separate "what" and "where" pathways.
Federal Register 2010, 2011, 2012, 2013, 2014
2010-11-22
... office space'' leased by Respondents from a company called Servcorp. See note 4. infra. It is BIS's understanding that other persons also rent ``virtual office space'' at this address. The only current users at... ship those items to Iran through third countries. Respondents use the leased virtual office space in...
ERIC Educational Resources Information Center
Varma, Keisha; Linn, Marcia C.
2012-01-01
In this work, we examine middle school students' understanding of the greenhouse effect and global warming. We designed and refined a technology-enhanced curriculum module called "Global Warming: Virtual Earth". In the module activities, students conduct virtual experiments with a visualization of the greenhouse effect. They analyze data and draw…
ERIC Educational Resources Information Center
Ladyshewsky, Richard; Pettapiece, Ronald G.
2015-01-01
The purpose of this study was to explore how post-graduate students in a fully online business course used information communication technology during a virtual peer coaching experience. In this exploration of technology use it was found students required additional guidance in the use of technologies such as email, telephone calling, and more…
ERIC Educational Resources Information Center
Hadipriono, Fabian C.; And Others
An interactive training model called SAVR (Safety in Construction Using Virtual Reality) was developed to train construction students, novice engineers, and construction workers to prevent falls from scaffolding. The model was implemented in a graphics supercomputer, the ONYX Reality Engine2. The SAVR model provides trainees with an immersive,…
ERIC Educational Resources Information Center
Beckmann, Jennifer; Weber, Peter
2016-01-01
Purpose: The purpose of this study is to introduce a virtual collaborative learning setting called "Net Economy", which we established as part of an international learning network of currently six universities, and present our approach to continuously improve the course in each cycle. Design/ Methodology/Approach: Using the community of…
Where's the Chicken? Virtual Reality Brings Poultry Science to the Community College
ERIC Educational Resources Information Center
Kloepper, Marcia Owens; Zweiacher, Ed; Curtis, Pat; Evert, Amanda
2010-01-01
This article highlights how two institutions--Redlands Community College (RCC) and Auburn University--teamed up to create a virtual world called Eagle Island, where learners enter to learn all they need to know about poultry science. Eagle Island, located in Second Life, provides an opportunity to tour a real-life food processing…
Virtual Slovak: Insight into Learning Slovak in an E-Learning Environment
ERIC Educational Resources Information Center
Kyppö, Anna
2015-01-01
This paper offers insight into learning Slovak in an e-learning environment. The need to reach distance-learners of Slovak led to the implementation of a web-based course on Slovak language and culture in 2008-2010. The pedagogical basis of the course, called Virtual Slovak, is the socioconstructivist approach to teaching and learning, in which…
ERIC Educational Resources Information Center
Blikstein, Paulo; Fuhrmann, Tamar; Salehi, Shima
2016-01-01
In this paper, we investigate an approach to supporting students' learning in science through a combination of physical experimentation and virtual modeling. We present a study that utilizes a scientific inquiry framework, which we call "bifocal modeling," to link student-designed experiments and computer models in real time. In this…
ERIC Educational Resources Information Center
Beckmann, Jennifer; Weber, Peter
2015-01-01
The paper introduces a virtual collaborative learning setting called "Net Economy," which we established as part of an international learning network of currently seven universities. Using the Community of Inquiry framework as guidance and Canonical Action Research (CAR) as the chosen research design, the discussion forum of the online…
Tidoni, Emmanuele; Abu-Alqumsan, Mohammad; Leonardis, Daniele; Kapeller, Christoph; Fusco, Gabriele; Guger, Cristoph; Hintermuller, Cristoph; Peer, Angelika; Frisoli, Antonio; Tecchia, Franco; Bergamasco, Massimo; Aglioti, Salvatore Maria
2017-09-01
The development of technological applications that allow people to control and embody external devices within social interaction settings represents a major goal for current and future brain-computer interface (BCI) systems. Prior research has suggested that embodied systems may ameliorate BCI end-user's experience and accuracy in controlling external devices. Along these lines, we developed an immersive P300-based BCI application with a head-mounted display for virtual-local and robotic-remote social interactions and explored in a group of healthy participants the role of proprioceptive feedback in the control of a virtual surrogate (Study 1). Moreover, we compared the performance of a small group of people with spinal cord injury (SCI) to a control group of healthy subjects during virtual and robotic social interactions (Study 2), where both groups received a proprioceptive stimulation. Our attempt to combine immersive environments, BCI technologies and neuroscience of body ownership suggests that providing realistic multisensory feedback still represents a challenge. Results have shown that healthy and people living with SCI used the BCI within the immersive scenarios with good levels of performance (as indexed by task accuracy, optimizations calls and Information Transfer Rate) and perceived control of the surrogates. Proprioceptive feedback did not contribute to alter performance measures and body ownership sensations. Further studies are necessary to test whether sensorimotor experience represents an opportunity to improve the use of future embodied BCI applications.
NASA Astrophysics Data System (ADS)
Orngreen, Rikke; Clemmensen, Torkil; Pejtersen, Annelise Mark
The boundaries and work processes for how virtual teams interact are undergoing changes, from a tool and stand-alone application orientation, to the use of multiple generic platforms chosen and redesigned to the specific context. These are often at the same time designed both by professional software developers and the individual members of the virtual teams, rather than determined on a single organizational level. There may be no impact of the technology per se on individuals, groups or organizations, as the technology for virtual teams rather enhance situation ambiguity and disrupt existing task-artifact cycles. This ambiguous situation calls for new methods for empirical work analysis and interaction design that can help us understand how organizations, teams and individuals learn to organize, design and work in virtual teams in various networked contexts.
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
Logistics Process Analysis ToolProcess Analysis Tool
DOE Office of Scientific and Technical Information (OSTI.GOV)
2008-03-31
LPAT is the resulting integrated system between ANL-developed Enhanced Logistics Intra Theater Support Tool (ELIST) sponsored by SDDC-TEA and the Fort Future Virtual Installation Tool (sponsored by CERL). The Fort Future Simulation Engine was an application written in the ANL Repast Simphony framework and used as the basis for the process Anlysis Tool (PAT) which evolved into a stand=-along tool for detailed process analysis at a location. Combined with ELIST, an inter-installation logistics component was added to enable users to define large logistical agent-based models without having to program. PAT is the evolution of an ANL-developed software system called Fortmore » Future Virtual Installation Tool (sponsored by CERL). The Fort Future Simulation Engine was an application written in the ANL Repast Simphony framework and used as the basis for the Process Analysis Tool(PAT) which evolved into a stand-alone tool for detailed process analysis at a location (sponsored by the SDDC-TEA).« less
Tools Automate Spacecraft Testing, Operation
NASA Technical Reports Server (NTRS)
2010-01-01
"NASA began the Small Explorer (SMEX) program to develop spacecraft to advance astrophysics and space physics. As one of the entities supporting software development at Goddard Space Flight Center, the Hammers Company Inc. (tHC Inc.), of Greenbelt, Maryland, developed the Integrated Test and Operations System to support SMEX. Later, the company received additional Small Business Innovation Research (SBIR) funding from Goddard for a tool to facilitate the development of flight software called VirtualSat. NASA uses the tools to support 15 satellites, and the aerospace industry is using them to develop science instruments, spacecraft computer systems, and navigation and control software."
Description of web-enhanced virtual character simulation system to standardize patient hand-offs.
Filichia, Lori; Halan, Shivashankar; Blackwelder, Ethan; Rossen, Brent; Lok, Benjamin; Korndorffer, James; Cendan, Juan
2011-04-01
The 80-h work week has increased discontinuity of patient care resulting in reports of increased medication errors and preventable adverse events. Graduate medical programs are addressing these shortcomings in a number of ways. We have developed a computer simulation platform called the Virtual People Factory (VPF), which allows us to capture and simulate the dialogue between a real user and a virtual character. We have converted the system to reflect a physician in the process of "checking-out" a patient to a covering physician. The responses are tracked and matched to educator-defined information termed "discoveries." Our proof of concept represented a typical post-operative patient with tachycardia. The system is web enabled. So far, 26 resident users at two institutions have completed the module. The critical discovery of tachycardia was identified by 62% of users. Residents spend 85% of the time asking intraoperative, postoperative, and past medical history questions. The system improves over time such that there is a near-doubling of questions that yield appropriate answers between users 13 and 22. Users who identified the virtual patient's underlying tachycardia expressed more concern and were more likely to order further testing for the patient in a post-module questionnaire (P = 0.13 and 0.08, respectively, NS). The VPF system can capture unique details about the hand-off interchange. The system improves with sequential users such that better matching of questions and answers occurs within the initial 25 users allowing rapid development of new modules. A catalog of hand-off modules could be easily developed. Wide-scale web-based deployment was uncomplicated. Identification of the critical findings appropriately translated to user concern for the patient though our series was too small to reach significance. Performance metrics based on the identification of critical discoveries could be used to assess readiness of the user to carry off a successful hand-off. Copyright © 2011 Elsevier Inc. All rights reserved.
How To Improve Work In Planetarium?
NASA Astrophysics Data System (ADS)
Pavicic, G.
2009-09-01
Planetariums can provide an immersive environment for scientific education, virtual reality, and entertainment (Shaw 1998). Digital projection into domes, called "full dome projection", can be a technically challenging and expensive exercise, particularly for installation with a modest budget. Here we present an alternative full dome digital projection system, which consists of a single projector and a spherical mirror that scatter the light onto the dome surface. This approach offers many advantages over the fisheye lens alternatives, and results in a similar quality for just a fraction of costs.
NASA Astrophysics Data System (ADS)
Harrison, Robert; Vera, Daniel; Ahmad, Bilal
2016-10-01
The fourth industrial revolution promises to create what has been called the smart factory. The vision is that within such modular structured smart factories, cyber-physical systems monitor physical processes, create a virtual copy of the physical world and make decentralised decisions. This paper provides a view of this initiative from an automation systems perspective. In this context it considers how future automation systems might be effectively configured and supported through their lifecycles and how integration, application modelling, visualisation and reuse of such systems might be best achieved. The paper briefly describes limitations in current engineering methods, and new emerging approaches including the cyber physical systems (CPS) engineering tools being developed by the automation systems group (ASG) at Warwick Manufacturing Group, University of Warwick, UK.
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.
A Web-based cost-effective training tool with possible application to brain injury rehabilitation.
Wang, Peijun; Kreutzer, Ina Anna; Bjärnemo, Robert; Davies, Roy C
2004-06-01
Virtual reality (VR) has provoked enormous interest in the medical community. In particular, VR offers therapists new approaches for improving rehabilitation effects. However, most of these VR assistant tools are not very portable, extensible or economical. Due to the vast amount of 3D data, they are not suitable for Internet transfer. Furthermore, in order to run these VR systems smoothly, special hardware devices are needed. As a result, existing VR assistant tools tend to be available in hospitals but not in patients' homes. To overcome these disadvantages, as a case study, this paper proposes a Web-based Virtual Ticket Machine, called WBVTM, using VRML [VRML Consortium, The Virtual Reality Modeling Language: International Standard ISO/IEC DIS 14772-1, 1997, available at ], Java and EAI (External Authoring Interface) [Silicon Graphics, Inc., The External Authoring Interface (EAI), available at ], to help people with acquired brain injury (ABI) to relearn basic living skills at home at a low cost. As these technologies are open standard and feature usability on the Internet, WBVTM achieves the goals of portability, easy accessibility and cost-effectiveness.
Re-Dimensional Thinking in Earth Science: From 3-D Virtual Reality Panoramas to 2-D Contour Maps
ERIC Educational Resources Information Center
Park, John; Carter, Glenda; Butler, Susan; Slykhuis, David; Reid-Griffin, Angelia
2008-01-01
This study examines the relationship of gender and spatial perception on student interactivity with contour maps and non-immersive virtual reality. Eighteen eighth-grade students elected to participate in a six-week activity-based course called "3-D GeoMapping." The course included nine days of activities related to topographic mapping.…
Federal Register 2010, 2011, 2012, 2013, 2014
2010-12-20
... Foster and Portec will create a virtual monopoly in the U.S. market for bonded joints. (2) Poly Joints 29... Class 1 railroads, insist that new bonded joints undergo laboratory testing plus several years of in... would have a virtual monopoly in that market. Using a measure called the Herfindahl/Hirschman Index...
ERIC Educational Resources Information Center
Okutsu, Masataka; DeLaurentis, Daniel; Brophy, Sean; Lambert, Jason
2013-01-01
To test the concept of multiuser 3D virtual environments as media to teach semester-long courses, we developed a software prototype called Aeroquest. An aerospace design course--offered to 135 second-year students for university credits in Fall 2009--was divided into two groups: the real-world group attending lectures, physically, in a campus hall…
Google Earth: A Virtual Globe for Elementary Geography
ERIC Educational Resources Information Center
Britt, Judy; LaFontaine, Gus
2009-01-01
Originally called Earth Viewer in 2004, Google Earth was the first virtual globe easily available to the ordinary user of the Internet. Google Earth, at earth.google.com, is a free, 3-dimensional computer model of Earth, but that means more than just a large collection of pretty pictures. It allows the viewer to "fly" anywhere on Earth "to view…
Schweppe, M; Geigel, J
2011-01-01
Industry has increasingly emphasized the need for "soft" or interpersonal skills development and team-building experience in the college curriculum. Here, we discuss our experiences with providing such opportunities via a collaborative project called the Virtual Theater. In this joint project between the Rochester Institute of Technology's School of Design and Department of Computer Science, the goal is to enable live performance in a virtual space with participants in different physical locales. Students work in teams, collaborating with other students in and out of their disciplines.
Modeling, materials, and metrics: the three-m approach to FCS signature solutions
NASA Astrophysics Data System (ADS)
Gonda, Teresa G.; Thomas, David J.; Namburu, Raju; Edwards, Timothy
2002-08-01
There is a push in the Army to develop lighter vehicles that can get to remote parts of the world quickly. This objective force is not some new vehicle, but a whole new way of fighting wars. The Future Combat System (FCS), as it is called, has an extremely aggressive timeline and must rely on modeling and simulation to aid in defining the goals, optimizing the design and materials, and testing the performance of the various FCS systems concepts. While virtual prototyping for vehicles (both military and commercial) has been around as a concept for well over a decade and its use is promoted heavily in tours and in boardrooms, the actual application of virtual protoyping is often limited and when successful has been confined to specific physical engineering areas such as weight, space, stress, mobility, and ergonomics. If FCS is to succeed in its acquisition schedule, virtual prototyping will have to be relied on heavily and its application expanded. Signature management is an example of an area that would benefit greatly from virtual prototyping tools. However, there are several obstacles to achieving this goal. To rigorously analyze a vehicle's IR and visual signatures extensively in several different environments over different weather and seasonal conditions could result millions of potentially unique signatures to evaluate. In addition, there is no real agreement on what evaluate means or even what value is used to represent signature; Delta T( degree(s)C), Probability of Detection? What the user really wants to know is: how do I make my system survivable? This paper attempts to describe and then bound the problem and describe how the Army is attempting to deal with some of these issues in a holistic manner using SMART (Simulation and Modeling for Acquisition, Requirements, and Training) principles.
NASA Technical Reports Server (NTRS)
Pogorzelski, R. J.; Beckon, R. J.
1997-01-01
The virtual spacecraft concept is embodied in a set of subsystems, either in the form of hardware or computational models, which together represent all, or a portion of, a spacecraft. For example, the telecommunications transponder may be a hardware prototype while the propulsion system may exist only as a simulation. As the various subsystems are realized in hardware, the spacecraft becomes progressively less virtual. This concept is enabled by JPL's Mission System Testbed which is a set of networked workstations running a message passing operating system called "TRAMEL" which stands for Task Remote Asynchronous Message Exchange Layer. Each simulation on the workstations, which may in fact be hardware controlled by the workstation, "publishes" its operating parameters on TRAMEL and other simulations requiring those parameters as input may "subscribe" to them. In this manner, the whole simulation operates as a single virtual system. This paper describes a simulation designed to evaluate a communications link between the earth and the Mars Pathfinder Lander module as it descends under a parachute through the Martian atmosphere toward the planet's surface. This link includes a transmitter and a low gain antenna on the spacecraft and a receiving antenna and receiver on the earth as well as a simulation of the dynamics of the spacecraft. The transmitter, the ground station antenna, the receiver and the dynamics are all simulated computationally while the spacecraft antenna is implemented in hardware on a very simple spacecraft mockup. The dynamics simulation is a record of one output of the ensemble of outputs of a Monte Carlo simulation of the descent. Additionally, the antenna/spacecraft mock-up system was simulated using APATCH, a shooting and bouncing ray code developed by Demaco, Inc. The antenna simulation, the antenna hardware, and the link simulation are all physically located in different facilities at JPL separated by several hundred meters and are linked via the local area network (LAN).
New developments in digital pathology: from telepathology to virtual pathology laboratory.
Kayser, Klaus; Kayser, Gian; Radziszowski, Dominik; Oehmann, Alexander
2004-01-01
To analyse the present status and future development of computerized diagnostic pathology in terms of work-flow integrative telepathology and virtual laboratory. Telepathology has left its childhood. The technical development of telepathology is mature, in contrast to that of virtual pathology. Two kinds of virtual pathology laboratories are emerging: a) those with distributed pathologists and distributed (>=1) laboratories associated to individual biopsy stations/surgical theatres, and b) distributed pathologists working in a centralized laboratory. Both are under technical development. Telepathology can be used for e-learning and e-training in pathology, as exemplarily demonstrated on Digital Lung Pathology Pathology (www.pathology-online.org). A virtual pathology institution (mode a) accepts a complete case with the patient's history, clinical findings, and (pre-selected) images for first diagnosis. The diagnostic responsibility is that of a conventional institution. The internet serves as platform for information transfer, and an open server such as the iPATH (http://telepath.patho.unibas.ch) for coordination and performance of the diagnostic procedure. The size of images has to be limited, and usual different magnifications have to be used. A group of pathologists is "on duty", or selects one member for a predefined duty period. The diagnostic statement of the pathologist(s) on duty is retransmitted to the sender with full responsibility. First experiences of a virtual pathology institution group working with the iPATH server (Dr. L. Banach, Dr. G. Haroske, Dr. I. Hurwitz, Dr. K. Kayser, Dr. K.D. Kunze, Dr. M. Oberholzer,) working with a small hospital of the Salomon islands are promising. A centralized virtual pathology institution (mode b) depends upon the digitalisation of a complete slide, and the transfer of large sized images to different pathologists working in one institution. The technical performance of complete slide digitalisation is still under development and does not completely fulfil the requirements of a conventional pathology institution at present. VIRTUAL PATHOLOGY AND E-LEARNING: At present, e-learning systems are "stand-alone" solutions distributed on CD or via internet. A characteristic example is the Digital Lung Pathology CD (www.pathology-online.org), which includes about 60 different rare and common lung diseases and internet access to scientific library systems (PubMed), distant measurement servers (EuroQuant), or electronic journals (Elec J Pathol Histol). A new and complete data base based upon this CD will combine e-learning and e-teaching with the actual workflow in a virtual pathology institution (mode a). The technological problems are solved and do not depend upon technical constraints such as slide scanning systems. Telepathology serves as promotor for a new landscape in diagnostic pathology, the so-called virtual pathology institution. Industrial and scientific efforts will probably allow an implementation of this technique within the next two years.
Virtualization - A Key Cost Saver in NASA Multi-Mission Ground System Architecture
NASA Technical Reports Server (NTRS)
Swenson, Paul; Kreisler, Stephen; Sager, Jennifer A.; Smith, Dan
2014-01-01
With science team budgets being slashed, and a lack of adequate facilities for science payload teams to operate their instruments, there is a strong need for innovative new ground systems that are able to provide necessary levels of capability processing power, system availability and redundancy while maintaining a small footprint in terms of physical space, power utilization and cooling.The ground system architecture being presented is based off of heritage from several other projects currently in development or operations at Goddard, but was designed and built specifically to meet the needs of the Science and Planetary Operations Control Center (SPOCC) as a low-cost payload command, control, planning and analysis operations center. However, this SPOCC architecture was designed to be generic enough to be re-used partially or in whole by other labs and missions (since its inception that has already happened in several cases!)The SPOCC architecture leverages a highly available VMware-based virtualization cluster with shared SAS Direct-Attached Storage (DAS) to provide an extremely high-performing, low-power-utilization and small-footprint compute environment that provides Virtual Machine resources shared among the various tenant missions in the SPOCC. The storage is also expandable, allowing future missions to chain up to 7 additional 2U chassis of storage at an extremely competitive cost if they require additional archive or virtual machine storage space.The software architecture provides a fully-redundant GMSEC-based message bus architecture based on the ActiveMQ middleware to track all health and safety status within the SPOCC ground system. All virtual machines utilize the GMSEC system agents to report system host health over the GMSEC bus, and spacecraft payload health is monitored using the Hammers Integrated Test and Operations System (ITOS) Galaxy Telemetry and Command (TC) system, which performs near-real-time limit checking and data processing on the downlinked data stream and injects messages into the GMSEC bus that are monitored to automatically page the on-call operator or Systems Administrator (SA) when an off-nominal condition is detected. This architecture, like the LTSP thin clients, are shared across all tenant missions.Other required IT security controls are implemented at the ground system level, including physical access controls, logical system-level authentication authorization management, auditing and reporting, network management and a NIST 800-53 FISMA-Moderate IT Security plan Risk Assessment Contingency Plan, helping multiple missions share the cost of compliance with agency-mandated directives.The SPOCC architecture provides science payload control centers and backup mission operations centers with a cost-effective, standardized approach to virtualizing and monitoring resources that were traditionally multiple racks full of physical machines. The increased agility in deploying new virtual systems and thin client workstations can provide significant savings in personnel costs for maintaining the ground system. The cost savings in procurement, power, rack footprint and cooling as well as the shared multi-mission design greatly reduces upfront cost for missions moving into the facility. Overall, the authors hope that this architecture will become a model for how future NASA operations centers are constructed!
What's Wrong with Teaching to the Test?
ERIC Educational Resources Information Center
Posner, Dave
2004-01-01
Opponents of so-called high-stakes testing complain that such intense pressure causes teachers to devote virtually all classroom time and resources to preparing students for the standardized test. This phenomenon is called "teaching to the test." Proponents of high-stakes testing respond that that is exactly as it should be. They argue…
Virtual Frame Buffer Interface Program
NASA Technical Reports Server (NTRS)
Wolfe, Thomas L.
1990-01-01
Virtual Frame Buffer Interface program makes all frame buffers appear as generic frame buffer with specified set of characteristics, allowing programmers to write codes that run unmodified on all supported hardware. Converts generic commands to actual device commands. Consists of definition of capabilities and FORTRAN subroutines called by application programs. Developed in FORTRAN 77 for DEC VAX 11/780 or DEC VAX 11/750 computer under VMS 4.X.
ERIC Educational Resources Information Center
Blair, Peter J.
2017-01-01
The goal of this study was to examine the professional development experiences of two contrastive participants while they were creating standards-based individualized education plan (IEP) goals using a virtual world called TeacherSim. Two specific focuses of the study were on how special educators engaged with the task of creating standards-based…
Slot Machines: Pursuing Responsible Gaming Practices for Virtual Reels and Near Misses
ERIC Educational Resources Information Center
Harrigan, Kevin A.
2009-01-01
Since 1983, slot machines in North America have used a computer and virtual reels to determine the odds. Since at least 1988, a technique called clustering has been used to create a high number of near misses, failures that are close to wins. The result is that what the player sees does not represent the underlying probabilities and randomness,…
[Tumor Data Interacted System Design Based on Grid Platform].
Liu, Ying; Cao, Jiaji; Zhang, Haowei; Zhang, Ke
2016-06-01
In order to satisfy demands of massive and heterogeneous tumor clinical data processing and the multi-center collaborative diagnosis and treatment for tumor diseases,a Tumor Data Interacted System(TDIS)was established based on grid platform,so that an implementing virtualization platform of tumor diagnosis service was realized,sharing tumor information in real time and carrying on standardized management.The system adopts Globus Toolkit 4.0tools to build the open grid service framework and encapsulats data resources based on Web Services Resource Framework(WSRF).The system uses the middleware technology to provide unified access interface for heterogeneous data interaction,which could optimize interactive process with virtualized service to query and call tumor information resources flexibly.For massive amounts of heterogeneous tumor data,the federated stored and multiple authorized mode is selected as security services mechanism,real-time monitoring and balancing load.The system can cooperatively manage multi-center heterogeneous tumor data to realize the tumor patient data query,sharing and analysis,and compare and match resources in typical clinical database or clinical information database in other service node,thus it can assist doctors in consulting similar case and making up multidisciplinary treatment plan for tumors.Consequently,the system can improve efficiency of diagnosis and treatment for tumor,and promote the development of collaborative tumor diagnosis model.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Priedhorsky, Reid; Randles, Tim
Charliecloud is a set of scripts to let users run a virtual cluster of virtual machines (VMs) on a desktop or supercomputer. Key functions include: 1. Creating (typically by installing an operating system from vendor media) and updating VM images; 2. Running a single VM; 3. Running multiple VMs in a virtual cluster. The virtual machines can talk to one another over the network and (in some cases) the outside world. This is accomplished by calling external programs such as QEMU and the Virtual Distributed Ethernet (VDE) suite. The goal is to let users have a virtual cluster containing nodesmore » where they have privileged access, while isolating that privilege within the virtual cluster so it cannot affect the physical compute resources. Host configuration enforces security; this is not included in Charliecloud, though security guidelines are included in its documentation and Charliecloud is designed to facilitate such configuration. Charliecloud manages passing information from host computers into and out of the virtual machines, such as parameters of the virtual cluster, input data specified by the user, output data from virtual compute jobs, VM console display, and network connections (e.g., SSH or X11). Parameters for the virtual cluster (number of VMs, RAM and disk per VM, etc.) are specified by the user or gathered from the environment (e.g., SLURM environment variables). Example job scripts are included. These include computation examples (such as a "hello world" MPI job) as well as performance tests. They also include a security test script to verify that the virtual cluster is appropriately sandboxed. Tests include: 1. Pinging hosts inside and outside the virtual cluster to explore connectivity; 2. Port scans (again inside and outside) to see what services are available; 3. Sniffing tests to see what traffic is visible to running VMs; 4. IP address spoofing to test network functionality in this case; 5. File access tests to make sure host access permissions are enforced. This test script is not a comprehensive scanner and does not test for specific vulnerabilities. Importantly, no information about physical hosts or network topology is included in this script (or any of Charliecloud); while part of a sensible test, such information is specified by the user when the test is run. That is, one cannot learn anything about the LANL network or computing infrastructure by examining Charliecloud code.« less
An Application of Artificial Intelligence to the Implementation of Electronic Commerce
NASA Astrophysics Data System (ADS)
Srivastava, Anoop Kumar
In this paper, we present an application of Artificial Intelligence (AI) to the implementation of Electronic Commerce. We provide a multi autonomous agent based framework. Our agent based architecture leads to flexible design of a spectrum of multiagent system (MAS) by distributing computation and by providing a unified interface to data and programs. Autonomous agents are intelligent enough and provide autonomy, simplicity of communication, computation, and a well developed semantics. The steps of design and implementation are discussed in depth, structure of Electronic Marketplace, an ontology, the agent model, and interaction pattern between agents is given. We have developed mechanisms for coordination between agents using a language, which is called Virtual Enterprise Modeling Language (VEML). VEML is a integration of Java and Knowledge Query and Manipulation Language (KQML). VEML provides application programmers with potential to globally develop different kinds of MAS based on their requirements and applications. We have implemented a multi autonomous agent based system called VE System. We demonstrate efficacy of our system by discussing experimental results and its salient features.
DOE Office of Scientific and Technical Information (OSTI.GOV)
BYNA, SUNRENDRA; DONG, BIN; WU, KESHENG
Data Elevator: Efficient Asynchronous Data Movement in Hierarchical Storage Systems Multi-layer storage subsystems, including SSD-based burst buffers and disk-based parallel file systems (PFS), are becoming part of HPC systems. However, software for this storage hierarchy is still in its infancy. Applications may have to explicitly move data among the storage layers. We propose Data Elevator for transparently and efficiently moving data between a burst buffer and a PFS. Users specify the final destination for their data, typically on PFS, Data Elevator intercepts the I/O calls, stages data on burst buffer, and then asynchronously transfers the data to their final destinationmore » in the background. This system allows extensive optimizations, such as overlapping read and write operations, choosing I/O modes, and aligning buffer boundaries. In tests with large-scale scientific applications, Data Elevator is as much as 4.2X faster than Cray DataWarp, the start-of-art software for burst buffer, and 4X faster than directly writing to PFS. The Data Elevator library uses HDF5's Virtual Object Layer (VOL) for intercepting parallel I/O calls that write data to PFS. The intercepted calls are redirected to the Data Elevator, which provides a handle to write the file in a faster and intermediate burst buffer system. Once the application finishes writing the data to the burst buffer, the Data Elevator job uses HDF5 to move the data to final destination in an asynchronous manner. Hence, using the Data Elevator library is currently useful for applications that call HDF5 for writing data files. Also, the Data Elevator depends on the HDF5 VOL functionality.« less
Biologically inspired adaptive walking of a quadruped robot.
Kimura, Hiroshi; Fukuoka, Yasuhiro; Cohen, Avis H
2007-01-15
We describe here the efforts to induce a quadruped robot to walk with medium-walking speed on irregular terrain based on biological concepts. We propose the necessary conditions for stable dynamic walking on irregular terrain in general, and we design the mechanical and the neural systems by comparing biological concepts with those necessary conditions described in physical terms. PD-controller at joints constructs the virtual spring-damper system as the viscoelasticity model of a muscle. The neural system model consists of a central pattern generator (CPG), reflexes and responses. We validate the effectiveness of the proposed neural system model control using the quadruped robots called 'Tekken1&2'. MPEG footage of experiments can be seen at http://www.kimura.is.uec.ac.jp.
Considerations of persistence and security in CHOICES, an object-oriented operating system
NASA Technical Reports Server (NTRS)
Campbell, Roy H.; Madany, Peter W.
1990-01-01
The current design of the CHOICES persistent object implementation is summarized, and research in progress is outlined. CHOICES is implemented as an object-oriented system, and persistent objects appear to simplify and unify many functions of the system. It is demonstrated that persistent data can be accessed through an object-oriented file system model as efficiently as by an existing optimized commercial file system. The object-oriented file system can be specialized to provide an object store for persistent objects. The problems that arise in building an efficient persistent object scheme in a 32-bit virtual address space that only uses paging are described. Despite its limitations, the solution presented allows quite large numbers of objects to be active simultaneously, and permits sharing and efficient method calls.
Nifakos, Sokratis; Zary, Nabil
2014-01-01
The research community has called for the development of effective educational interventions for addressing prescription behaviour since antimicrobial resistance remains a global health issue. Examining the potential to displace the educational process from Personal Computers to Mobile devices, in this paper we investigated a new method of integration of Virtual Patients into Mobile devices with augmented reality technology, enriching the practitioner's education in prescription behavior. Moreover, we also explored which information are critical during the prescription behavior education and we visualized these information on real context with augmented reality technology, simultaneously with a running Virtual Patient's scenario. Following this process, we set the educational frame of experiential knowledge to a mixed (virtual and real) environment.
Quality in E-Learning: A Framework for Promoting and Assuring Quality in Virtual Institutions
ERIC Educational Resources Information Center
Masoumi, D.; Lindstrom, B.
2012-01-01
With the growing demand for e-learning along with striving for excellence associated with globalization, there are worldwide calls for enhancing and assuring quality in e-learning, specifically in the context of the developing countries. Such calls for quality enhancement, accountability, added value, value for money, self-evaluation, and role…
VRLane: a desktop virtual safety management program for underground coal mine
NASA Astrophysics Data System (ADS)
Li, Mei; Chen, Jingzhu; Xiong, Wei; Zhang, Pengpeng; Wu, Daozheng
2008-10-01
VR technologies, which generate immersive, interactive, and three-dimensional (3D) environments, are seldom applied to coal mine safety work management. In this paper, a new method that combined the VR technologies with underground mine safety management system was explored. A desktop virtual safety management program for underground coal mine, called VRLane, was developed. The paper mainly concerned about the current research advance in VR, system design, key techniques and system application. Two important techniques were introduced in the paper. Firstly, an algorithm was designed and implemented, with which the 3D laneway models and equipment models can be built on the basis of the latest mine 2D drawings automatically, whereas common VR programs established 3D environment by using 3DS Max or the other 3D modeling software packages with which laneway models were built manually and laboriously. Secondly, VRLane realized system integration with underground industrial automation. VRLane not only described a realistic 3D laneway environment, but also described the status of the coal mining, with functions of displaying the run states and related parameters of equipment, per-alarming the abnormal mining events, and animating mine cars, mine workers, or long-wall shearers. The system, with advantages of cheap, dynamic, easy to maintenance, provided a useful tool for safety production management in coal mine.
Virtual rehabilitation--benefits and challenges.
Burdea, G C
2003-01-01
To discuss the advantages and disadvantages of rehabilitation applications of virtual reality. VR can be used as an enhancement to conventional therapy for patients with conditions ranging from musculoskeletal problems, to stroke-induced paralysis, to cognitive deficits. This approach is called "VR-augmented rehabilitation." Alternately, VR can replace conventional interventions altogether, in which case the rehabilitation is "VR-based." If the intervention is done at a distance, then it is called "telerehabilitation." Simulation exercises for post-stroke patients have been developed using a "teacher object" approach or a video game approach. Simulations for musculo-skeletal patients use virtual replicas of rehabilitation devices (such as rubber ball, power putty, peg board). Phobia-inducing virtual environments are prescribed for patients with cognitive deficits. VR-augmented rehabilitation has been shown effective for stroke patients in the chronic phase of the disease. VR-based rehabilitation has been improving patients with fear of flying, Vietnam syndrome, fear of heights, and chronic stroke patients. Telerehabilitation interventions using VR have improved musculo-skeletal and post-stroke patients, however less data is available at this time. Virtual reality presents significant advantages when applied to rehabilitation of patients with varied conditions. These advantages include patient motivation, adaptability and variability based on patient baseline, transparent data storage, online remote data access, economy of scale, reduced medical costs. Challenges in VR use for rehabilitation relate to lack of computer skills on the part of therapists, lack of support infrastructure, expensive equipment (initially), inadequate communication infrastructure (for telerehabilitation in rural areas), and patient safety concerns.
Mercury, Skylab, Spacehab, International Space Station: A Continuum
NASA Technical Reports Server (NTRS)
Walker, Charles; Crouch, Roger K.; Binnenbruck, Horsta; Nagaoka, Shunji; Riesselmann, Werner
2000-01-01
We have conducted real research in space. Virtually all that we conducted in the first decade and a half of the space age was government funded and basic research like the carrier vehicles we call satellites and Sputniki, but direction human interaction began with Project Mercury. When the Apollo program ended with success, we got back to research again. Skylab was using Apollo hardware, using Apollo systems in a manner that offered spacious accomodations for researchers. Education began to move into space. This document describes Skylab's role in spaceborne experiments.
The (human) science of medical virtual learning environments.
Stone, Robert J
2011-01-27
The uptake of virtual simulation technologies in both military and civilian surgical contexts has been both slow and patchy. The failure of the virtual reality community in the 1990s and early 2000s to deliver affordable and accessible training systems stems not only from an obsessive quest to develop the 'ultimate' in so-called 'immersive' hardware solutions, from head-mounted displays to large-scale projection theatres, but also from a comprehensive lack of attention to the needs of the end users. While many still perceive the science of simulation to be defined by technological advances, such as computing power, specialized graphics hardware, advanced interactive controllers, displays and so on, the true science underpinning simulation--the science that helps to guarantee the transfer of skills from the simulated to the real--is that of human factors, a well-established discipline that focuses on the abilities and limitations of the end user when designing interactive systems, as opposed to the more commercially explicit components of technology. Based on three surgical simulation case studies, the importance of a human factors approach to the design of appropriate simulation content and interactive hardware for medical simulation is illustrated. The studies demonstrate that it is unnecessary to pursue real-world fidelity in all instances in order to achieve psychological fidelity--the degree to which the simulated tasks reproduce and foster knowledge, skills and behaviours that can be reliably transferred to real-world training applications.
Simulation system of arrhythmia using ActiveX control.
Takeuchi, Akihiro; Hirose, Minoru; Hamada, Atsushi; Ikeda, Noriaki
2005-07-01
A simulation system for arrhythmias has been developed using Windows-based software technology, ActiveX control. The cardiac module consists of six cells, the sinus, atrium, AV node, ventricle, and ectopic foci. The physiological properties of the cells, the automaticity and conduction delay, were modelled, respectively, by the phase response curve and the excitability recovery curve. Cell functions were implemented in the ActiveX control and incorporated into the cardiac module. The system draws the ECG sequence as a ladder diagram in real time. The system interactively shows diverse arrhythmias for various user settings of the cell function and bidirectional conduction between the cells. Users are able to experiment virtually by setting up a so-called electrophysiological stimulation. This system is useful for learning and for teaching the interaction between the cells and arrhythmias.
Ambient clumsiness in virtual environments
NASA Astrophysics Data System (ADS)
Ruzanka, Silvia; Behar, Katherine
2010-01-01
A fundamental pursuit of Virtual Reality is the experience of a seamless connection between the user's body and actions within the simulation. Virtual worlds often mediate the relationship between the physical and virtual body through creating an idealized representation of the self in an idealized space. This paper argues that the very ubiquity of the medium of virtual environments, such as the massively popular Second Life, has now made them mundane, and that idealized representations are no longer appropriate. In our artwork we introduce the attribute of clumsiness to Second Life by creating and distributing scripts that cause users' avatars to exhibit unpredictable stumbling, tripping, and momentary poor coordination, thus subtly and unexpectedly intervening with, rather than amplifying, a user's intent. These behaviors are publicly distributed, and manifest only occasionally - rather than intentional, conscious actions, they are involuntary and ambient. We suggest that the physical human body is itself an imperfect interface, and that the continued blurring of distinctions between the physical body and virtual representations calls for the introduction of these mundane, clumsy elements.
Evaluating Emulation-based Models of Distributed Computing Systems
DOE Office of Scientific and Technical Information (OSTI.GOV)
Jones, Stephen T.; Gabert, Kasimir G.; Tarman, Thomas D.
Emulation-based models of distributed computing systems are collections of virtual ma- chines, virtual networks, and other emulation components configured to stand in for oper- ational systems when performing experimental science, training, analysis of design alterna- tives, test and evaluation, or idea generation. As with any tool, we should carefully evaluate whether our uses of emulation-based models are appropriate and justified. Otherwise, we run the risk of using a model incorrectly and creating meaningless results. The variety of uses of emulation-based models each have their own goals and deserve thoughtful evaluation. In this paper, we enumerate some of these uses andmore » describe approaches that one can take to build an evidence-based case that a use of an emulation-based model is credible. Predictive uses of emulation-based models, where we expect a model to tell us something true about the real world, set the bar especially high and the principal evaluation method, called validation , is comensurately rigorous. We spend the majority of our time describing and demonstrating the validation of a simple predictive model using a well-established methodology inherited from decades of development in the compuational science and engineering community.« less
Wang, Yu-Jen; Chen, Po-Ju; Liang, Xiao; Lin, Yi-Hsin
2017-03-27
Augmented reality (AR), which use computer-aided projected information to augment our sense, has important impact on human life, especially for the elder people. However, there are three major challenges regarding the optical system in the AR system, which are registration, vision correction, and readability under strong ambient light. Here, we solve three challenges simultaneously for the first time using two liquid crystal (LC) lenses and polarizer-free attenuator integrated in optical-see-through AR system. One of the LC lens is used to electrically adjust the position of the projected virtual image which is so-called registration. The other LC lens with larger aperture and polarization independent characteristic is in charge of vision correction, such as myopia and presbyopia. The linearity of lens powers of two LC lenses is also discussed. The readability of virtual images under strong ambient light is solved by electrically switchable transmittance of the LC attenuator originating from light scattering and light absorption. The concept demonstrated in this paper could be further extended to other electro-optical devices as long as the devices exhibit the capability of phase modulations and amplitude modulations.
Wireless telemedicine for the delivery of specialist paediatric services to the bedside.
Smith, Anthony C; Coulthard, Mark; Clark, Ron; Armfield, Nigel; Taylor, Shauna; Goff, Robyn; Mottarelly, Ian; Youngberry, Karen; Isles, Alan; McCrossin, Robert; Wootton, Richard
2005-01-01
A mobile interactive online health system was used to conduct virtual ward rounds at a regional hospital which had no specialist paediatrician. The system was wireless, which allowed telepaediatric services to be delivered direct to the bedside. Between December 2004 and May 2005, 43 virtual ward rounds were coordinated between specialists based in Brisbane and local staff at the Gladstone Hospital. Eighty-six consultations were provided for 64 patients. The most common conditions included asthma (27%), chest infections (12%), gastroenteritis (10%) and urinary tract infections (10%). In the majority of cases, there were partial (67%) or complete changes (11%) in the clinical management of patients. Specialist services were offered by a team of 13 clinicians at the Royal Children's Hospital: 10 general paediatricians, two physiotherapists and one registered nurse. Feedback from all consultants involved in the service and local staff in Gladstone was extremely positive. In 43 videoconference calls there were three technical problems, probably due to an intermittent mains power supply at the regional hospital. There appears to be potential for other rural and regional hospitals to adopt this model of service delivery.
Dynamic Virtual Credit Card Numbers
NASA Astrophysics Data System (ADS)
Molloy, Ian; Li, Jiangtao; Li, Ninghui
Theft of stored credit card information is an increasing threat to e-commerce. We propose a dynamic virtual credit card number scheme that reduces the damage caused by stolen credit card numbers. A user can use an existing credit card account to generate multiple virtual credit card numbers that are either usable for a single transaction or are tied with a particular merchant. We call the scheme dynamic because the virtual credit card numbers can be generated without online contact with the credit card issuers. These numbers can be processed without changing any of the infrastructure currently in place; the only changes will be at the end points, namely, the card users and the card issuers. We analyze the security requirements for dynamic virtual credit card numbers, discuss the design space, propose a scheme using HMAC, and prove its security under the assumption the underlying function is a PRF.
Fully Three-Dimensional Virtual-Reality System
NASA Technical Reports Server (NTRS)
Beckman, Brian C.
1994-01-01
Proposed virtual-reality system presents visual displays to simulate free flight in three-dimensional space. System, virtual space pod, is testbed for control and navigation schemes. Unlike most virtual-reality systems, virtual space pod would not depend for orientation on ground plane, which hinders free flight in three dimensions. Space pod provides comfortable seating, convenient controls, and dynamic virtual-space images for virtual traveler. Controls include buttons plus joysticks with six degrees of freedom.
From telepathology to virtual pathology institution: the new world of digital pathology.
Kayser, K; Kayser, G; Radziszowski, D; Oehmann, A
Telepathology has left its childhood. Its technical development is mature, and its use for primary (frozen section) and secondary (expert consultation) diagnosis has been expanded to a great amount. This is in contrast to a virtual pathology laboratory, which is still under technical constraints. Similar to telepathology, which can also be used for e-learning and e-training in pathology, as exemplarily is demonstrated on Digital Lung Pathology (Klaus.Kayser@charite.de) at least two kinds of virtual pathology laboratories will be implemented in the near future: a) those with distributed pathologists and distributed (> or = 1) laboratories associated to individual biopsy stations/surgical theatres, and b) distributed pathologists (usually situated in one institution) and a centralized laboratory, which digitizes complete histological slides. Both scenarios are under intensive technical investigations. The features of virtual pathology comprise a virtual pathology institution (mode a) that accepts a complete case with the patient's history, clinical findings, and (pre-selected) images for first diagnosis. The diagnostic responsibility is that of a conventional institution. The Internet serves as platform for information transfer, and an open server such as the iPATH (http://telepath.patho.unibas.ch) for coordination and performance of the diagnostic procedure. The size and number of transferred images have to be limited, and usual different magnifications have to be used. The sender needs to possess experiences in image sampling techniques, which present with the most significant information. A group of pathologists is "on duty", or selects one member for a predefined duty period. The diagnostic statement of the pathologist(s) on duty is retransmitted to the sender with full responsibility. The first experiences of a virtual pathology institution group working with the iPATH server working with a small hospital of the Salomon islands are promising. A centralized virtual pathology institution (mode b) depends upon the digitalization of a complete slide, and the transfer of large sized images to different pathologists working in one institution. The technical performance of complete slide digitalization is still under development. Virtual pathology can be combined with e-learning and e-training, that will serve for a powerful daily-work-integrated pathology system. At present, e-learning systems are "stand-alone" solutions distributed on CD or via Internet. A characteristic example is the Digital Lung Pathology CD, which includes about 60 different rare and common lung diseases with some features of electronic communication. These features include access to scientific library systems (PubMed), distant measurement servers (EuroQuant), automated immunohisto-chemistry measurements, or electronic journals (Elec J Pathol Histol, www.pathology-online.org). It combines e-learning and e-training with some acoustic support. A new and complete database based upon this CD will combine e-learning and e-teaching with the actual workflow in a virtual pathology institution (mode a). The technological problems are solved and do not depend upon technical constraints such as slide scanning systems. At present, telepathology serves as promoter for a complete new landscape in diagnostic pathology, the so-called virtual pathology institution. Industrial and scientific efforts will probably allow an implementation of this technique within the next two years with exciting diagnostic and scientific perspectives.
Virtual Network Configuration Management System for Data Center Operations and Management
NASA Astrophysics Data System (ADS)
Okita, Hideki; Yoshizawa, Masahiro; Uehara, Keitaro; Mizuno, Kazuhiko; Tarui, Toshiaki; Naono, Ken
Virtualization technologies are widely deployed in data centers to improve system utilization. However, they increase the workload for operators, who have to manage the structure of virtual networks in data centers. A virtual-network management system which automates the integration of the configurations of the virtual networks is provided. The proposed system collects the configurations from server virtualization platforms and VLAN-supported switches, and integrates these configurations according to a newly developed XML-based management information model for virtual-network configurations. Preliminary evaluations show that the proposed system helps operators by reducing the time to acquire the configurations from devices and correct the inconsistency of operators' configuration management database by about 40 percent. Further, they also show that the proposed system has excellent scalability; the system takes less than 20 minutes to acquire the virtual-network configurations from a large scale network that includes 300 virtual machines. These results imply that the proposed system is effective for improving the configuration management process for virtual networks in data centers.
Interactive exploration of coastal restoration modeling in virtual environments
NASA Astrophysics Data System (ADS)
Gerndt, Andreas; Miller, Robert; Su, Simon; Meselhe, Ehab; Cruz-Neira, Carolina
2009-02-01
Over the last decades, Louisiana has lost a substantial part of its coastal region to the Gulf of Mexico. The goal of the project depicted in this paper is to investigate the complex ecological and geophysical system not only to find solutions to reverse this development but also to protect the southern landscape of Louisiana for disastrous impacts of natural hazards like hurricanes. This paper sets a focus on the interactive data handling of the Chenier Plain which is only one scenario of the overall project. The challenge addressed is the interactive exploration of large-scale time-depending 2D simulation results and of terrain data with a high resolution that is available for this region. Besides data preparation, efficient visualization approaches optimized for the usage in virtual environments are presented. These are embedded in a complex framework for scientific visualization of time-dependent large-scale datasets. To provide a straightforward interface for rapid application development, a software layer called VRFlowVis has been developed. Several architectural aspects to encapsulate complex virtual reality aspects like multi-pipe vs. cluster-based rendering are discussed. Moreover, the distributed post-processing architecture is investigated to prove its efficiency for the geophysical domain. Runtime measurements conclude this paper.
Technology and Community Behavior in Online Environments
NASA Astrophysics Data System (ADS)
Blanchard, Anita L.; Markus, M. Lynne
The literature on virtual or online communities contains two largely disjoint bodies of scholarship. One, which we call the “communities” literature, is concerned primarily with the social and psychological processes observable within groups of people that interact regularly in online environments. The other, concerned primarily with the effects of technological environments on individual and group behavior, we call the “environments” literature.
Environmental Visualization and Horizontal Fusion
2005-10-01
the section on EVIS Rules. Federated Search – Discovering Content Another method of discovering services and their content has been implemented...in HF through a next-generation knowledge discovery framework called Federated Search . A virtual information space, called Collateral Space was...environmental mission effects products, is presented later in the paper. Federated Search allows users to search through Collateral Space data that is
Post-Fisherian Experimentation: From Physical to Virtual
Jeff Wu, C. F.
2014-04-24
Fisher's pioneering work in design of experiments has inspired further work with broader applications, especially in industrial experimentation. Three topics in physical experiments are discussed: principles of effect hierarchy, sparsity, and heredity for factorial designs, a new method called CME for de-aliasing aliased effects, and robust parameter design. The recent emergence of virtual experiments on a computer is reviewed. Here, some major challenges in computer experiments, which must go beyond Fisherian principles, are outlined.
Trapping virtual pores by crystal retro-engineering
NASA Astrophysics Data System (ADS)
Little, Marc A.; Briggs, Michael E.; Jones, James T. A.; Schmidtmann, Marc; Hasell, Tom; Chong, Samantha Y.; Jelfs, Kim E.; Chen, Linjiang; Cooper, Andrew I.
2015-02-01
Stable guest-free porous molecular crystals are uncommon. By contrast, organic molecular crystals with guest-occupied cavities are frequently observed, but these cavities tend to be unstable and collapse on removal of the guests—this feature has been referred to as ‘virtual porosity’. Here, we show how we have trapped the virtual porosity in an unstable low-density organic molecular crystal by introducing a second molecule that matches the size and shape of the unstable voids. We call this strategy ‘retro-engineering’ because it parallels organic retrosynthetic analysis, and it allows the metastable two-dimensional hexagonal pore structure in an organic solvate to be trapped in a binary cocrystal. Unlike the crystal with virtual porosity, the cocrystal material remains single crystalline and porous after removal of guests by heating.
Face pose tracking using the four-point algorithm
NASA Astrophysics Data System (ADS)
Fung, Ho Yin; Wong, Kin Hong; Yu, Ying Kin; Tsui, Kwan Pang; Kam, Ho Chuen
2017-06-01
In this paper, we have developed an algorithm to track the pose of a human face robustly and efficiently. Face pose estimation is very useful in many applications such as building virtual reality systems and creating an alternative input method for the disabled. Firstly, we have modified a face detection toolbox called DLib for the detection of a face in front of a camera. The detected face features are passed to a pose estimation method, known as the four-point algorithm, for pose computation. The theory applied and the technical problems encountered during system development are discussed in the paper. It is demonstrated that the system is able to track the pose of a face in real time using a consumer grade laptop computer.
Ahn, Woojin; Dargar, Saurabh; Halic, Tansel; Lee, Jason; Li, Baichun; Pan, Junjun; Sankaranarayanan, Ganesh; Roberts, Kurt; De, Suvranu
2014-01-01
The first virtual-reality-based simulator for Natural Orifice Translumenal Endoscopic Surgery (NOTES) is developed called the Virtual Translumenal Endoscopic Surgery Trainer (VTESTTM). VTESTTM aims to simulate hybrid NOTES cholecystectomy procedure using a rigid scope inserted through the vaginal port. The hardware interface is designed for accurate motion tracking of the scope and laparoscopic instruments to reproduce the unique hand-eye coordination. The haptic-enabled multimodal interactive simulation includes exposing the Calot's triangle and detaching the gall bladder while performing electrosurgery. The developed VTESTTM was demonstrated and validated at NOSCAR 2013.
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.
Scientific Workflows and the Sensor Web for Virtual Environmental Observatories
NASA Astrophysics Data System (ADS)
Simonis, I.; Vahed, A.
2008-12-01
Virtual observatories mature from their original domain and become common practice for earth observation research and policy building. The term Virtual Observatory originally came from the astronomical research community. Here, virtual observatories provide universal access to the available astronomical data archives of space and ground-based observatories. Further on, as those virtual observatories aim at integrating heterogeneous ressources provided by a number of participating organizations, the virtual observatory acts as a coordinating entity that strives for common data analysis techniques and tools based on common standards. The Sensor Web is on its way to become one of the major virtual observatories outside of the astronomical research community. Like the original observatory that consists of a number of telescopes, each observing a specific part of the wave spectrum and with a collection of astronomical instruments, the Sensor Web provides a multi-eyes perspective on the current, past, as well as future situation of our planet and its surrounding spheres. The current view of the Sensor Web is that of a single worldwide collaborative, coherent, consistent and consolidated sensor data collection, fusion and distribution system. The Sensor Web can perform as an extensive monitoring and sensing system that provides timely, comprehensive, continuous and multi-mode observations. This technology is key to monitoring and understanding our natural environment, including key areas such as climate change, biodiversity, or natural disasters on local, regional, and global scales. The Sensor Web concept has been well established with ongoing global research and deployment of Sensor Web middleware and standards and represents the foundation layer of systems like the Global Earth Observation System of Systems (GEOSS). The Sensor Web consists of a huge variety of physical and virtual sensors as well as observational data, made available on the Internet at standardized interfaces. All data sets and sensor communication follow well-defined abstract models and corresponding encodings, mostly developed by the OGC Sensor Web Enablement initiative. Scientific progress is currently accelerated by an emerging new concept called scientific workflows, which organize and manage complex distributed computations. A scientific workflow represents and records the highly complex processes that a domain scientist typically would follow in exploration, discovery and ultimately, transformation of raw data to publishable results. The challenge is now to integrate the benefits of scientific workflows with those provided by the Sensor Web in order to leverage all resources for scientific exploration, problem solving, and knowledge generation. Scientific workflows for the Sensor Web represent the next evolutionary step towards efficient, powerful, and flexible earth observation frameworks and platforms. Those platforms support the entire process from capturing data, sharing and integrating, to requesting additional observations. Multiple sites and organizations will participate on single platforms and scientists from different countries and organizations interact and contribute to large-scale research projects. Simultaneously, the data- and information overload becomes manageable, as multiple layers of abstraction will free scientists to deal with underlying data-, processing or storage peculiarities. The vision are automated investigation and discovery mechanisms that allow scientists to pose queries to the system, which in turn would identify potentially related resources, schedules processing tasks and assembles all parts in workflows that may satisfy the query.
The state of the Java universe
Gosling, James
2018-05-22
Speaker Bio: James Gosling received a B.Sc. in computer science from the University of Calgary, Canada in 1977. He received a Ph.D. in computer science from Carnegie-Mellon University in 1983. The title of his thesis was The Algebraic Manipulation of Constraints. He has built satellite data acquisition systems, a multiprocessor version of UNIX®, several compilers, mail systems, and window managers. He has also built a WYSIWYG text editor, a constraint-based drawing editor, and a text editor called Emacs, for UNIX systems. At Sun his early activity was as lead engineer of the NeWS window system. He did the original design of the Java programming language and implemented its original compiler and virtual machine. He has recently been a contributor to the Real-Time Specification for Java.
PyGirl: Generating Whole-System VMs from High-Level Prototypes Using PyPy
NASA Astrophysics Data System (ADS)
Bruni, Camillo; Verwaest, Toon
Virtual machines (VMs) emulating hardware devices are generally implemented in low-level languages for performance reasons. This results in unmaintainable systems that are difficult to understand. In this paper we report on our experience using the PyPy toolchain to improve the portability and reduce the complexity of whole-system VM implementations. As a case study we implement a VM prototype for a Nintendo Game Boy, called PyGirl, in which the high-level model is separated from low-level VM implementation issues. We shed light on the process of refactoring from a low-level VM implementation in Java to a high-level model in RPython. We show that our whole-system VM written with PyPy is significantly less complex than standard implementations, without substantial loss in performance.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Gosling, James
Speaker Bio: James Gosling received a B.Sc. in computer science from the University of Calgary, Canada in 1977. He received a Ph.D. in computer science from Carnegie-Mellon University in 1983. The title of his thesis was The Algebraic Manipulation of Constraints. He has built satellite data acquisition systems, a multiprocessor version of UNIX®, several compilers, mail systems, and window managers. He has also built a WYSIWYG text editor, a constraint-based drawing editor, and a text editor called Emacs, for UNIX systems. At Sun his early activity was as lead engineer of the NeWS window system. He did the original designmore » of the Java programming language and implemented its original compiler and virtual machine. He has recently been a contributor to the Real-Time Specification for Java.« less
Virtual performer: single camera 3D measuring system for interaction in virtual space
NASA Astrophysics Data System (ADS)
Sakamoto, Kunio; Taneji, Shoto
2006-10-01
The authors developed interaction media systems in the 3D virtual space. In these systems, the musician virtually plays an instrument like the theremin in the virtual space or the performer plays a show using the virtual character such as a puppet. This interactive virtual media system consists of the image capture, measuring performer's position, detecting and recognizing motions and synthesizing video image using the personal computer. In this paper, we propose some applications of interaction media systems; a virtual musical instrument and superimposing CG character. Moreover, this paper describes the measuring method of the positions of the performer, his/her head and both eyes using a single camera.
The APECS Virtual Poster Session: a virtual platform for science communication and discussion
NASA Astrophysics Data System (ADS)
Renner, A.; Jochum, K.; Jullion, L.; Pavlov, A.; Liggett, D.; Fugmann, G.; Baeseman, J. L.; Apecs Virtual Poster Session Working Group, T.
2011-12-01
The Virtual Poster Session (VPS) of the Association of Polar Early Career Scientists (APECS) was developed by early career scientists as an online tool for communicating and discussing science and research beyond the four walls of a conference venue. Poster sessions often are the backbone of a conference where especially early career scientists get a chance to communicate their research, discuss ideas, data, and scientific problems with their peers and senior scientists. There, they can hone their 'elevator pitch', discussion skills and presentation skills. APECS has taken the poster session one step further and created the VPS - the same idea but independent from conferences, travel, and location. All that is needed is a computer with internet access. Instead of letting their posters collect dust on the computer's hard drive, scientists can now upload them to the APECS website. There, others have the continuous opportunity to comment, give feedback and discuss the work. Currently, about 200 posters are accessible contributed by authors and co-authors from 34 countries. Since January 2010, researchers can discuss their poster with a broad international audience including fellow researchers, community members, potential colleagues and collaborators, policy makers and educators during monthly conference calls via an internet platform. Recordings of the calls are available online afterwards. Calls so far have included topical sessions on e.g. marine biology, glaciology, or social sciences, and interdisciplinary calls on Arctic sciences or polar research activities in a specific country, e.g. India or Romania. They attracted audiences of scientists at all career stages and from all continents, with on average about 15 persons participating per call. Online tools like the VPS open up new ways for creating collaborations and new research ideas and sharing different methodologies for future projects, pushing aside the boundaries of countries and nations, conferences, offices, and disciplines, and provide early career scientists with easily accessible training opportunities for their communication and outreach skills, independent of their location and funding situation.
Investigation of Simulated Trading — A multi agent based trading system for optimization purposes
NASA Astrophysics Data System (ADS)
Schneider, Johannes J.
2010-07-01
Some years ago, Bachem, Hochstättler, and Malich proposed a heuristic algorithm called Simulated Trading for the optimization of vehicle routing problems. Computational agents place buy-orders and sell-orders for customers to be handled at a virtual financial market, the prices of the orders depending on the costs of inserting the customer in the tour or for his removal. According to a proposed rule set, the financial market creates a buy-and-sell graph for the various orders in the order book, intending to optimize the overall system. Here I present a thorough investigation for the application of this algorithm to the traveling salesman problem.
The Effects of Acute Sleep Restriction on Adolescents' Pedestrian Safety in a Virtual Environment
Davis, Aaron L.; Avis, Kristin T.; Schwebel, David C.
2013-01-01
Purpose Over 8,000 American adolescents ages 14-15 require medical attention due to pedestrian injury annually. Cognitive factors contributing to pedestrian safety include reaction time, impulsivity, risk-taking, attention, and decision-making. These characteristics are also influenced by sleep restriction. Experts recommend adolescents obtain 8.5 hours of uninterrupted sleep each night, but most American adolescents do not. Inadequate sleep may place adolescents at risk for pedestrian injury. Method Using a within-subjects design, fifty-five 14- and 15-year-olds engaged in a virtual reality pedestrian environment in two conditions, scheduled a week apart: sleep-restricted (4 hours sleep previous night) and adequate sleep (8.5 hours). Sleep was assessed using actigraphy and pedestrian behavior via four outcome measures: time to initiate crossing, time before contact with vehicle while crossing, virtual hits/close calls and attention to traffic (looks left and right). Results While acutely sleep restricted, adolescents took more time to initiate pedestrian crossings, crossed with less time before contact with vehicles, experienced more virtual hits/close calls and looked left and right more often compared to when adequately rested. Results were maintained after controlling for age, gender, ethnicity and average total sleep duration prior to each condition. Discussion Adolescent pedestrian behavior in the simulated virtual environment was markedly different, and generally more risky, when acutely sleep restricted compared to adequately rested. Inadequate sleep may influence cognitive functioning to the extent that pedestrian safety is jeopardized among adolescents capable of crossing streets safely when rested. Policy decisions might be educated by these results. PMID:24012066
Virtual Reality Robotic Operation Simulations Using MEMICA Haptic System
NASA Technical Reports Server (NTRS)
Bar-Cohen, Y.; Mavroidis, C.; Bouzit, M.; Dolgin, B.; Harm, D. L.; Kopchok, G. E.; White, R.
2000-01-01
There is an increasing realization that some tasks can be performed significantly better by humans than robots but, due to associated hazards, distance, etc., only a robot can be employed. Telemedicine is one area where remotely controlled robots can have a major impact by providing urgent care at remote sites. In recent years, remotely controlled robotics has been greatly advanced. The robotic astronaut, "Robonaut," at NASA Johnson Space Center is one such example. Unfortunately, due to the unavailability of force and tactile feedback capability the operator must determine the required action using only visual feedback from the remote site, which limits the tasks that Robonaut can perform. There is a great need for dexterous, fast, accurate teleoperated robots with the operator?s ability to "feel" the environment at the robot's field. Recently, we conceived a haptic mechanism called MEMICA (Remote MEchanical MIrroring using Controlled stiffness and Actuators) that can enable the design of high dexterity, rapid response, and large workspace system. Our team is developing novel MEMICA gloves and virtual reality models to allow the simulation of telesurgery and other applications. The MEMICA gloves are designed to have a high dexterity, rapid response, and large workspace and intuitively mirror the conditions at a virtual site where a robot is simulating the presence of the human operator. The key components of MEMICA are miniature electrically controlled stiffness (ECS) elements and Electrically Controlled Force and Stiffness (ECFS) actuators that are based on the sue of Electro-Rheological Fluids (ERF). In this paper the design of the MEMICA system and initial experimental results are presented.
2016-05-05
Training for IND Response Decision-Making: Models for Government–Industry Collaboration for the Development of Game -Based Training Tools R.M. Seater...Skill Transfer and Virtual Training for IND Response Decision-Making: Models for Government–Industry Collaboration for the Development of Game -Based...unlimited. This page intentionally left blank. iii EXECUTIVE SUMMARY Game -based training tools, sometimes called “serious games ,” are becoming
Virtual reality, augmented reality…I call it i-Reality.
Grossmann, Rafael J
2015-01-01
The new term improved reality (i-Reality) is suggested to include virtual reality (VR) and augmented reality (AR). It refers to a real world that includes improved, enhanced and digitally created features that would offer an advantage on a particular occasion (i.e., a medical act). I-Reality may help us bridge the gap between the high demand for medical providers and the low supply of them by improving the interaction between providers and patients.
Foreign Language Tutoring in Oral Conversations Using Spoken Dialog Systems
NASA Astrophysics Data System (ADS)
Lee, Sungjin; Noh, Hyungjong; Lee, Jonghoon; Lee, Kyusong; Lee, Gary Geunbae
Although there have been enormous investments into English education all around the world, not many differences have been made to change the English instruction style. Considering the shortcomings for the current teaching-learning methodology, we have been investigating advanced computer-assisted language learning (CALL) systems. This paper aims at summarizing a set of POSTECH approaches including theories, technologies, systems, and field studies and providing relevant pointers. On top of the state-of-the-art technologies of spoken dialog system, a variety of adaptations have been applied to overcome some problems caused by numerous errors and variations naturally produced by non-native speakers. Furthermore, a number of methods have been developed for generating educational feedback that help learners develop to be proficient. Integrating these efforts resulted in intelligent educational robots — Mero and Engkey — and virtual 3D language learning games, Pomy. To verify the effects of our approaches on students' communicative abilities, we have conducted a field study at an elementary school in Korea. The results showed that our CALL approaches can be enjoyable and fruitful activities for students. Although the results of this study bring us a step closer to understanding computer-based education, more studies are needed to consolidate the findings.
NASA Technical Reports Server (NTRS)
Burleigh, Scott C.
2011-01-01
Sptrace is a general-purpose space utilization tracing system that is conceptually similar to the commercial Purify product used to detect leaks and other memory usage errors. It is designed to monitor space utilization in any sort of heap, i.e., a region of data storage on some device (nominally memory; possibly shared and possibly persistent) with a flat address space. This software can trace usage of shared and/or non-volatile storage in addition to private RAM (random access memory). Sptrace is implemented as a set of C function calls that are invoked from within the software that is being examined. The function calls fall into two broad classes: (1) functions that are embedded within the heap management software [e.g., JPL's SDR (Simple Data Recorder) and PSM (Personal Space Management) systems] to enable heap usage analysis by populating a virtual time-sequenced log of usage activity, and (2) reporting functions that are embedded within the application program whose behavior is suspect. For ease of use, these functions may be wrapped privately inside public functions offered by the heap management software. Sptrace can be used for VxWorks or RTEMS realtime systems as easily as for Linux or OS/X systems.
2010-01-01
Background Stroke is a frequent cause of adult disability that can lead to enduring impairments. However, given the life-long plasticity of the brain one could assume that recovery could be facilitated by the harnessing of mechanisms underlying neuronal reorganization. Currently it is not clear how this reorganization can be mobilized. Novel technology based neurorehabilitation techniques hold promise to address this issue. Here we describe a Virtual Reality (VR) based system, the Rehabilitation Gaming System (RGS) that is based on a number of hypotheses on the neuronal mechanisms underlying recovery, the structure of training and the role of individualization. We investigate the psychometrics of the RGS in stroke patients and healthy controls. Methods We describe the key components of the RGS and the psychometrics of one rehabilitation scenario called Spheroids. We performed trials with 21 acute/subacute stroke patients and 20 healthy controls to study the effect of the training parameters on task performance. This allowed us to develop a Personalized Training Module (PTM) for online adjustment of task difficulty. In addition, we studied task transfer between physical and virtual environments. Finally, we assessed the usability and acceptance of the RGS as a rehabilitation tool. Results We show that the PTM implemented in RGS allows us to effectively adjust the difficulty and the parameters of the task to the user by capturing specific features of the movements of the arms. The results reported here also show a consistent transfer of movement kinematics between physical and virtual tasks. Moreover, our usability assessment shows that the RGS is highly accepted by stroke patients as a rehabilitation tool. Conclusions We introduce a novel VR based paradigm for neurorehabilitation, RGS, which combines specific rehabilitative principles with a psychometric evaluation to provide a personalized and automated training. Our results show that the RGS effectively adjusts to the individual features of the user, allowing for an unsupervised deployment of individualized rehabilitation protocols. PMID:20860808
Cameirão, Mónica S; Badia, Sergi Bermúdez I; Oller, Esther Duarte; Verschure, Paul F M J
2010-09-22
Stroke is a frequent cause of adult disability that can lead to enduring impairments. However, given the life-long plasticity of the brain one could assume that recovery could be facilitated by the harnessing of mechanisms underlying neuronal reorganization. Currently it is not clear how this reorganization can be mobilized. Novel technology based neurorehabilitation techniques hold promise to address this issue. Here we describe a Virtual Reality (VR) based system, the Rehabilitation Gaming System (RGS) that is based on a number of hypotheses on the neuronal mechanisms underlying recovery, the structure of training and the role of individualization. We investigate the psychometrics of the RGS in stroke patients and healthy controls. We describe the key components of the RGS and the psychometrics of one rehabilitation scenario called Spheroids. We performed trials with 21 acute/subacute stroke patients and 20 healthy controls to study the effect of the training parameters on task performance. This allowed us to develop a Personalized Training Module (PTM) for online adjustment of task difficulty. In addition, we studied task transfer between physical and virtual environments. Finally, we assessed the usability and acceptance of the RGS as a rehabilitation tool. We show that the PTM implemented in RGS allows us to effectively adjust the difficulty and the parameters of the task to the user by capturing specific features of the movements of the arms. The results reported here also show a consistent transfer of movement kinematics between physical and virtual tasks. Moreover, our usability assessment shows that the RGS is highly accepted by stroke patients as a rehabilitation tool. We introduce a novel VR based paradigm for neurorehabilitation, RGS, which combines specific rehabilitative principles with a psychometric evaluation to provide a personalized and automated training. Our results show that the RGS effectively adjusts to the individual features of the user, allowing for an unsupervised deployment of individualized rehabilitation protocols.
A revolution in Distributed Virtual Globes creation with e-CORCE space program
NASA Astrophysics Data System (ADS)
Antikidis, Jean-Pierre
2010-05-01
Space applications are to-day participating to our everyday life on a continuous fashion and most of the time in an invisible way. Meteorology, telecom and more recently GPS driven applications are these days fully participating to our modern and comfortable way of life. Therefore a new revolution is underway by which Space Remote Sensing technology will bring the full of the Earth available in a digital form. Present requirements for digital Earth creation at high resolution requirement are pushing space technology to a new technological frontier that could be called the: 1 day to one week, 1 meter, 1 Earth, challenge.The e-CORCE vision (e-Constellation d'Observation Recurrente Cellulaire) relies on a complete new avenue to create a full virtual earth with the help of small satellite constellation and make them operated as sensors connected to a powerful internet based ground network. To handle this incredibly high quantity of information (10 000 Billions metric pixel ), maximum use of psycho-visual compression associated to over-simplified platforms considered as space IP nodes and a massive World-wide Grid-based system composed of more than 40 receiving and processing nodes is contemplated. The presentation will introduce the technological hurdles and the way modern upcoming cyber-infrastructure technologies called WAG (Wide Area Grid) may open a practical and economically sound solution to this never attempted challenge.
Assessing the Impact of a Virtual Lab in an Allied Health Program.
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.
An optimization method of VON mapping for energy efficiency and routing in elastic optical networks
NASA Astrophysics Data System (ADS)
Liu, Huanlin; Xiong, Cuilian; Chen, Yong; Li, Changping; Chen, Derun
2018-03-01
To improve resources utilization efficiency, network virtualization in elastic optical networks has been developed by sharing the same physical network for difference users and applications. In the process of virtual nodes mapping, longer paths between physical nodes will consume more spectrum resources and energy. To address the problem, we propose a virtual optical network mapping algorithm called genetic multi-objective optimize virtual optical network mapping algorithm (GM-OVONM-AL), which jointly optimizes the energy consumption and spectrum resources consumption in the process of virtual optical network mapping. Firstly, a vector function is proposed to balance the energy consumption and spectrum resources by optimizing population classification and crowding distance sorting. Then, an adaptive crossover operator based on hierarchical comparison is proposed to improve search ability and convergence speed. In addition, the principle of the survival of the fittest is introduced to select better individual according to the relationship of domination rank. Compared with the spectrum consecutiveness-opaque virtual optical network mapping-algorithm and baseline-opaque virtual optical network mapping algorithm, simulation results show the proposed GM-OVONM-AL can achieve the lowest bandwidth blocking probability and save the energy consumption.
Working Smarter Not Harder - Developing a Virtual Subsurface Data Framework for U.S. Energy R&D
NASA Astrophysics Data System (ADS)
Rose, K.; Baker, D.; Bauer, J.; Dehlin, M.; Jones, T. J.; Rowan, C.
2017-12-01
The data revolution has resulted in a proliferation of resources that span beyond commercial and social networking domains. Research, scientific, and engineering data resources, including subsurface characterization, modeling, and analytical datasets, are increasingly available through online portals, warehouses, and systems. Data for subsurface systems is still challenging to access, discontinuous, and varies in resolution. However, with the proliferation of online data there are significant opportunities to advance access and knowledge of subsurface systems. The Energy Data eXchange (EDX) is an online platform designed to address research data needs by improving access to energy R&D products through advanced search capabilities. In addition, EDX hosts private, virtualized computational workspaces in support of multi-organizational R&D. These collaborative workspaces allow teams to share working data resources and connect to a growing number of analytical tools to support research efforts. One recent application, a team digital data notebook tool, called DataBook, was introduced within EDX workspaces to allow teams to capture contextual and structured data resources. Starting with DOE's subsurface R&D community, the EDX team has been developing DataBook to support scientists and engineers working on subsurface energy research, allowing them to contribute and curate both structured and unstructured data and knowledge about subsurface systems. These resources span petrophysical, geologic, engineering, geophysical, interpretations, models, and analyses associated with carbon storage, water, oil, gas, geothermal, induced seismicity and other subsurface systems to support the development of a virtual subsurface data framework. The integration of EDX and DataBook allows for these systems to leverage each other's best features, such as the ability to interact with other systems (Earthcube, OpenEI.net, NGDS, etc.) and leverage custom machine learning algorithms and capabilities to enhance user experience, make access and connection to relevant subsurface data resources more efficient for research teams to use, analyze and draw insights. Ultimately, the public and private resources in EDX seek to make subsurface energy research more efficient, reduce redundancy, and drive innovation.
NASA Technical Reports Server (NTRS)
Goldstein, David
1991-01-01
Extensions to an architecture for real-time, distributed (parallel) knowledge-based systems called the Parallel Real-time Artificial Intelligence System (PRAIS) are discussed. PRAIS strives for transparently parallelizing production (rule-based) systems, even under real-time constraints. PRAIS accomplished these goals (presented at the first annual C Language Integrated Production System (CLIPS) conference) by incorporating a dynamic task scheduler, operating system extensions for fact handling, and message-passing among multiple copies of CLIPS executing on a virtual blackboard. This distributed knowledge-based system tool uses the portability of CLIPS and common message-passing protocols to operate over a heterogeneous network of processors. Results using the original PRAIS architecture over a network of Sun 3's, Sun 4's and VAX's are presented. Mechanisms using the producer-consumer model to extend the architecture for fault-tolerance and distributed truth maintenance initiation are also discussed.
Development of a virtual reality training system for endoscope-assisted submandibular gland removal.
Miki, Takehiro; Iwai, Toshinori; Kotani, Kazunori; Dang, Jianwu; Sawada, Hideyuki; Miyake, Minoru
2016-11-01
Endoscope-assisted surgery has widely been adopted as a basic surgical procedure, with various training systems using virtual reality developed for this procedure. In the present study, a basic training system comprising virtual reality for the removal of submandibular glands under endoscope assistance was developed. The efficacy of the training system was verified in novice oral surgeons. A virtual reality training system was developed using existing haptic devices. Virtual reality models were constructed from computed tomography data to ensure anatomical accuracy. Novice oral surgeons were trained using the developed virtual reality training system. The developed virtual reality training system included models of the submandibular gland and surrounding connective tissues and blood vessels entering the submandibular gland. Cutting or abrasion of the connective tissue and manipulations, such as elevation of blood vessels, were reproduced by the virtual reality system. A training program using the developed system was devised. Novice oral surgeons were trained in accordance with the devised training program. Our virtual reality training system for endoscope-assisted removal of the submandibular gland is effective in the training of novice oral surgeons in endoscope-assisted surgery. Copyright © 2016 The Author(s). Published by Elsevier Ltd.. All rights reserved.
NASA Astrophysics Data System (ADS)
Wang, P.; Becker, A. A.; Jones, I. A.; Glover, A. T.; Benford, S. D.; Vloeberghs, M.
2009-08-01
A virtual-reality real-time simulation of surgical operations that incorporates the inclusion of a hard tumour is presented. The software is based on Boundary Element (BE) technique. A review of the BE formulation for real-time analysis of two-domain deformable objects, using the pre-solution technique, is presented. The two-domain BE software is incorporated into a surgical simulation system called VIRS to simulate the initiation of a cut on the surface of the soft tissue and extending the cut deeper until the tumour is reached.
Managing in the Virtual World: How Second Life is Rewriting the Rules of "Real Life" Business
NASA Astrophysics Data System (ADS)
Wyld, David C.
In this paper, we will explore the growth of virtual worlds - one of the most exciting and fast-growing concepts in the Web 2.0 era. We will see that while there has been significant growth across all demographic groups, online gaming in MMOGs (Massively Multiplayer Online Games) are finding particular appeal in today's youth - the so-called "digital native" generation. We then overview the today's virtual world marketplace, both in the youth and adult-oriented markets. Second Life is emerging as the most important virtual world today, due to the intense interest amongst both large organizations and individual entrepreneurs to conduct real business in the virtual environment. Due to its prominence today and its forecasted growth over the next decade, we take a look at the unscripted world of Second Life, examining the corporate presence in-world, as well as the economic, technical, legal, ethical and security issues involved for companies doing business in the virtual world. In conclusion, we present an analysis of where we stand in terms of virtual world development today and a projection of where we will be heading in the near future. Finally, we present advice to management practitioners and academicians on how to learn about virtual worlds and explore the world of opportunities in them.
The (human) science of medical virtual learning environments
Stone, Robert J.
2011-01-01
The uptake of virtual simulation technologies in both military and civilian surgical contexts has been both slow and patchy. The failure of the virtual reality community in the 1990s and early 2000s to deliver affordable and accessible training systems stems not only from an obsessive quest to develop the ‘ultimate’ in so-called ‘immersive’ hardware solutions, from head-mounted displays to large-scale projection theatres, but also from a comprehensive lack of attention to the needs of the end users. While many still perceive the science of simulation to be defined by technological advances, such as computing power, specialized graphics hardware, advanced interactive controllers, displays and so on, the true science underpinning simulation—the science that helps to guarantee the transfer of skills from the simulated to the real—is that of human factors, a well-established discipline that focuses on the abilities and limitations of the end user when designing interactive systems, as opposed to the more commercially explicit components of technology. Based on three surgical simulation case studies, the importance of a human factors approach to the design of appropriate simulation content and interactive hardware for medical simulation is illustrated. The studies demonstrate that it is unnecessary to pursue real-world fidelity in all instances in order to achieve psychological fidelity—the degree to which the simulated tasks reproduce and foster knowledge, skills and behaviours that can be reliably transferred to real-world training applications. PMID:21149363
Archive interoperability in the Virtual Observatory
NASA Astrophysics Data System (ADS)
Genova, Françoise
2003-02-01
Main goals of Virtual Observatory projects are to build interoperability between astronomical on-line services, observatory archives, databases and results published in journals, and to develop tools permitting the best scientific usage from the very large data sets stored in observatory archives and produced by large surveys. The different Virtual Observatory projects collaborate to define common exchange standards, which are the key for a truly International Virtual Observatory: for instance their first common milestone has been a standard allowing exchange of tabular data, called VOTable. The Interoperability Work Area of the European Astrophysical Virtual Observatory project aims at networking European archives, by building a prototype using the CDS VizieR and Aladin tools, and at defining basic rules to help archive providers in interoperability implementation. The prototype is accessible for scientific usage, to get user feedback (and science results!) at an early stage of the project. ISO archive participates very actively to this endeavour, and more generally to information networking. The on-going inclusion of the ISO log in SIMBAD will allow higher level links for users.
Virtual reality and planetary exploration
NASA Technical Reports Server (NTRS)
Mcgreevy, Michael W.
1992-01-01
Exploring planetary environments is central to NASA's missions and goals. A new computing technology called Virtual Reality has much to offer in support of planetary exploration. This technology augments and extends human presence within computer-generated and remote spatial environments. Historically, NASA has been a leader in many of the fundamental concepts and technologies that comprise Virtual Reality. Indeed, Ames Research Center has a central role in the development of this rapidly emerging approach to using computers. This ground breaking work has inspired researchers in academia, industry, and the military. Further, NASA's leadership in this technology has spun off new businesses, has caught the attention of the international business community, and has generated several years of positive international media coverage. In the future, Virtual Reality technology will enable greatly improved human-machine interactions for more productive planetary surface exploration. Perhaps more importantly, Virtual Reality technology will democratize the experience of planetary exploration and thereby broaden understanding of, and support for, this historic enterprise.
Gregg, Robert D; Lenzi, Tommaso; Hargrove, Levi J; Sensinger, Jonathon W
2014-12-01
Recent powered (or robotic) prosthetic legs independently control different joints and time periods of the gait cycle, resulting in control parameters and switching rules that can be difficult to tune by clinicians. This challenge might be addressed by a unifying control model used by recent bipedal robots, in which virtual constraints define joint patterns as functions of a monotonic variable that continuously represents the gait cycle phase. In the first application of virtual constraints to amputee locomotion, this paper derives exact and approximate control laws for a partial feedback linearization to enforce virtual constraints on a prosthetic leg. We then encode a human-inspired invariance property called effective shape into virtual constraints for the stance period. After simulating the robustness of the partial feedback linearization to clinically meaningful conditions, we experimentally implement this control strategy on a powered transfemoral leg. We report the results of three amputee subjects walking overground and at variable cadences on a treadmill, demonstrating the clinical viability of this novel control approach.
Virtual reality and planetary exploration
NASA Astrophysics Data System (ADS)
McGreevy, Michael W.
Exploring planetary environments is central to NASA's missions and goals. A new computing technology called Virtual Reality has much to offer in support of planetary exploration. This technology augments and extends human presence within computer-generated and remote spatial environments. Historically, NASA has been a leader in many of the fundamental concepts and technologies that comprise Virtual Reality. Indeed, Ames Research Center has a central role in the development of this rapidly emerging approach to using computers. This ground breaking work has inspired researchers in academia, industry, and the military. Further, NASA's leadership in this technology has spun off new businesses, has caught the attention of the international business community, and has generated several years of positive international media coverage. In the future, Virtual Reality technology will enable greatly improved human-machine interactions for more productive planetary surface exploration. Perhaps more importantly, Virtual Reality technology will democratize the experience of planetary exploration and thereby broaden understanding of, and support for, this historic enterprise.
Lenzi, Tommaso; Hargrove, Levi J.; Sensinger, Jonathon W.
2014-01-01
Recent powered (or robotic) prosthetic legs independently control different joints and time periods of the gait cycle, resulting in control parameters and switching rules that can be difficult to tune by clinicians. This challenge might be addressed by a unifying control model used by recent bipedal robots, in which virtual constraints define joint patterns as functions of a monotonic variable that continuously represents the gait cycle phase. In the first application of virtual constraints to amputee locomotion, this paper derives exact and approximate control laws for a partial feedback linearization to enforce virtual constraints on a prosthetic leg. We then encode a human-inspired invariance property called effective shape into virtual constraints for the stance period. After simulating the robustness of the partial feedback linearization to clinically meaningful conditions, we experimentally implement this control strategy on a powered transfemoral leg. We report the results of three amputee subjects walking overground and at variable cadences on a treadmill, demonstrating the clinical viability of this novel control approach. PMID:25558185
How to avoid simulation sickness in virtual environments during user displacement
NASA Astrophysics Data System (ADS)
Kemeny, A.; Colombet, F.; Denoual, T.
2015-03-01
Driving simulation (DS) and Virtual Reality (VR) share the same technologies for visualization and 3D vision and may use the same technics for head movement tracking. They experience also similar difficulties when rendering the displacements of the observer in virtual environments, especially when these displacements are carried out using driver commands, including steering wheels, joysticks and nomad devices. High values for transport delay, the time lag between the action and the corresponding rendering cues and/or visual-vestibular conflict, due to the discrepancies perceived by the human visual and vestibular systems when driving or displacing using a control device, induces the so-called simulation sickness. While the visual transport delay can be efficiently reduced using high frequency frame rate, the visual-vestibular conflict is inherent to VR, when not using motion platforms. In order to study the impact of displacements on simulation sickness, we have tested various driving scenarios in Renault's 5-sided ultra-high resolution CAVE. First results indicate that low speed displacements with longitudinal and lateral accelerations under a given perception thresholds are well accepted by a large number of users and relatively high values are only accepted by experienced users and induce VR induced symptoms and effects (VRISE) for novice users, with a worst case scenario corresponding to rotational displacements. These results will be used for optimization technics at Arts et Métiers ParisTech for motion sickness reduction in virtual environments for industrial, research, educational or gaming applications.
Computer network defense system
DOE Office of Scientific and Technical Information (OSTI.GOV)
Urias, Vincent; Stout, William M. S.; Loverro, Caleb
A method and apparatus for protecting virtual machines. A computer system creates a copy of a group of the virtual machines in an operating network in a deception network to form a group of cloned virtual machines in the deception network when the group of the virtual machines is accessed by an adversary. The computer system creates an emulation of components from the operating network in the deception network. The components are accessible by the group of the cloned virtual machines as if the group of the cloned virtual machines was in the operating network. The computer system moves networkmore » connections for the group of the virtual machines in the operating network used by the adversary from the group of the virtual machines in the operating network to the group of the cloned virtual machines, enabling protecting the group of the virtual machines from actions performed by the adversary.« less
ERIC Educational Resources Information Center
Livingston, Pamela
2008-01-01
For motivated students led by online-savvy teachers, amazing learning outside of the brick and-mortar school can take place and expand curricular possibilities. Unconstrained by place and time, students are learning and teachers are teaching, virtually and rigorously. This article describes the advantages and challenges in online education. The…
NASA Astrophysics Data System (ADS)
Nolan, M.
2006-12-01
Virtual Globes are a paradigm shift in the way earth sciences are conducted. With these tools, nearly all aspects of earth science can be integrated from field science, to remote sensing, to remote collaborations, to logistical planning, to data archival/retrieval, to PDF paper retriebal, to education and outreach. Here we present an example of how VGs can be fully exploited for field sciences, using research at McCall Glacier, in Arctic Alaska.
Call sign intelligibility improvement using a spatial auditory display
NASA Technical Reports Server (NTRS)
Begault, Durand R.
1994-01-01
A spatial auditory display was designed for separating the multiple communication channels usually heard over one ear to different virtual auditory positions. The single 19 foot rack mount device utilizes digital filtering algorithms to separate up to four communication channels. The filters use four different binaural transfer functions, synthesized from actual outer ear measurements, to impose localization cues on the incoming sound. Hardware design features include 'fail-safe' operation in the case of power loss, and microphone/headset interfaces to the mobile launch communication system in use at KSC. An experiment designed to verify the intelligibility advantage of the display used 130 different call signs taken from the communications protocol used at NASA KSC. A 6 to 7 dB intelligibility advantage was found when multiple channels were spatially displayed, compared to monaural listening. The findings suggest that the use of a spatial auditory display could enhance both occupational and operational safety and efficiency of NASA operations.
An Extended Proof-Carrying Code Framework for Security Enforcement
NASA Astrophysics Data System (ADS)
Pirzadeh, Heidar; Dubé, Danny; Hamou-Lhadj, Abdelwahab
The rapid growth of the Internet has resulted in increased attention to security to protect users from being victims of security threats. In this paper, we focus on security mechanisms that are based on Proof-Carrying Code (PCC) techniques. In a PCC system, a code producer sends a code along with its safety proof to the consumer. The consumer executes the code only if the proof is valid. Although PCC has been shown to be a useful security framework, it suffers from the sheer size of typical proofs -proofs of even small programs can be considerably large. In this paper, we propose an extended PCC framework (EPCC) in which, instead of the proof, a proof generator for the program in question is transmitted. This framework enables the execution of the proof generator and the recovery of the proof on the consumer's side in a secure manner using a newly created virtual machine called the VEP (Virtual Machine for Extended PCC).
SmartSIM - a virtual reality simulator for laparoscopy training using a generic physics engine.
Khan, Zohaib Amjad; Kamal, Nabeel; Hameed, Asad; Mahmood, Amama; Zainab, Rida; Sadia, Bushra; Mansoor, Shamyl Bin; Hasan, Osman
2017-09-01
Virtual reality (VR) training simulators have started playing a vital role in enhancing surgical skills, such as hand-eye coordination in laparoscopy, and practicing surgical scenarios that cannot be easily created using physical models. We describe a new VR simulator for basic training in laparoscopy, i.e. SmartSIM, which has been developed using a generic open-source physics engine called the simulation open framework architecture (SOFA). This paper describes the systems perspective of SmartSIM including design details of both hardware and software components, while highlighting the critical design decisions. Some of the distinguishing features of SmartSIM include: (i) an easy-to-fabricate custom-built hardware interface; (ii) use of a generic physics engine to facilitate wider accessibility of our work and flexibility in terms of using various graphical modelling algorithms and their implementations; and (iii) an intelligent and smart evaluation mechanism that facilitates unsupervised and independent learning. Copyright © 2016 John Wiley & Sons, Ltd.
Evidence That Calls-Based and Mobility Networks Are Isomorphic
Coscia, Michele; Hausmann, Ricardo
2015-01-01
Social relations involve both face-to-face interaction as well as telecommunications. We can observe the geography of phone calls and of the mobility of cell phones in space. These two phenomena can be described as networks of connections between different points in space. We use a dataset that includes billions of phone calls made in Colombia during a six-month period. We draw the two networks and find that the call-based network resembles a higher order aggregation of the mobility network and that both are isomorphic except for a higher spatial decay coefficient of the mobility network relative to the call-based network: when we discount distance effects on the call connections with the same decay observed for mobility connections, the two networks are virtually indistinguishable. PMID:26713730
The shaping of modern human immune systems by multiregional admixture with archaic humans.
Abi-Rached, Laurent; Jobin, Matthew J; Kulkarni, Subhash; McWhinnie, Alasdair; Dalva, Klara; Gragert, Loren; Babrzadeh, Farbod; Gharizadeh, Baback; Luo, Ma; Plummer, Francis A; Kimani, Joshua; Carrington, Mary; Middleton, Derek; Rajalingam, Raja; Beksac, Meral; Marsh, Steven G E; Maiers, Martin; Guethlein, Lisbeth A; Tavoularis, Sofia; Little, Ann-Margaret; Green, Richard E; Norman, Paul J; Parham, Peter
2011-10-07
Whole genome comparisons identified introgression from archaic to modern humans. Our analysis of highly polymorphic human leukocyte antigen (HLA) class I, vital immune system components subject to strong balancing selection, shows how modern humans acquired the HLA-B*73 allele in west Asia through admixture with archaic humans called Denisovans, a likely sister group to the Neandertals. Virtual genotyping of Denisovan and Neandertal genomes identified archaic HLA haplotypes carrying functionally distinctive alleles that have introgressed into modern Eurasian and Oceanian populations. These alleles, of which several encode unique or strong ligands for natural killer cell receptors, now represent more than half the HLA alleles of modern Eurasians and also appear to have been later introduced into Africans. Thus, adaptive introgression of archaic alleles has significantly shaped modern human immune systems.
The Shaping of Modern Human Immune Systems by Multiregional Admixture with Archaic Humans
Abi-Rached, Laurent; Jobin, Matthew J; Kulkarni, Subhash; McWhinnie, Alasdair; Dalva, Klara; Gragert, Loren; Babrzadeh, Farbod; Gharizadeh, Baback; Luo, Ma; Plummer, Francis A; Kimani, Joshua; Carrington, Mary; Middleton, Derek; Rajalingam, Raja; Beksac, Meral; Marsh, Steven GE; Maiers, Martin; Guethlein, Lisbeth A; Tavoularis, Sofia; Little, Ann-Margaret; Green, Richard E; Norman, Paul J; Parham, Peter
2013-01-01
Whole genome comparisons identified introgression from archaic to modern humans. Our analysis of highly polymorphic HLA class I, vital immune system components subject to strong balancing selection, shows how modern humans acquired the HLA-B*73 allele in west Asia through admixture with archaic humans called Denisovans, a likely sister group to the Neandertals. Virtual genotyping of Denisovan and Neandertal genomes identified archaic HLA haplotypes carrying functionally distinctive alleles that have introgressed into modern Eurasian and Oceanian populations. These alleles, of which several encode unique or strong ligands for natural killer cell receptors, now represent more than half the HLA alleles of modern Eurasians and also appear to have been later introduced into Africans. Thus, adaptive introgression of archaic alleles has significantly shaped modern human immune systems. PMID:21868630
EMERGENCY RESPONSE TEAMS TRAINING IN PUBLIC HEALTH CRISIS - THE SERIOUSNESS OF SERIOUS GAMES.
Stanojevic, Vojislav; Stanojevic, Cedomirka
2016-07-01
The rapid development of multimedia technologies in the last twenty years has lead to the emergence of new ways of learning academic and professional skills, which implies the application of multimedia technology in the form of a software -" serious computer games". Three-Dimensional Virtual Worlds. The basis of this game-platform is made of the platform of three-dimensional virtual worlds that can be described as communication systems in which participants share the same three-dimensional virtual space within which they can move, manipulate objects and communicate through their graphical representatives- avatars. Medical Education and Training. Arguments in favor of these computer tools in the learning process are accessibility, repeatability, low cost, the use of attractive graphics and a high degree of adaptation to the user. Specifically designed avatars allow students to get adapted to their roles in certain situations, especially to those which are considered rare, dangerous or unethical in real life. Drilling of major incidents, which includes the need to create environments for training, cannot be done in the real world due to high costs'and necessity to utilize the extensive resources. In addition, it is impossible to engage all the necessary health personnel at the same time. New technologies intended for conducting training, which are also called "virtual worlds", make the following possible: training at all times depending on user's commitments; simultaneous simulations on multiple levels, in several areas, in different circumstances, including dozens of unique victims; repeated scenarios and learning from mistakes; rapid feedback and the development of non-technical skills which are critical for reducing errors in dynamic, high-risk environments. Virtual worlds, which should be the subject of further research and improvements, in the field of hospital emergency response training for mass casualty incidents, certainly have a promising future.
Ebrahiminia, Vahid; Yasini, Mobin; Lamy, Jean Baptiste
2013-01-01
Lack of interoperability between health information systems is a major obstacle in implementing Clinical decision supports systems (CDSS) and their widespread disseminations. Virtual Medical Record (vMR) proposed by HL7 is a common data model for representing clinical information Inputs and outputs that can be used by CDSS and local clinical systems. A CDSS called ASTI used a similar model to represent clinical data and therapeutic history of patient. In order to evaluate the compatibility of ASTI with vMR, we started to map the ASTI model of representing patient’s therapeutic data to vMR. We compared the data elements and associated terminologies used in ASTI and vMR and we evaluated the semantic fidelity between the models. Only one data element the qualitative description of drug dosage, did not match the vMR model. However, it can be calculated in the execution engine. The semantic fidelity was satisfactorily preserved in 12 of 17 elements mapped between the models. This model of ASTI seems compatible to vMR. Further work is necessary to evaluate the compatibility of clinical data model of ASTI to vMR and the use of vMR in implementing practice guidelines. PMID:24551344
NASA Astrophysics Data System (ADS)
Gordova, Yulia; Martynova, Yulia; Shulgina, Tamara
2015-04-01
The current situation with the training of specialists in environmental sciences is complicated by the fact that the very scientific field is experiencing a period of rapid development. Global change has caused the development of measurement techniques and modeling of environmental characteristics, accompanied by the expansion of the conceptual and mathematical apparatus. Understanding and forecasting processes in the Earth system requires extensive use of mathematical modeling and advanced computing technologies. As a rule, available training programs in the environmental sciences disciplines do not have time to adapt to such rapid changes in the domain content. As a result, graduates of faculties do not understand processes and mechanisms of the global change, have only superficial knowledge of mathematical modeling of processes in the environment. They do not have the required skills in numerical modeling, data processing and analysis of observations and computation outputs and are not prepared to work with the meteorological data. For adequate training of future specialists in environmental sciences we propose the following approach, which reflects the new "research" paradigm in education. We believe that the training of such specialists should be done not in an artificial learning environment, but based on actual operating information-computational systems used in environment studies, in the so-called virtual research environment via development of virtual research and learning laboratories. In the report the results of the use of computational-informational web-GIS system "Climate" (http://climate.scert.ru/) as a prototype of such laboratory are discussed. The approach is realized at Tomsk State University to prepare bachelors in meteorology. Student survey shows that their knowledge has become deeper and more systemic after undergoing training in virtual learning laboratory. The scientific team plans to assist any educators to utilize the system in earth science education. This work is partially supported by SB RAS project VIII.80.2.1, RFBR grants 13-05-12034 and 14-05-00502.
The effects of acute sleep restriction on adolescents' pedestrian safety in a virtual environment.
Davis, Aaron L; Avis, Kristin T; Schwebel, David C
2013-12-01
Over 8,000 American adolescents ages 14-15 years require medical attention owing to pedestrian injury annually. Cognitive factors contributing to pedestrian safety include reaction time, impulsivity, risk taking, attention, and decision making. These characteristics are also influenced by sleep restriction. Experts recommend that adolescents obtain 8.5 hours of uninterrupted sleep each night, but most American adolescents do not. Inadequate sleep may place adolescents at risk for pedestrian injury. Using a within-subjects design, 55 14- and 15-year-olds engaged in a virtual reality pedestrian environment under two conditions, scheduled a week apart: sleep-restricted (4 hours' sleep the previous night) and adequate sleep (8.5 hours). Sleep was assessed using actigraphy and pedestrian behavior via four outcome measures: time to initiate crossing, time before contact with vehicle while crossing, virtual hits or close calls and attention to traffic (looks left and right). While acutely sleep restricted, adolescents took more time to initiate pedestrian crossings, crossed with less time before contact with vehicles, experienced more virtual hits or close calls, and looked left and right more often compared with when adequately rested. Results were maintained after controlling for age, gender, ethnicity, and average total sleep duration before each condition. Adolescent pedestrian behavior in the simulated virtual environment was markedly different, and generally more risky, when acutely sleep restricted compared with adequately rested. Inadequate sleep may influence cognitive functioning to the extent that pedestrian safety is jeopardized among adolescents capable of crossing streets safely when rested. Policy decisions might be educated by these results. Copyright © 2013 Society for Adolescent Health and Medicine. Published by Elsevier Inc. All rights reserved.
Head-mounted active noise control system with virtual sensing technique
NASA Astrophysics Data System (ADS)
Miyazaki, Nobuhiro; Kajikawa, Yoshinobu
2015-03-01
In this paper, we apply a virtual sensing technique to a head-mounted active noise control (ANC) system we have already proposed. The proposed ANC system can reduce narrowband noise while improving the noise reduction ability at the desired locations. A head-mounted ANC system based on an adaptive feedback structure can reduce noise with periodicity or narrowband components. However, since quiet zones are formed only at the locations of error microphones, an adequate noise reduction cannot be achieved at the locations where error microphones cannot be placed such as near the eardrums. A solution to this problem is to apply a virtual sensing technique. A virtual sensing ANC system can achieve higher noise reduction at the desired locations by measuring the system models from physical sensors to virtual sensors, which will be used in the online operation of the virtual sensing ANC algorithm. Hence, we attempt to achieve the maximum noise reduction near the eardrums by applying the virtual sensing technique to the head-mounted ANC system. However, it is impossible to place the microphone near the eardrums. Therefore, the system models from physical sensors to virtual sensors are estimated using the Head And Torso Simulator (HATS) instead of human ears. Some simulation, experimental, and subjective assessment results demonstrate that the head-mounted ANC system with virtual sensing is superior to that without virtual sensing in terms of the noise reduction ability at the desired locations.
Virtual hand: a 3D tactile interface to virtual environments
NASA Astrophysics Data System (ADS)
Rogowitz, Bernice E.; Borrel, Paul
2008-02-01
We introduce a novel system that allows users to experience the sensation of touch in a computer graphics environment. In this system, the user places his/her hand on an array of pins, which is moved about space on a 6 degree-of-freedom robot arm. The surface of the pins defines a surface in the virtual world. This "virtual hand" can move about the virtual world. When the virtual hand encounters an object in the virtual world, the heights of the pins are adjusted so that they represent the object's shape, surface, and texture. A control system integrates pin and robot arm motions to transmit information about objects in the computer graphics world to the user. It also allows the user to edit, change and move the virtual objects, shapes and textures. This system provides a general framework for touching, manipulating, and modifying objects in a 3-D computer graphics environment, which may be useful in a wide range of applications, including computer games, computer aided design systems, and immersive virtual worlds.
Allen, R J; Rieger, T R; Musante, C J
2016-03-01
Quantitative systems pharmacology models mechanistically describe a biological system and the effect of drug treatment on system behavior. Because these models rarely are identifiable from the available data, the uncertainty in physiological parameters may be sampled to create alternative parameterizations of the model, sometimes termed "virtual patients." In order to reproduce the statistics of a clinical population, virtual patients are often weighted to form a virtual population that reflects the baseline characteristics of the clinical cohort. Here we introduce a novel technique to efficiently generate virtual patients and, from this ensemble, demonstrate how to select a virtual population that matches the observed data without the need for weighting. This approach improves confidence in model predictions by mitigating the risk that spurious virtual patients become overrepresented in virtual populations.
Implementation of relational data base management systems on micro-computers
DOE Office of Scientific and Technical Information (OSTI.GOV)
Huang, C.L.
1982-01-01
This dissertation describes an implementation of a Relational Data Base Management System on a microcomputer. A specific floppy disk based hardward called TERAK is being used, and high level query interface which is similar to a subset of the SEQUEL language is provided. The system contains sub-systems such as I/O, file management, virtual memory management, query system, B-tree management, scanner, command interpreter, expression compiler, garbage collection, linked list manipulation, disk space management, etc. The software has been implemented to fulfill the following goals: (1) it is highly modularized. (2) The system is physically segmented into 16 logically independent, overlayable segments,more » in a way such that a minimal amount of memory is needed at execution time. (3) Virtual memory system is simulated that provides the system with seemingly unlimited memory space. (4) A language translator is applied to recognize user requests in the query language. The code generation of this translator generates compact code for the execution of UPDATE, DELETE, and QUERY commands. (5) A complete set of basic functions needed for on-line data base manipulations is provided through the use of a friendly query interface. (6) To eliminate the dependency on the environment (both software and hardware) as much as possible, so that it would be easy to transplant the system to other computers. (7) To simulate each relation as a sequential file. It is intended to be a highly efficient, single user system suited to be used by small or medium sized organizations for, say, administrative purposes. Experiments show that quite satisfying results have indeed been achieved.« less
High pressure common rail injection system modeling and control.
Wang, H P; Zheng, D; Tian, Y
2016-07-01
In this paper modeling and common-rail pressure control of high pressure common rail injection system (HPCRIS) is presented. The proposed mathematical model of high pressure common rail injection system which contains three sub-systems: high pressure pump sub-model, common rail sub-model and injector sub-model is a relative complicated nonlinear system. The mathematical model is validated by the software Matlab and a virtual detailed simulation environment. For the considered HPCRIS, an effective model free controller which is called Extended State Observer - based intelligent Proportional Integral (ESO-based iPI) controller is designed. And this proposed method is composed mainly of the referred ESO observer, and a time delay estimation based iPI controller. Finally, to demonstrate the performances of the proposed controller, the proposed ESO-based iPI controller is compared with a conventional PID controller and ADRC. Copyright © 2016 ISA. Published by Elsevier Ltd. All rights reserved.
Dynamic coupling of underactuated manipulators
NASA Astrophysics Data System (ADS)
Bergerman, Marcel; Lee, Christopher; Xu, Yangsheng
1994-08-01
In recent years, researchers have been turning their attention to so called underactuated systems, where the term underactuated refers to the fact that the system has more joints than control actuators. Some examples of underactuated systems are robot manipulators with failed actuators; free-floating space robots, where the base can be considered as a virtual passive linkage in inertia space; legged robots with passive joints; hyper-redundant (snake-like) robots with passive joints, etc. From the examples above, it is possible to justify the importance of the study of underactuated systems. For example, if some actuators of a conventional manipulator fail, the loss of one or more degrees of freedom may compromise an entire operation. In free-floating space systems, the base (satellite) can be considered as a 6-DOF device without positioning actuators. Finally, manipulators with passive joints and hyper-redundant robots with few actuators are important from the viewpoint of energy saving, lightweight design and compactness.
The HARNESS Workbench: Unified and Adaptive Access to Diverse HPC Platforms
DOE Office of Scientific and Technical Information (OSTI.GOV)
Sunderam, Vaidy S.
2012-03-20
The primary goal of the Harness WorkBench (HWB) project is to investigate innovative software environments that will help enhance the overall productivity of applications science on diverse HPC platforms. Two complementary frameworks were designed: one, a virtualized command toolkit for application building, deployment, and execution, that provides a common view across diverse HPC systems, in particular the DOE leadership computing platforms (Cray, IBM, SGI, and clusters); and two, a unified runtime environment that consolidates access to runtime services via an adaptive framework for execution-time and post processing activities. A prototype of the first was developed based on the concept ofmore » a 'system-call virtual machine' (SCVM), to enhance portability of the HPC application deployment process across heterogeneous high-end machines. The SCVM approach to portable builds is based on the insertion of toolkit-interpretable directives into original application build scripts. Modifications resulting from these directives preserve the semantics of the original build instruction flow. The execution of the build script is controlled by our toolkit that intercepts build script commands in a manner transparent to the end-user. We have applied this approach to a scientific production code (Gamess-US) on the Cray-XT5 machine. The second facet, termed Unibus, aims to facilitate provisioning and aggregation of multifaceted resources from resource providers and end-users perspectives. To achieve that, Unibus proposes a Capability Model and mediators (resource drivers) to virtualize access to diverse resources, and soft and successive conditioning to enable automatic and user-transparent resource provisioning. A proof of concept implementation has demonstrated the viability of this approach on high end machines, grid systems and computing clouds.« less
Psychophysical evaluation of three-dimensional auditory displays
NASA Technical Reports Server (NTRS)
Wightman, Frederic L.
1991-01-01
Work during this reporting period included the completion of our research on the use of principal components analysis (PCA) to model the acoustical head related transfer functions (HRTFs) that are used to synthesize virtual sources for three dimensional auditory displays. In addition, a series of studies was initiated on the perceptual errors made by listeners when localizing free-field and virtual sources. Previous research has revealed that under certain conditions these perceptual errors, often called 'confusions' or 'reversals', are both large and frequent, thus seriously comprising the utility of a 3-D virtual auditory display. The long-range goal of our work in this area is to elucidate the sources of the confusions and to develop signal-processing strategies to reduce or eliminate them.
Rieger, TR; Musante, CJ
2016-01-01
Quantitative systems pharmacology models mechanistically describe a biological system and the effect of drug treatment on system behavior. Because these models rarely are identifiable from the available data, the uncertainty in physiological parameters may be sampled to create alternative parameterizations of the model, sometimes termed “virtual patients.” In order to reproduce the statistics of a clinical population, virtual patients are often weighted to form a virtual population that reflects the baseline characteristics of the clinical cohort. Here we introduce a novel technique to efficiently generate virtual patients and, from this ensemble, demonstrate how to select a virtual population that matches the observed data without the need for weighting. This approach improves confidence in model predictions by mitigating the risk that spurious virtual patients become overrepresented in virtual populations. PMID:27069777
Medical telementoring using an augmented reality transparent display.
Andersen, Daniel; Popescu, Voicu; Cabrera, Maria Eugenia; Shanghavi, Aditya; Gomez, Gerardo; Marley, Sherri; Mullis, Brian; Wachs, Juan P
2016-06-01
The goal of this study was to design and implement a novel surgical telementoring system called the System for Telementoring with Augmented Reality (STAR) that uses a virtual transparent display to convey precise locations in the operating field to a trainee surgeon. This system was compared with a conventional system based on a telestrator for surgical instruction. A telementoring system was developed and evaluated in a study which used a 1 × 2 between-subjects design with telementoring system, that is, STAR or conventional, as the independent variable. The participants in the study were 20 premedical or medical students who had no prior experience with telementoring. Each participant completed a task of port placement and a task of abdominal incision under telementoring using either the STAR or the conventional system. The metrics used to test performance when using the system were placement error, number of focus shifts, and time to task completion. When compared with the conventional system, participants using STAR completed the 2 tasks with less placement error (45% and 68%) and with fewer focus shifts (86% and 44%), but more slowly (19% for each task). Using STAR resulted in decreased annotation placement error, fewer focus shifts, but greater times to task completion. STAR placed virtual annotations directly onto the trainee surgeon's field of view of the operating field by conveying location with great accuracy; this technology helped to avoid shifts in focus, decreased depth perception, and enabled fine-tuning execution of the task to match telementored instruction, but led to greater times to task completion. Copyright © 2016 Elsevier Inc. All rights reserved.
What People Talk About in Virtual Worlds
NASA Astrophysics Data System (ADS)
Maher, Mary Lou
This chapter examines what people talk about in virtual worlds, employing protocol analysis. Each of two scenario studies was developed to assess the impact of virtual worlds as a collaborative environment for a specific purpose: one for learning and one for designing. The first designed a place in Active Worlds for a course on Web Site Design, having group learning spaces surrounded by individual student galleries. Student text chat was analyzed through a coding scheme with four major categories: control, technology, learning, and place. The second studied expert architects in a Second Life environment called DesignWorld that combined 3D modeling and sketching tools. Video and audio recordings were coded in terms of four categories of communication content (designing, representation of the model, awareness of each other, and software features), and in terms of synthesis comparing alternative designs versus analysis of how well the proposed solution satisfies the given design task. Both studies found that people talk about their avatars, identity, and location in the virtual world. However, the discussion is chiefly about the task and not about the virtual world, implying that virtual worlds provide a viable environment for learning and designing that does not distract people from their task.
Source fields reconstruction with 3D mapping by means of the virtual acoustic volume concept
NASA Astrophysics Data System (ADS)
Forget, S.; Totaro, N.; Guyader, J. L.; Schaeffer, M.
2016-10-01
This paper presents the theoretical framework of the virtual acoustic volume concept and two related inverse Patch Transfer Functions (iPTF) identification methods (called u-iPTF and m-iPTF depending on the chosen boundary conditions for the virtual volume). They are based on the application of Green's identity on an arbitrary closed virtual volume defined around the source. The reconstruction of sound source fields combines discrete acoustic measurements performed at accessible positions around the source with the modal behavior of the chosen virtual acoustic volume. The mode shapes of the virtual volume can be computed by a Finite Element solver to handle the geometrical complexity of the source. As a result, it is possible to identify all the acoustic source fields at the real surface of an irregularly shaped structure and irrespective of its acoustic environment. The m-iPTF method is introduced for the first time in this paper. Conversely to the already published u-iPTF method, the m-iPTF method needs only acoustic pressure and avoids particle velocity measurements. This paper is focused on its validation, both with numerical computations and by experiments on a baffled oil pan.
Reduced-Drift Virtual Gyro from an Array of Low-Cost Gyros.
Vaccaro, Richard J; Zaki, Ahmed S
2017-02-11
A Kalman filter approach for combining the outputs of an array of high-drift gyros to obtain a virtual lower-drift gyro has been known in the literature for more than a decade. The success of this approach depends on the correlations of the random drift components of the individual gyros. However, no method of estimating these correlations has appeared in the literature. This paper presents an algorithm for obtaining the statistical model for an array of gyros, including the cross-correlations of the individual random drift components. In order to obtain this model, a new statistic, called the "Allan covariance" between two gyros, is introduced. The gyro array model can be used to obtain the Kalman filter-based (KFB) virtual gyro. Instead, we consider a virtual gyro obtained by taking a linear combination of individual gyro outputs. The gyro array model is used to calculate the optimal coefficients, as well as to derive a formula for the drift of the resulting virtual gyro. The drift formula for the optimal linear combination (OLC) virtual gyro is identical to that previously derived for the KFB virtual gyro. Thus, a Kalman filter is not necessary to obtain a minimum drift virtual gyro. The theoretical results of this paper are demonstrated using simulated as well as experimental data. In experimental results with a 28-gyro array, the OLC virtual gyro has a drift spectral density 40 times smaller than that obtained by taking the average of the gyro signals.
Efficient operating system level virtualization techniques for cloud resources
NASA Astrophysics Data System (ADS)
Ansu, R.; Samiksha; Anju, S.; Singh, K. John
2017-11-01
Cloud computing is an advancing technology which provides the servcies of Infrastructure, Platform and Software. Virtualization and Computer utility are the keys of Cloud computing. The numbers of cloud users are increasing day by day. So it is the need of the hour to make resources available on demand to satisfy user requirements. The technique in which resources namely storage, processing power, memory and network or I/O are abstracted is known as Virtualization. For executing the operating systems various virtualization techniques are available. They are: Full System Virtualization and Para Virtualization. In Full Virtualization, the whole architecture of hardware is duplicated virtually. No modifications are required in Guest OS as the OS deals with the VM hypervisor directly. In Para Virtualization, modifications of OS is required to run in parallel with other OS. For the Guest OS to access the hardware, the host OS must provide a Virtual Machine Interface. OS virtualization has many advantages such as migrating applications transparently, consolidation of server, online maintenance of OS and providing security. This paper briefs both the virtualization techniques and discusses the issues in OS level virtualization.
The VO-Dance web application at the IA2 data center
NASA Astrophysics Data System (ADS)
Molinaro, Marco; Knapic, Cristina; Smareglia, Riccardo
2012-09-01
Italian center for Astronomical Archives (IA2, http://ia2.oats.inaf.it) is a national infrastructure project of the Italian National Institute for Astrophysics (Istituto Nazionale di AstroFisica, INAF) that provides services for the astronomical community. Besides data hosting for the Large Binocular Telescope (LBT) Corporation, the Galileo National Telescope (Telescopio Nazionale Galileo, TNG) Consortium and other telescopes and instruments, IA2 offers proprietary and public data access through user portals (both developed and mirrored) and deploys resources complying the Virtual Observatory (VO) standards. Archiving systems and web interfaces are developed to be extremely flexible about adding new instruments from other telescopes. VO resources publishing, along with data access portals, implements the International Virtual Observatory Alliance (IVOA) protocols providing astronomers with new ways of analyzing data. Given the large variety of data flavours and IVOA standards, the need for tools to easily accomplish data ingestion and data publishing arises. This paper describes the VO-Dance tool, that IA2 started developing to address VO resources publishing in a dynamical way from already existent database tables or views. The tool consists in a Java web application, potentially DBMS and platform independent, that stores internally the services' metadata and information, exposes restful endpoints to accept VO queries for these services and dynamically translates calls to these endpoints to SQL queries coherent with the published table or view. In response to the call VO-Dance translates back the database answer in a VO compliant way.
System-Level Virtualization for High Performance Computing
DOE Office of Scientific and Technical Information (OSTI.GOV)
Vallee, Geoffroy R; Naughton, III, Thomas J; Engelmann, Christian
2008-01-01
System-level virtualization has been a research topic since the 70's but regained popularity during the past few years because of the availability of efficient solution such as Xen and the implementation of hardware support in commodity processors (e.g. Intel-VT, AMD-V). However, a majority of system-level virtualization projects is guided by the server consolidation market. As a result, current virtualization solutions appear to not be suitable for high performance computing (HPC) which is typically based on large-scale systems. On another hand there is significant interest in exploiting virtual machines (VMs) within HPC for a number of other reasons. By virtualizing themore » machine, one is able to run a variety of operating systems and environments as needed by the applications. Virtualization allows users to isolate workloads, improving security and reliability. It is also possible to support non-native environments and/or legacy operating environments through virtualization. In addition, it is possible to balance work loads, use migration techniques to relocate applications from failing machines, and isolate fault systems for repair. This document presents the challenges for the implementation of a system-level virtualization solution for HPC. It also presents a brief survey of the different approaches and techniques to address these challenges.« less
Shiri, Shimon; Feintuch, Uri; Lorber-Haddad, Adi; Moreh, Elior; Twito, Dvora; Tuchner-Arieli, Maya; Meiner, Zeev
2012-01-01
To introduce the rationale of a novel virtual reality system based on self-face viewing and mirror visual feedback, and to examine its feasibility as a rehabilitation tool for poststroke patients. A novel motion capture virtual reality system integrating online self-face viewing and mirror visual feedback has been developed for stroke rehabilitation.The system allows the replacement of the impaired arm by a virtual arm. Upon making small movements of the paretic arm, patients view themselves virtually performing healthy full-range movements. A sample of 6 patients in the acute poststroke phase received the virtual reality treatment concomitantly with conservative rehabilitation treatment. Feasibility was assessed during 10 sessions for each participant. All participants succeeded in operating the system, demonstrating its feasibility in terms of adherence and improvement in task performance. Patients' performance within the virtual environment and a set of clinical-functional measures recorded before the virtual reality treatment, at 1 week, and after 3 months indicated neurological status and general functioning improvement. These preliminary results indicate that this newly developed virtual reality system is safe and feasible. Future randomized controlled studies are required to assess whether this system has beneficial effects in terms of enhancing upper limb function and quality of life in poststroke patients.
USSR Report: Life Sciences, Biomedical and Behavioral Sciences, No. 40
1983-09-02
Zal’tsman; V0PR0SY PSIKH0L0GII, No 2, Mar-Apr 83)... 6? Study of Phenomenon of Activation of Imaging Activity in Hypnosis (Yu. B. Temper; V0PR0SY...intensity (3000 lux) for 20 min, about 75% of the rhodopsin is left in the retina. There was virtually no impairment of capacity of visual pigment...peroxidation. Rhodopsin is virtually the only protein in the photoreceptor membrane, and all SH groups belong to it. Only two, so-called dark SH
Development of excavator training simulator using leap motion controller
NASA Astrophysics Data System (ADS)
Fahmi, F.; Nainggolan, F.; Andayani, U.; Siregar, B.
2018-03-01
Excavator is a heavy machinery that is used for many industries purposes. Controlling the excavator is not easy. Its operator has to be trained well in many skills to make sure it is safe, effective, and efficient while using the excavator. In this research, we proposed a virtual reality excavator simulator supported by a device called Leap Motion Controller that supports finger and hand motions as an input. This prototype will be developed than in the virtual reality environment to give a more real sensing to the user.
Huang, Yukun; Chen, Rong; Wei, Jingbo; Pei, Xilong; Cao, Jing; Prakash Jayaraman, Prem; Ranjan, Rajiv
2014-01-01
JNI in the Android platform is often observed with low efficiency and high coding complexity. Although many researchers have investigated the JNI mechanism, few of them solve the efficiency and the complexity problems of JNI in the Android platform simultaneously. In this paper, a hybrid polylingual object (HPO) model is proposed to allow a CAR object being accessed as a Java object and as vice in the Dalvik virtual machine. It is an acceptable substitute for JNI to reuse the CAR-compliant components in Android applications in a seamless and efficient way. The metadata injection mechanism is designed to support the automatic mapping and reflection between CAR objects and Java objects. A prototype virtual machine, called HPO-Dalvik, is implemented by extending the Dalvik virtual machine to support the HPO model. Lifespan management, garbage collection, and data type transformation of HPO objects are also handled in the HPO-Dalvik virtual machine automatically. The experimental result shows that the HPO model outweighs the standard JNI in lower overhead on native side, better executing performance with no JNI bridging code being demanded.
Expanding the primate body schema in sensorimotor cortex by virtual touches of an avatar.
Shokur, Solaiman; O'Doherty, Joseph E; Winans, Jesse A; Bleuler, Hannes; Lebedev, Mikhail A; Nicolelis, Miguel A L
2013-09-10
The brain representation of the body, called the body schema, is susceptible to plasticity. For instance, subjects experiencing a rubber hand illusion develop a sense of ownership of a mannequin hand when they view it being touched while tactile stimuli are simultaneously applied to their own hand. Here, the cortical basis of such an embodiment was investigated through concurrent recordings from primary somatosensory (i.e., S1) and motor (i.e., M1) cortical neuronal ensembles while two monkeys observed an avatar arm being touched by a virtual ball. Following a period when virtual touches occurred synchronously with physical brushes of the monkeys' arms, neurons in S1 and M1 started to respond to virtual touches applied alone. Responses to virtual touch occurred 50 to 70 ms later than to physical touch, consistent with the involvement of polysynaptic pathways linking the visual cortex to S1 and M1. We propose that S1 and M1 contribute to the rubber hand illusion and that, by taking advantage of plasticity in these areas, patients may assimilate neuroprosthetic limbs as parts of their body schema.
Schmid-Siegel, B; Stompe, T; Ortwein-Swoboda, G
2004-01-01
Searching through studies of schizophrenic delusions with a view to the new media, we came across the case of a young woman who integrated the Internet in her delusional system. Analysing the story she told, we recognised a psychotic symptom, which we preliminarily called 'perception broadcast'. Perception broadcast shows a more complex structure than the related first rank symptom 'thought broadcast' described by Kurt Schneider. In our view the existence of a structure like perception broadcast depends on the existence of new technologies, such as the World Wide Web and 'virtual reality', creating new cultural patterns which themselves are associated with collective perceptions of derealisation. Copyright 2004 S. Karger AG, Basel
Operating systems. [of computers
NASA Technical Reports Server (NTRS)
Denning, P. J.; Brown, R. L.
1984-01-01
A counter operating system creates a hierarchy of levels of abstraction, so that at a given level all details concerning lower levels can be ignored. This hierarchical structure separates functions according to their complexity, characteristic time scale, and level of abstraction. The lowest levels include the system's hardware; concepts associated explicitly with the coordination of multiple tasks appear at intermediate levels, which conduct 'primitive processes'. Software semaphore is the mechanism controlling primitive processes that must be synchronized. At higher levels lie, in rising order, the access to the secondary storage devices of a particular machine, a 'virtual memory' scheme for managing the main and secondary memories, communication between processes by way of a mechanism called a 'pipe', access to external input and output devices, and a hierarchy of directories cataloguing the hardware and software objects to which access must be controlled.
Novel interactive virtual showcase based on 3D multitouch technology
NASA Astrophysics Data System (ADS)
Yang, Tao; Liu, Yue; Lu, You; Wang, Yongtian
2009-11-01
A new interactive virtual showcase is proposed in this paper. With the help of virtual reality technology, the user of the proposed system can watch the virtual objects floating in the air from all four sides and interact with the virtual objects by touching the four surfaces of the virtual showcase. Unlike traditional multitouch system, this system cannot only realize multi-touch on a plane to implement 2D translation, 2D scaling, and 2D rotation of the objects; it can also realize the 3D interaction of the virtual objects by recognizing and analyzing the multi-touch that can be simultaneously captured from the four planes. Experimental results show the potential of the proposed system to be applied in the exhibition of historical relics and other precious goods.
NASA Astrophysics Data System (ADS)
Rao, Sathyanarayan; Ehosioke, Solomon; Lesparre, Nolwenn; Nguyen, Frédéric; Javaux, Mathieu
2017-04-01
Electrical Resistivity Tomography (ERT) is more and more used for monitoring soil water content in a cropped soil. Yet, the impact of roots on the signal is often neglected and a topic of controversy. In several studies related to soil-root system, it has been showed that the measured root mass density statistically correlates with the electrical conductivity (EC) data obtained from ERT. In addition, some studies suggest that some roots are more electrically conductive than soil for most water content. Thus, higher EC of roots suggest that it might have a measurable impact on ERT signals. In this work, virtual rhizotrons are simulated using the software package called R-SWMS that solves water and solute transport in plant root-soil system, including root growth. The distribution of water content obtained from R-SWMS simulation is converted into EC data using pedo-physical models. The electrical properties of roots and rhizosphere are explicitly included in the EC data to form a conductivity map (CM) with a very detailed spatial resolution. Forward ERT simulations is then carried out for CM generated for various root architectures and soil conditions to study the impact of roots on ERT forward (current and voltage patterns) and inverse solutions. It is demonstrated that under typical injection schemes with lateral electrodes, root system is hardly measurable. However, it is showed that adding electrodes and constraints on the ERT inversion based on root architecture help quantifying root system mass and extent.
A scalable multi-DLP pico-projector system for virtual reality
NASA Astrophysics Data System (ADS)
Teubl, F.; Kurashima, C.; Cabral, M.; Fels, S.; Lopes, R.; Zuffo, M.
2014-03-01
Virtual Reality (VR) environments can offer immersion, interaction and realistic images to users. A VR system is usually expensive and requires special equipment in a complex setup. One approach is to use Commodity-Off-The-Shelf (COTS) desktop multi-projectors manually or camera based calibrated to reduce the cost of VR systems without significant decrease of the visual experience. Additionally, for non-planar screen shapes, special optics such as lenses and mirrors are required thus increasing costs. We propose a low-cost, scalable, flexible and mobile solution that allows building complex VR systems that projects images onto a variety of arbitrary surfaces such as planar, cylindrical and spherical surfaces. This approach combines three key aspects: 1) clusters of DLP-picoprojectors to provide homogeneous and continuous pixel density upon arbitrary surfaces without additional optics; 2) LED lighting technology for energy efficiency and light control; 3) smaller physical footprint for flexibility purposes. Therefore, the proposed system is scalable in terms of pixel density, energy and physical space. To achieve these goals, we developed a multi-projector software library called FastFusion that calibrates all projectors in a uniform image that is presented to viewers. FastFusion uses a camera to automatically calibrate geometric and photometric correction of projected images from ad-hoc positioned projectors, the only requirement is some few pixels overlapping amongst them. We present results with eight Pico-projectors, with 7 lumens (LED) and DLP 0.17 HVGA Chipset.
Network and user interface for PAT DOME virtual motion environment system
NASA Technical Reports Server (NTRS)
Worthington, J. W.; Duncan, K. M.; Crosier, W. G.
1993-01-01
The Device for Orientation and Motion Environments Preflight Adaptation Trainer (DOME PAT) provides astronauts a virtual microgravity sensory environment designed to help alleviate tye symptoms of space motion sickness (SMS). The system consists of four microcomputers networked to provide real time control, and an image generator (IG) driving a wide angle video display inside a dome structure. The spherical display demands distortion correction. The system is currently being modified with a new graphical user interface (GUI) and a new Silicon Graphics IG. This paper will concentrate on the new GUI and the networking scheme. The new GUI eliminates proprietary graphics hardware and software, and instead makes use of standard and low cost PC video (CGA) and off the shelf software (Microsoft's Quick C). Mouse selection for user input is supported. The new Silicon Graphics IG requires an Ethernet interface. The microcomputer known as the Real Time Controller (RTC), which has overall control of the system and is written in Ada, was modified to use the free public domain NCSA Telnet software for Ethernet communications with the Silicon Graphics IG. The RTC also maintains the original ARCNET communications through Novell Netware IPX with the rest of the system. The Telnet TCP/IP protocol was first used for real-time communication, but because of buffering problems the Telnet datagram (UDP) protocol needed to be implemented. Since the Telnet modules are written in C, the Adap pragma 'Interface' was used to interface with the network calls.
Bekele, E; Bian, D; Peterman, J; Park, S; Sarkar, N
2017-06-01
Schizophrenia is a life-long, debilitating psychotic disorder with poor outcome that affects about 1% of the population. Although pharmacotherapy can alleviate some of the acute psychotic symptoms, residual social impairments present a significant barrier that prevents successful rehabilitation. With limited resources and access to social skills training opportunities, innovative technology has emerged as a potentially powerful tool for intervention. In this paper, we present a novel virtual reality (VR)-based system for understanding facial emotion processing impairments that may lead to poor social outcome in schizophrenia. We henceforth call it a VR System for Affect Analysis in Facial Expressions (VR-SAAFE). This system integrates a VR-based task presentation platform that can minutely control facial expressions of an avatar with or without accompanying verbal interaction, with an eye-tracker to quantitatively measure a participants real-time gaze and a set of physiological sensors to infer his/her affective states to allow in-depth understanding of the emotion recognition mechanism of patients with schizophrenia based on quantitative metrics. A usability study with 12 patients with schizophrenia and 12 healthy controls was conducted to examine processing of the emotional faces. Preliminary results indicated that there were significant differences in the way patients with schizophrenia processed and responded towards the emotional faces presented in the VR environment compared with healthy control participants. The preliminary results underscore the utility of such a VR-based system that enables precise and quantitative assessment of social skill deficits in patients with schizophrenia.
Virtual vision system with actual flavor by olfactory display
NASA Astrophysics Data System (ADS)
Sakamoto, Kunio; Kanazawa, Fumihiro
2010-11-01
The authors have researched multimedia system and support system for nursing studies on and practices of reminiscence therapy and life review therapy. The concept of the life review is presented by Butler in 1963. The process of thinking back on one's life and communicating about one's life to another person is called life review. There is a famous episode concerning the memory. It is called as Proustian effects. This effect is mentioned on the Proust's novel as an episode that a story teller reminds his old memory when he dipped a madeleine in tea. So many scientists research why smells trigger the memory. The authors pay attention to the relation between smells and memory although the reason is not evident yet. Then we have tried to add an olfactory display to the multimedia system so that the smells become a trigger of reminding buried memories. An olfactory display is a device that delivers smells to the nose. It provides us with special effects, for example to emit smell as if you were there or to give a trigger for reminding us of memories. The authors have developed a tabletop display system connected with the olfactory display. For delivering a flavor to user's nose, the system needs to recognition and measure positions of user's face and nose. In this paper, the authors describe an olfactory display which enables to detect the nose position for an effective delivery.
NASA Astrophysics Data System (ADS)
Dreyer, Christopher B.; Abbud-Madrid, Angel; Atkinson, Jared; Lampe, Alexander; Markley, Tasha; Williams, Hunter; McDonough, Kara; Canney, Travis; Haines, Joseph
2018-06-01
Many surfaces found on the Moon, asteroids, Mars, moons, and other planetary bodies are covered in a fine granular material known as regolith. Increased knowledge of the physical properties of extraterrestrial regolith surfaces will help advance the scientific knowledge of these bodies as well as the development of exploration (e.g., instrument and robotic) and in situ resource utilization (ISRU) systems. The Center for Space Resources at the Colorado School of Mines as part of the Institute for Modeling Plasma, Atmospheres, and Cosmic Dust of NASA's Solar System Exploration Research Virtual Institute has developed a novel system, called the ISRU Experimental Probe (IEP) that can support studies of dry and icy regolith from -196 to 150 °C and pressure from laboratory ambient pressure to 10-7 Torr. The IEP system and proof-of-concept results are presented in this paper.
On Writing and Reading Artistic Computational Ecosystems.
Antunes, Rui Filipe; Leymarie, Frederic Fol; Latham, William
2015-01-01
We study the use of the generative systems known as computational ecosystems to convey artistic and narrative aims. These are virtual worlds running on computers, composed of agents that trade units of energy and emulate cycles of life and behaviors adapted from biological life forms. In this article we propose a conceptual framework in order to understand these systems, which are involved in processes of authorship and interpretation that this investigation analyzes in order to identify critical instruments for artistic exploration. We formulate a model of narrative that we call system stories (after Mitchell Whitelaw), characterized by the dynamic network of material and conceptual processes that define these artefacts. They account for narrative constellations with multiple agencies from which meaning and messages emerge. Finally, we present three case studies to explore the potential of this model within an artistic and generative domain, arguing that this understanding expands and enriches the palette of the language of these systems.
The standard-based open workflow system in GeoBrain (Invited)
NASA Astrophysics Data System (ADS)
Di, L.; Yu, G.; Zhao, P.; Deng, M.
2013-12-01
GeoBrain is an Earth science Web-service system developed and operated by the Center for Spatial Information Science and Systems, George Mason University. In GeoBrain, a standard-based open workflow system has been implemented to accommodate the automated processing of geospatial data through a set of complex geo-processing functions for advanced production generation. The GeoBrain models the complex geoprocessing at two levels, the conceptual and concrete. At the conceptual level, the workflows exist in the form of data and service types defined by ontologies. The workflows at conceptual level are called geo-processing models and cataloged in GeoBrain as virtual product types. A conceptual workflow is instantiated into a concrete, executable workflow when a user requests a product that matches a virtual product type. Both conceptual and concrete workflows are encoded in Business Process Execution Language (BPEL). A BPEL workflow engine, called BPELPower, has been implemented to execute the workflow for the product generation. A provenance capturing service has been implemented to generate the ISO 19115-compliant complete product provenance metadata before and after the workflow execution. The generation of provenance metadata before the workflow execution allows users to examine the usability of the final product before the lengthy and expensive execution takes place. The three modes of workflow executions defined in the ISO 19119, transparent, translucent, and opaque, are available in GeoBrain. A geoprocessing modeling portal has been developed to allow domain experts to develop geoprocessing models at the type level with the support of both data and service/processing ontologies. The geoprocessing models capture the knowledge of the domain experts and are become the operational offering of the products after a proper peer review of models is conducted. An automated workflow composition has been experimented successfully based on ontologies and artificial intelligence technology. The GeoBrain workflow system has been used in multiple Earth science applications, including the monitoring of global agricultural drought, the assessment of flood damage, the derivation of national crop condition and progress information, and the detection of nuclear proliferation facilities and events.
Study on virtual instrument developing system based on intelligent virtual control
NASA Astrophysics Data System (ADS)
Tang, Baoping; Cheng, Fabin; Qin, Shuren
2005-01-01
The paper introduces a non-programming developing system of a virtual instument (VI), i.e., a virtual measurement instrument developing system (VMIDS) based on intelligent virtual control (IVC). The background of the IVC-based VMIDS is described briefly, and the hierarchical message bus (HMB)-based software architecture of VMIDS is discussed in detail. The three parts and functions of VMIDS are introduced, and the process of non-programming developing VI is further described.
Methods and systems relating to an augmented virtuality environment
Nielsen, Curtis W; Anderson, Matthew O; McKay, Mark D; Wadsworth, Derek C; Boyce, Jodie R; Hruska, Ryan C; Koudelka, John A; Whetten, Jonathan; Bruemmer, David J
2014-05-20
Systems and methods relating to an augmented virtuality system are disclosed. A method of operating an augmented virtuality system may comprise displaying imagery of a real-world environment in an operating picture. The method may further include displaying a plurality of virtual icons in the operating picture representing at least some assets of a plurality of assets positioned in the real-world environment. Additionally, the method may include displaying at least one virtual item in the operating picture representing data sensed by one or more of the assets of the plurality of assets and remotely controlling at least one asset of the plurality of assets by interacting with a virtual icon associated with the at least one asset.
ERIC Educational Resources Information Center
Lynch, Michael; Post, Katherine
1996-01-01
A recent study drawing on data from the Census Bureau and the Bureau of Labor Statistics suggests that the wage gap between men and women has virtually disappeared, and that the so-called "glass ceiling" results more from age and qualifications than from explicit discrimination. (SLD)
Liu Bejarano, Humberto
2011-01-01
Due to the poor agreement between endoscopy and histology, the gastric biopsy continues being the gold standard for the diagnosis of atrophic chronic gastritis. The Virtual chromoendoscopy system allows better observation of the gastric mucosa. Evaluate the agreement between the Kimura-Takemoto ´s endoscopic system classification and the histological system of OLGA (Operative for Link Assessment Gastritis), as well as to evaluate the application of the virtual chromoendoscopy. A prospective and longitudinal study of cohorts, 138 patients was include, using endoscopic system of atrophy by Kimura and Takemoto (K-T), with conventional optical and with the use of seventh filter of virtual chromoendoscopy ,then comparing with the histological findings of the OLGA pathology system, also were determinated injuries associated with respect to stage OLGA. The kappa index of agreement between conventional endoscopy and the system OLGA was 0.859 and with the system of virtual chromoendoscopy was 0.822, the preneoplasic and neoplastic gastric lesions were associate to stages III and IV of atrophy. The endoscopic and histological correlation with both systems isvery good, with or without the use of virtual chromoendoscopy. chronic atrophic gastritis, virtual chromoendoscopy, olga system, , kimuratakemoto system.
NASA's Solar System Exploration Research Virtual Institute (SSERVI)
NASA Astrophysics Data System (ADS)
Pendleton, Yvonne J.
2015-11-01
NASA's Solar System Exploration Research Virtual Institute (SSERVI) represents a close collaboration between science, technology and exploration, and was created to enable a deeper understanding of the Moon and other airless bodies. SSERVI is supported jointly by NASA’s Science Mission Directorate and Human Exploration and Operations Mission Directorate. The institute currently focuses on the scientific aspects of exploration as they pertain to the Moon, Near Earth Asteroids (NEAs) and the moons of Mars, but the institute goals may expand, depending on NASA's needs, in the future. The 9 initial teams, selected in late 2013 and funded from 2014-2019, have expertise across the broad spectrum of lunar, NEA, and Martian moon sciences. Their research includes various aspects of the surface, interior, exosphere, near-space environments, and dynamics of these bodies.NASA anticipates a small number of additional teams to be selected within the next two years, with a Cooperative Agreement Notice (CAN) likely to be released in 2016. Calls for proposals are issued every 2-3 years to allow overlap between generations of institute teams, but the intent for each team is to provide a stable base of funding for a five year period. SSERVI's mission includes acting as a bridge between several groups, joining together researchers from: 1) scientific and exploration communities, 2) multiple disciplines across a wide range of planetary sciences, and 3) domestic and international communities and partnerships.The SSERVI central office is located at NASA Ames Research Center in Mountain View, CA. The administrative staff at the central office forms the organizational hub for the domestic and international teams and enables the virtual collaborative environment. Interactions with geographically dispersed teams across the U.S., and global partners, occur easily and frequently in a collaborative virtual environment. This poster will provide an overview of the 9 current US teams and international partners, as well as information about outreach efforts and future opportunities to participate in SSERVI.
NASA's Solar System Exploration Research Virtual Institute: Merging Science and Exploration
NASA Technical Reports Server (NTRS)
Pendleton, Y. J.; Schmidt, G. K.; Bailey, B. E.; Minafra, J. A.
2016-01-01
NASA's Solar System Exploration Research Virtual Institute (SSERVI) represents a close collaboration between science, technology and exploration, and was created to enable a deeper understanding of the Moon and other airless bodies. SSERVI is supported jointly by NASA's Science Mission Directorate and Human Exploration and Operations Mission Directorate. The institute currently focuses on the scientific aspects of exploration as they pertain to the Moon, Near Earth Asteroids (NEAs) and the moons of Mars, but the institute goals may expand, depending on NASA's needs, in the future. The 9 initial teams, selected in late 2013 and funded from 2014-2019, have expertise across the broad spectrum of lunar, NEA, and Martian moon sciences. Their research includes various aspects of the surface, interior, exosphere, near-space environments, and dynamics of these bodies. NASA anticipates a small number of additional teams to be selected within the next two years, with a Cooperative Agreement Notice (CAN) likely to be released in 2016. Calls for proposals are issued every 2-3 years to allow overlap between generations of institute teams, but the intent for each team is to provide a stable base of funding for a five year period. SSERVI's mission includes acting as a bridge between several groups, joining together researchers from: 1) scientific and exploration communities, 2) multiple disciplines across a wide range of planetary sciences, and 3) domestic and international communities and partnerships. The SSERVI central office is located at NASA Ames Research Center in Mountain View, CA. The administrative staff at the central office forms the organizational hub for the domestic and international teams and enables the virtual collaborative environment. Interactions with geographically dispersed teams across the U.S., and global partners, occur easily and frequently in a collaborative virtual environment. This poster will provide an overview of the 9 current US teams and international partners, as well as information about outreach efforts and future opportunities to participate in SSERVI.
AI (artificial intelligence) in histopathology--from image analysis to automated diagnosis.
Kayser, Klaus; Görtler, Jürgen; Bogovac, Milica; Bogovac, Aleksandar; Goldmann, Torsten; Vollmer, Ekkehard; Kayser, Gian
2009-01-01
The technological progress in digitalization of complete histological glass slides has opened a new door in tissue--based diagnosis. The presentation of microscopic images as a whole in a digital matrix is called virtual slide. A virtual slide allows calculation and related presentation of image information that otherwise can only be seen by individual human performance. The digital world permits attachments of several (if not all) fields of view and the contemporary visualization on a screen. The presentation of all microscopic magnifications is possible if the basic pixel resolution is less than 0.25 microns. To introduce digital tissue--based diagnosis into the daily routine work of a surgical pathologist requires a new setup of workflow arrangement and procedures. The quality of digitized images is sufficient for diagnostic purposes; however, the time needed for viewing virtual slides exceeds that of viewing original glass slides by far. The reason lies in a slower and more difficult sampling procedure, which is the selection of information containing fields of view. By application of artificial intelligence, tissue--based diagnosis in routine work can be managed automatically in steps as follows: 1. The individual image quality has to be measured, and corrected, if necessary. 2. A diagnostic algorithm has to be applied. An algorithm has be developed, that includes both object based (object features, structures) and pixel based (texture) measures. 3. These measures serve for diagnosis classification and feedback to order additional information, for example in virtual immunohistochemical slides. 4. The measures can serve for automated image classification and detection of relevant image information by themselves without any labeling. 5. The pathologists' duty will not be released by such a system; to the contrary, it will manage and supervise the system, i.e., just working at a "higher level". Virtual slides are already in use for teaching and continuous education in anatomy and pathology. First attempts to introduce them into routine work have been reported. Application of AI has been established by automated immunohistochemical measurement systems (EAMUS, www.diagnomX.eu). The performance of automated diagnosis has been reported for a broad variety of organs at sensitivity and specificity levels >85%). The implementation of a complete connected AI supported system is in its childhood. Application of AI in digital tissue--based diagnosis will allow the pathologists to work as supervisors and no longer as primary "water carriers". Its accurate use will give them the time needed to concentrating on difficult cases for the benefit of their patients.
A VM-shared desktop virtualization system based on OpenStack
NASA Astrophysics Data System (ADS)
Liu, Xi; Zhu, Mingfa; Xiao, Limin; Jiang, Yuanjie
2018-04-01
With the increasing popularity of cloud computing, desktop virtualization is rising in recent years as a branch of virtualization technology. However, existing desktop virtualization systems are mostly designed as a one-to-one mode, which one VM can only be accessed by one user. Meanwhile, previous desktop virtualization systems perform weakly in terms of response time and cost saving. This paper proposes a novel VM-Shared desktop virtualization system based on OpenStack platform. The paper modified the connecting process and the display data transmission process of the remote display protocol SPICE to support VM-Shared function. On the other hand, we propose a server-push display mode to improve user interactive experience. The experimental results show that our system performs well in response time and achieves a low CPU consumption.
E-learning for laurea in biomedical laboratory technicians: presentation of a pilote study.
Giansanti, D; Castrichella, L; Giovagnoli, M R
2007-01-01
The aim of the paper is to afford the design and construction of an e-learning model answering to these requirements for the LHCP in Technician of Biomedical Laboratory. The SCENARIO of work for the technician in biomedical laboratory (TBL) is radically changed and e-learning should answer to these new challenges. In particular today He or She should be able to mange in tele-pathology applications the tissue on the so called virtual glass. An architecture for the e-learning based on Web-Dav and a Light software for the virtual glass tele-pathology consultation has been designed with also a special care for the teachers' and students' platforms. At the moment we are investigating Telepathology platforms for the extranet consulting of virtual glasses.
An Audio Architecture Integrating Sound and Live Voice for Virtual Environments
2002-09-01
implementation of a virtual environment. As real world training locations become scarce and training budgets are trimmed, training system developers ...look more and more towards virtual environments as the answer. Virtual environments provide training system developers with several key benefits
LVC interaction within a mixed-reality training system
NASA Astrophysics Data System (ADS)
Pollock, Brice; Winer, Eliot; Gilbert, Stephen; de la Cruz, Julio
2012-03-01
The United States military is increasingly pursuing advanced live, virtual, and constructive (LVC) training systems for reduced cost, greater training flexibility, and decreased training times. Combining the advantages of realistic training environments and virtual worlds, mixed reality LVC training systems can enable live and virtual trainee interaction as if co-located. However, LVC interaction in these systems often requires constructing immersive environments, developing hardware for live-virtual interaction, tracking in occluded environments, and an architecture that supports real-time transfer of entity information across many systems. This paper discusses a system that overcomes these challenges to empower LVC interaction in a reconfigurable, mixed reality environment. This system was developed and tested in an immersive, reconfigurable, and mixed reality LVC training system for the dismounted warfighter at ISU, known as the Veldt, to overcome LVC interaction challenges and as a test bed for cuttingedge technology to meet future U.S. Army battlefield requirements. Trainees interact physically in the Veldt and virtually through commercial and developed game engines. Evaluation involving military trained personnel found this system to be effective, immersive, and useful for developing the critical decision-making skills necessary for the battlefield. Procedural terrain modeling, model-matching database techniques, and a central communication server process all live and virtual entity data from system components to create a cohesive virtual world across all distributed simulators and game engines in real-time. This system achieves rare LVC interaction within multiple physical and virtual immersive environments for training in real-time across many distributed systems.
Software platform virtualization in chemistry research and university teaching
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
Software platform virtualization in chemistry research and university teaching.
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.
Molecular Mechanisms Regulating Temperature Compensation of the Circadian Clock.
Narasimamurthy, Rajesh; Virshup, David M
2017-01-01
An approximately 24-h biological timekeeping mechanism called the circadian clock is present in virtually all light-sensitive organisms from cyanobacteria to humans. The clock system regulates our sleep-wake cycle, feeding-fasting, hormonal secretion, body temperature, and many other physiological functions. Signals from the master circadian oscillator entrain peripheral clocks using a variety of neural and hormonal signals. Even centrally controlled internal temperature fluctuations can entrain the peripheral circadian clocks. But, unlike other chemical reactions, the output of the clock system remains nearly constant with fluctuations in ambient temperature, a phenomenon known as temperature compensation. In this brief review, we focus on recent advances in our understanding of the posttranslational modifications, especially a phosphoswitch mechanism controlling the stability of PER2 and its implications for the regulation of temperature compensation.
Protti, Denis; Johansen, Ib
2010-03-01
Denmark is one of the world's leading countries in the use of health care technology. Virtually all primary care physicians have electronic medical records with full clinical functionality. Their systems are also connected to a national network, which allows them to electronically send and receive clinical data to and from consultant specialists, hospitals, pharmacies, and other health care providers. Under the auspices of a nonprofit organization called MedCom, over 5 million clinical messages are transferred monthly. One of the most important innovations has been the "one-letter solution," which allows one electronic form to be used for all types of letters to and from primary care physicians; it is used in over 5,000 health institutions with 50 different technology vendor systems.
ERIC Educational Resources Information Center
Hwang, Wu-Yuin; Su, Jia-Han; Huang, Yueh-Min; Dong, Jian-Jie
2009-01-01
In this paper, the development of an innovative Virtual Manipulatives and Whiteboard (VMW) system is described. The VMW system allowed users to manipulate virtual objects in 3D space and find clues to solve geometry problems. To assist with multi-representation transformation, translucent multimedia whiteboards were used to provide a virtual 3D…
Biomechanics-based in silico medicine: the manifesto of a new science.
Viceconti, Marco
2015-01-21
In this perspective article we discuss the role of contemporary biomechanics in the light of recent applications such as the development of the so-called Virtual Physiological Human technologies for physiology-based in silico medicine. In order to build Virtual Physiological Human (VPH) models, computer models that capture and integrate the complex systemic dynamics of living organisms across radically different space-time scales, we need to re-formulate a vast body of existing biology and physiology knowledge so that it is formulated as a quantitative hypothesis, which can be expressed in mathematical terms. Once the predictive accuracy of these models is confirmed against controlled experiments and against clinical observations, we will have VPH model that can reliably predict certain quantitative changes in health status of a given patient, but also, more important, we will have a theory, in the true meaning this word has in the scientific method. In this scenario, biomechanics plays a very important role, biomechanics is one of the few areas of life sciences where we attempt to build full mechanistic explanations based on quantitative observations, in other words, we investigate living organisms like physical systems. This is in our opinion a Copernican revolution, around which the scope of biomechanics should be re-defined. Thus, we propose a new definition for our research domain "Biomechanics is the study of living organisms as mechanistic systems". Copyright © 2014 Elsevier Ltd. All rights reserved.
Instrumentation to Aid in Steel Bridge Fabrication : Bridge Virtual Assembly System
DOT National Transportation Integrated Search
2018-05-01
This pool funded project developed a BRIDGE VIRTUAL ASSEMBLY SYSTEM (BRIDGE VAS) that improves manufacturing processes and enhances quality control for steel bridge fabrication. The system replaces conventional match-drilling with virtual assembly me...
Bats' avoidance of real and virtual objects: implications for the sonar coding of object size.
Goerlitz, Holger R; Genzel, Daria; Wiegrebe, Lutz
2012-01-01
Fast movement in complex environments requires the controlled evasion of obstacles. Sonar-based obstacle evasion involves analysing the acoustic features of object-echoes (e.g., echo amplitude) that correlate with this object's physical features (e.g., object size). Here, we investigated sonar-based obstacle evasion in bats emerging in groups from their day roost. Using video-recordings, we first show that the bats evaded a small real object (ultrasonic loudspeaker) despite the familiar flight situation. Secondly, we studied the sonar coding of object size by adding a larger virtual object. The virtual object echo was generated by real-time convolution of the bats' calls with the acoustic impulse response of a large spherical disc and played from the loudspeaker. Contrary to the real object, the virtual object did not elicit evasive flight, despite the spectro-temporal similarity of real and virtual object echoes. Yet, their spatial echo features differ: virtual object echoes lack the spread of angles of incidence from which the echoes of large objects arrive at a bat's ears (sonar aperture). We hypothesise that this mismatch of spectro-temporal and spatial echo features caused the lack of virtual object evasion and suggest that the sonar aperture of object echoscapes contributes to the sonar coding of object size. Copyright © 2011 Elsevier B.V. All rights reserved.
Mobile devices, Virtual Reality, Augmented Reality, and Digital Geoscience Education.
NASA Astrophysics Data System (ADS)
Crompton, H.; De Paor, D. G.; Whitmeyer, S. J.; Bentley, C.
2016-12-01
Mobile devices are playing an increasing role in geoscience education. Affordances include instructor-student communication and class management in large classrooms, virtual and augmented reality applications, digital mapping, and crowd-sourcing. Mobile technologies have spawned the sub field of mobile learning or m-learning, which is defined as learning across multiple contexts, through social and content interactions. Geoscientists have traditionally engaged in non-digital mobile learning via fieldwork, but digital devices are greatly extending the possibilities, especially for non-traditional students. Smartphones and tablets are the most common devices but smart glasses such as Pivothead enable live streaming of a first-person view (see for example, https://youtu.be/gWrDaYP5w58). Virtual reality headsets such as Google Cardboard create an immersive virtual field experience and digital imagery such as GigaPan and Structure from Motion enables instructors and/or students to create virtual specimens and outcrops that are sharable across the globe. Whereas virtual reality (VR) replaces the real world with a virtual representation, augmented reality (AR) overlays digital data on the live scene visible to the user in real time. We have previously reported on our use of the AR application called FreshAiR for geoscientific "egg hunts." The popularity of Pokémon Go demonstrates the potential of AR for mobile learning in the geosciences.
Integration of the virtual 3D model of a control system with the virtual controller
NASA Astrophysics Data System (ADS)
Herbuś, K.; Ociepka, P.
2015-11-01
Nowadays the design process includes simulation analysis of different components of a constructed object. It involves the need for integration of different virtual object to simulate the whole investigated technical system. The paper presents the issues related to the integration of a virtual 3D model of a chosen control system of with a virtual controller. The goal of integration is to verify the operation of an adopted object of in accordance with the established control program. The object of the simulation work is the drive system of a tunneling machine for trenchless work. In the first stage of work was created an interactive visualization of functioning of the 3D virtual model of a tunneling machine. For this purpose, the software of the VR (Virtual Reality) class was applied. In the elaborated interactive application were created adequate procedures allowing controlling the drive system of a translatory motion, a rotary motion and the drive system of a manipulator. Additionally was created the procedure of turning on and off the output crushing head, mounted on the last element of the manipulator. In the elaborated interactive application have been established procedures for receiving input data from external software, on the basis of the dynamic data exchange (DDE), which allow controlling actuators of particular control systems of the considered machine. In the next stage of work, the program on a virtual driver, in the ladder diagram (LD) language, was created. The control program was developed on the basis of the adopted work cycle of the tunneling machine. The element integrating the virtual model of the tunneling machine for trenchless work with the virtual controller is the application written in a high level language (Visual Basic). In the developed application was created procedures responsible for collecting data from the running, in a simulation mode, virtual controller and transferring them to the interactive application, in which is verified the operation of the adopted research object. The carried out work allowed foot the integration of the virtual model of the control system of the tunneling machine with the virtual controller, enabling the verification of its operation.
An IPv6 routing lookup algorithm using weight-balanced tree based on prefix value for virtual router
NASA Astrophysics Data System (ADS)
Chen, Lingjiang; Zhou, Shuguang; Zhang, Qiaoduo; Li, Fenghua
2016-10-01
Virtual router enables the coexistence of different networks on the same physical facility and has lately attracted a great deal of attention from researchers. As the number of IPv6 addresses is rapidly increasing in virtual routers, designing an efficient IPv6 routing lookup algorithm is of great importance. In this paper, we present an IPv6 lookup algorithm called weight-balanced tree (WBT). WBT merges Forwarding Information Bases (FIBs) of virtual routers into one spanning tree, and compresses the space cost. WBT's average time complexity and the worst case time complexity of lookup and update process are both O(logN) and space complexity is O(cN) where N is the size of routing table and c is a constant. Experiments show that WBT helps reduce more than 80% Static Random Access Memory (SRAM) cost in comparison to those separation schemes. WBT also achieves the least average search depth comparing with other homogeneous algorithms.
VirSSPA- a virtual reality tool for surgical planning workflow.
Suárez, C; Acha, B; Serrano, C; Parra, C; Gómez, T
2009-03-01
A virtual reality tool, called VirSSPA, was developed to optimize the planning of surgical processes. Segmentation algorithms for Computed Tomography (CT) images: a region growing procedure was used for soft tissues and a thresholding algorithm was implemented to segment bones. The algorithms operate semiautomati- cally since they only need seed selection with the mouse on each tissue segmented by the user. The novelty of the paper is the adaptation of an enhancement method based on histogram thresholding applied to CT images for surgical planning, which simplifies subsequent segmentation. A substantial improvement of the virtual reality tool VirSSPA was obtained with these algorithms. VirSSPA was used to optimize surgical planning, to decrease the time spent on surgical planning and to improve operative results. The success rate increases due to surgeons being able to see the exact extent of the patient's ailment. This tool can decrease operating room time, thus resulting in reduced costs. Virtual simulation was effective for optimizing surgical planning, which could, consequently, result in improved outcomes with reduced costs.
Software Architecture for a Virtual Environment for Nano Scale Assembly (VENSA).
Lee, Yong-Gu; Lyons, Kevin W; Feng, Shaw C
2004-01-01
A Virtual Environment (VE) uses multiple computer-generated media to let a user experience situations that are temporally and spatially prohibiting. The information flow between the user and the VE is bidirectional and the user can influence the environment. The software development of a VE requires orchestrating multiple peripherals and computers in a synchronized way in real time. Although a multitude of useful software components for VEs exists, many of these are packaged within a complex framework and can not be used separately. In this paper, an architecture is presented which is designed to let multiple frameworks work together while being shielded from the application program. This architecture, which is called the Virtual Environment for Nano Scale Assembly (VENSA), has been constructed for interfacing with an optical tweezers instrument for nanotechnology development. However, this approach can be generalized for most virtual environments. Through the use of VENSA, the programmer can rely on existing solutions and concentrate more on the application software design.
Software Architecture for a Virtual Environment for Nano Scale Assembly (VENSA)
Lee, Yong-Gu; Lyons, Kevin W.; Feng, Shaw C.
2004-01-01
A Virtual Environment (VE) uses multiple computer-generated media to let a user experience situations that are temporally and spatially prohibiting. The information flow between the user and the VE is bidirectional and the user can influence the environment. The software development of a VE requires orchestrating multiple peripherals and computers in a synchronized way in real time. Although a multitude of useful software components for VEs exists, many of these are packaged within a complex framework and can not be used separately. In this paper, an architecture is presented which is designed to let multiple frameworks work together while being shielded from the application program. This architecture, which is called the Virtual Environment for Nano Scale Assembly (VENSA), has been constructed for interfacing with an optical tweezers instrument for nanotechnology development. However, this approach can be generalized for most virtual environments. Through the use of VENSA, the programmer can rely on existing solutions and concentrate more on the application software design. PMID:27366610
Virtual fringe projection system with nonparallel illumination based on iteration
NASA Astrophysics Data System (ADS)
Zhou, Duo; Wang, Zhangying; Gao, Nan; Zhang, Zonghua; Jiang, Xiangqian
2017-06-01
Fringe projection profilometry has been widely applied in many fields. To set up an ideal measuring system, a virtual fringe projection technique has been studied to assist in the design of hardware configurations. However, existing virtual fringe projection systems use parallel illumination and have a fixed optical framework. This paper presents a virtual fringe projection system with nonparallel illumination. Using an iterative method to calculate intersection points between rays and reference planes or object surfaces, the proposed system can simulate projected fringe patterns and captured images. A new explicit calibration method has been presented to validate the precision of the system. Simulated results indicate that the proposed iterative method outperforms previous systems. Our virtual system can be applied to error analysis, algorithm optimization, and help operators to find ideal system parameter settings for actual measurements.
ViRPET--combination of virtual reality and PET brain imaging
Majewski, Stanislaw; Brefczynski-Lewis, Julie
2017-05-23
Various methods, systems and apparatus are provided for brain imaging during virtual reality stimulation. In one example, among others, a system for virtual ambulatory environment brain imaging includes a mobile brain imager configured to obtain positron emission tomography (PET) scans of a subject in motion, and a virtual reality (VR) system configured to provide one or more stimuli to the subject during the PET scans. In another example, a method for virtual ambulatory environment brain imaging includes providing stimulation to a subject through a virtual reality (VR) system; and obtaining a positron emission tomography (PET) scan of the subject while moving in response to the stimulation from the VR system. The mobile brain imager can be positioned on the subject with an array of imaging photodetector modules distributed about the head of the subject.
Distributed attitude synchronization of formation flying via consensus-based virtual structure
NASA Astrophysics Data System (ADS)
Cong, Bing-Long; Liu, Xiang-Dong; Chen, Zhen
2011-06-01
This paper presents a general framework for synchronized multiple spacecraft rotations via consensus-based virtual structure. In this framework, attitude control systems for formation spacecrafts and virtual structure are designed separately. Both parametric uncertainty and external disturbance are taken into account. A time-varying sliding mode control (TVSMC) algorithm is designed to improve the robustness of the actual attitude control system. As for the virtual attitude control system, a behavioral consensus algorithm is presented to accomplish the attitude maneuver of the entire formation and guarantee a consistent attitude among the local virtual structure counterparts during the attitude maneuver. A multiple virtual sub-structures (MVSSs) system is introduced to enhance current virtual structure scheme when large amounts of spacecrafts are involved in the formation. The attitude of spacecraft is represented by modified Rodrigues parameter (MRP) for its non-redundancy. Finally, a numerical simulation with three synchronization situations is employed to illustrate the effectiveness of the proposed strategy.
Martín-Ruiz, María-Luisa; Máximo-Bocanegra, Nuria; Luna-Oliva, Laura
2016-03-26
The importance of an early rehabilitation process in children with cerebral palsy (CP) is widely recognized. On the one hand, new and useful treatment tools such as rehabilitation systems based on interactive technologies have appeared for rehabilitation of gross motor movements. On the other hand, from the therapeutic point of view, performing rehabilitation exercises with the facial muscles can improve the swallowing process, the facial expression through the management of muscles in the face, and even the speech of children with cerebral palsy. However, it is difficult to find interactive games to improve the detection and evaluation of oral-facial musculature dysfunctions in children with CP. This paper describes a framework based on strategies developed for interactive serious games that is created both for typically developed children and children with disabilities. Four interactive games are the core of a Virtual Environment called SONRIE. This paper demonstrates the benefits of SONRIE to monitor children's oral-facial difficulties. The next steps will focus on the validation of SONRIE to carry out the rehabilitation process of oral-facial musculature in children with cerebral palsy.
NASA Astrophysics Data System (ADS)
Zhao, Yongli; Hu, Liyazhou; Wang, Wei; Li, Yajie; Zhang, Jie
2017-01-01
With the continuous opening of resource acquisition and application, there are a large variety of network hardware appliances deployed as the communication infrastructure. To lunch a new network application always implies to replace the obsolete devices and needs the related space and power to accommodate it, which will increase the energy and capital investment. Network function virtualization1 (NFV) aims to address these problems by consolidating many network equipment onto industry standard elements such as servers, switches and storage. Many types of IT resources have been deployed to run Virtual Network Functions (vNFs), such as virtual switches and routers. Then how to deploy NFV in optical transport networks is a of great importance problem. This paper focuses on this problem, and gives an implementation architecture of NFV-enabled optical transport networks based on Software Defined Optical Networking (SDON) with the procedure of vNFs call and return. Especially, an implementation solution of NFV-enabled optical transport node is designed, and a parallel processing method for NFV-enabled OTN nodes is proposed. To verify the performance of NFV-enabled SDON, the protocol interaction procedures of control function virtualization and node function virtualization are demonstrated on SDON testbed. Finally, the benefits and challenges of the parallel processing method for NFV-enabled OTN nodes are simulated and analyzed.
A second life for eHealth: prospects for the use of 3-D virtual worlds in clinical psychology.
Gorini, Alessandra; Gaggioli, Andrea; Vigna, Cinzia; Riva, Giuseppe
2008-08-05
The aim of the present paper is to describe the role played by three-dimensional (3-D) virtual worlds in eHealth applications, addressing some potential advantages and issues related to the use of this emerging medium in clinical practice. Due to the enormous diffusion of the World Wide Web (WWW), telepsychology, and telehealth in general, have become accepted and validated methods for the treatment of many different health care concerns. The introduction of the Web 2.0 has facilitated the development of new forms of collaborative interaction between multiple users based on 3-D virtual worlds. This paper describes the development and implementation of a form of tailored immersive e-therapy called p-health whose key factor is interreality, that is, the creation of a hybrid augmented experience merging physical and virtual worlds. We suggest that compared with conventional telehealth applications such as emails, chat, and videoconferences, the interaction between real and 3-D virtual worlds may convey greater feelings of presence, facilitate the clinical communication process, positively influence group processes and cohesiveness in group-based therapies, and foster higher levels of interpersonal trust between therapists and patients. However, challenges related to the potentially addictive nature of such virtual worlds and questions related to privacy and personal safety will also be discussed.
Adapting Document Similarity Measures for Ligand-Based Virtual Screening.
Himmat, Mubarak; Salim, Naomie; Al-Dabbagh, Mohammed Mumtaz; Saeed, Faisal; Ahmed, Ali
2016-04-13
Quantifying the similarity of molecules is considered one of the major tasks in virtual screening. There are many similarity measures that have been proposed for this purpose, some of which have been derived from document and text retrieving areas as most often these similarity methods give good results in document retrieval and can achieve good results in virtual screening. In this work, we propose a similarity measure for ligand-based virtual screening, which has been derived from a text processing similarity measure. It has been adopted to be suitable for virtual screening; we called this proposed measure the Adapted Similarity Measure of Text Processing (ASMTP). For evaluating and testing the proposed ASMTP we conducted several experiments on two different benchmark datasets: the Maximum Unbiased Validation (MUV) and the MDL Drug Data Report (MDDR). The experiments have been conducted by choosing 10 reference structures from each class randomly as queries and evaluate them in the recall of cut-offs at 1% and 5%. The overall obtained results are compared with some similarity methods including the Tanimoto coefficient, which are considered to be the conventional and standard similarity coefficients for fingerprint-based similarity calculations. The achieved results show that the performance of ligand-based virtual screening is better and outperforms the Tanimoto coefficients and other methods.
Using smartphone technology to deliver a virtual pedestrian environment: usability and validation.
Schwebel, David C; Severson, Joan; He, Yefei
2017-09-01
Various programs effectively teach children to cross streets more safely, but all are labor- and cost-intensive. Recent developments in mobile phone technology offer opportunity to deliver virtual reality pedestrian environments to mobile smartphone platforms. Such an environment may offer a cost- and labor-effective strategy to teach children to cross streets safely. This study evaluated usability, feasibility, and validity of a smartphone-based virtual pedestrian environment. A total of 68 adults completed 12 virtual crossings within each of two virtual pedestrian environments, one delivered by smartphone and the other a semi-immersive kiosk virtual environment. Participants completed self-report measures of perceived realism and simulator sickness experienced in each virtual environment, plus self-reported demographic and personality characteristics. All participants followed system instructions and used the smartphone-based virtual environment without difficulty. No significant simulator sickness was reported or observed. Users rated the smartphone virtual environment as highly realistic. Convergent validity was detected, with many aspects of pedestrian behavior in the smartphone-based virtual environment matching behavior in the kiosk virtual environment. Anticipated correlations between personality and kiosk virtual reality pedestrian behavior emerged for the smartphone-based system. A smartphone-based virtual environment can be usable and valid. Future research should develop and evaluate such a training system.
Ant-Based Cyber Defense (also known as
DOE Office of Scientific and Technical Information (OSTI.GOV)
Glenn Fink, PNNL
2015-09-29
ABCD is a four-level hierarchy with human supervisors at the top, a top-level agent called a Sergeant controlling each enclave, Sentinel agents located at each monitored host, and mobile Sensor agents that swarm through the enclaves to detect cyber malice and misconfigurations. The code comprises four parts: (1) the core agent framework, (2) the user interface and visualization, (3) test-range software to create a network of virtual machines including a simulated Internet and user and host activity emulation scripts, and (4) a test harness to allow the safe running of adversarial code within the framework of monitored virtual machines.
System-Level Virtualization Research at Oak Ridge National Laboratory
DOE Office of Scientific and Technical Information (OSTI.GOV)
Scott, Stephen L; Vallee, Geoffroy R; Naughton, III, Thomas J
2010-01-01
System-level virtualization is today enjoying a rebirth as a technique to effectively share what were then considered large computing resources to subsequently fade from the spotlight as individual workstations gained in popularity with a one machine - one user approach. One reason for this resurgence is that the simple workstation has grown in capability to rival that of anything available in the past. Thus, computing centers are again looking at the price/performance benefit of sharing that single computing box via server consolidation. However, industry is only concentrating on the benefits of using virtualization for server consolidation (enterprise computing) whereas ourmore » interest is in leveraging virtualization to advance high-performance computing (HPC). While these two interests may appear to be orthogonal, one consolidating multiple applications and users on a single machine while the other requires all the power from many machines to be dedicated solely to its purpose, we propose that virtualization does provide attractive capabilities that may be exploited to the benefit of HPC interests. This does raise the two fundamental questions of: is the concept of virtualization (a machine sharing technology) really suitable for HPC and if so, how does one go about leveraging these virtualization capabilities for the benefit of HPC. To address these questions, this document presents ongoing studies on the usage of system-level virtualization in a HPC context. These studies include an analysis of the benefits of system-level virtualization for HPC, a presentation of research efforts based on virtualization for system availability, and a presentation of research efforts for the management of virtual systems. The basis for this document was material presented by Stephen L. Scott at the Collaborative and Grid Computing Technologies meeting held in Cancun, Mexico on April 12-14, 2007.« less
NOWCASTING AND FORECASTING BEACH BACTERIA CONCENTRATION USING THE EPA VIRTUAL BEACH SOFTWARE
Beaches are subject to closure when bacterial counts exceed water quality criteria. Many authorities base these decisions on sample counts, which typically require a day or more to analyze. Sometimes called the persistence model, because conditions are assumed to persist, experie...
75 FR 20852 - Center for Scientific Review; Notice of Closed Meetings
Federal Register 2010, 2011, 2012, 2013, 2014
2010-04-21
...: Biological Chemistry and Macromolecular Biophysics. Date: May 26-27, 2010. Time: 11 a.m. to 10 p.m. Agenda..., Bethesda, MD 20892 (Virtual Meeting). Contact Person: Donald L. Schneider, PhD, Scientific Review Officer..., Bethesda, MD 20892 (Telephone Conference Call). [[Page 20853
Teach Your Computer to Read: Scanners and Optical Character Recognition.
ERIC Educational Resources Information Center
Marsden, Jim
1993-01-01
Desktop scanners can be used with a software technology called optical character recognition (OCR) to convert the text on virtually any paper document into an electronic form. OCR offers educators new flexibility in incorporating text into tests, lesson plans, and other materials. (MLF)
Virtual Convergence: Exploring Culture and Meaning in Playscapes
ERIC Educational Resources Information Center
Abrams, Sandra Schamroth; Rowsell, Jennifer; Merchant, Guy
2017-01-01
Background: Research into digital practices and cultures repeatedly calls attention to the complexity of communication spaces and meaning-making practices. With the blurring of boundaries between online and offline, these entangled practices involve the interweaving of human, material, semiotic, and discursive practices. Purpose: This introductory…
ERIC Educational Resources Information Center
Anderson, Sue
2013-01-01
In 2010, State College Area School District (SCASD) in Pennsylvania, USA, agreed to help develop a virtual international classroom exchange called the Schoolwires Greenleaf program. The program's project-based curriculum paired U.S. students with Chinese learners to collaborate, foster global citizenship, and prepare students for the digital work…
NASA Technical Reports Server (NTRS)
1994-01-01
Omniview, a motionless, noiseless, exceptionally versatile camera was developed for NASA as a receiving device for guiding space robots. The system can see in one direction and provide as many as four views simultaneously. Developed by Omniview, Inc. (formerly TRI) under a NASA Small Business Innovation Research (SBIR) grant, the system's image transformation electronics produce a real-time image from anywhere within a hemispherical field. Lens distortion is removed, and a corrected "flat" view appears on a monitor. Key elements are a high resolution charge coupled device (CCD), image correction circuitry and a microcomputer for image processing. The system can be adapted to existing installations. Applications include security and surveillance, teleconferencing, imaging, virtual reality, broadcast video and military operations. Omniview technology is now called IPIX. The company was founded in 1986 as TeleRobotics International, became Omniview in 1995, and changed its name to Interactive Pictures Corporation in 1997.
Defense system shortcuts and limits of scope.
Rewald, E; Francischetti, M M
2000-10-01
Defense, as a key factor of life, shares the biological tendencies of simplicity and energy saving. We propose that, like the mind, defense tends to rely on shortcuts via immune memes. Also, response repetition may induce the formation of virtual 'modules' [toolkits] to simplify and perfect performance. Engaged modules may expand by proliferating or by capturing immune components from the 'dormant' and even perhaps from active ones. With regard to recovery and/or survival, complexity of the integrated defense system (IDS) (1) requires to be inside of what we call the 'functional window'. In contrast to the physiological and common disease repair, energy is squandered when IDS perceives real danger. Our concern is the uncertain transition to conditions that do not fit into the IDS routine and, even worse, that are outside the functional window where the system is lacking. Copyright 2000 Harcourt Publishers Ltd.
2017-08-01
ARL-TN-0839 ● AUG 2017 US Army Research Laboratory User Guide: How to Use and Operate Virtual Reality Equipment in the Systems...ARL-TN-0839 ● AUG 2017 US Army Research Laboratory User Guide: How to Use and Operate Virtual Reality Equipment in the Systems...September 2017 4. TITLE AND SUBTITLE User Guide: How to Use and Operate Virtual Reality Equipment in the Systems Assessment and Usability Laboratory
Virtual reality in surgical training.
Lange, T; Indelicato, D J; Rosen, J M
2000-01-01
Virtual reality in surgery and, more specifically, in surgical training, faces a number of challenges in the future. These challenges are building realistic models of the human body, creating interface tools to view, hear, touch, feel, and manipulate these human body models, and integrating virtual reality systems into medical education and treatment. A final system would encompass simulators specifically for surgery, performance machines, telemedicine, and telesurgery. Each of these areas will need significant improvement for virtual reality to impact medicine successfully in the next century. This article gives an overview of, and the challenges faced by, current systems in the fast-changing field of virtual reality technology, and provides a set of specific milestones for a truly realistic virtual human body.
[Image fusion, virtual reality, robotics and navigation. Effects on surgical practice].
Maresceaux, J; Soler, L; Ceulemans, R; Garcia, A; Henri, M; Dutson, E
2002-05-01
In the new minimally invasive surgical era, virtual reality, robotics, and image merging have become topics on their own, offering the potential to revolutionize current surgical treatment and assessment. Improved patient care in the digital age seems to be the primary impetus for continued efforts in the field of telesurgery. The progress in endoscopic surgery with regard to telesurgery is manifested by digitization of the pre-, intra-, and postoperative interaction with the patients' surgical disease via computer system integration: so-called Computer Assisted Surgery (CAS). The preoperative assessment can be improved by 3D organ reconstruction, as in virtual colonoscopy or cholangiography, and by planning and practicing surgery using virtual or simulated organs. When integrating all of the data recorded during this preoperative stage, an enhanced reality can be made possible to improve intra-operative patient interactions. CAS allows for increased three-dimensional accuracy, improved precision and the reproducibility of procedures. The ability to store the actions of the surgeon as digitized information also allows for universal, rapid distribution: i.e., the surgeon's activity can be transmitted to the other side of the operating room or to a remote site via high-speed communications links, as was recently demonstrated by our own team during the Lindbergh operation. Furthermore, the surgeon will be able to share his expertise and skill through teleconsultation and telemanipulation, bringing the patient closer to the expert surgical team through electronic means and opening the way to advanced and continuous surgical learning. Finally, for postoperative interaction, virtual reality and simulation can provide us with 4 dimensional images, time being the fourth dimension. This should allow physicians to have a better idea of the disease process in evolution, and treatment modifications based on this view can be anticipated. We are presently determining the accuracy and efficacy of 4 dimensional imaging compared to conventional evaluations.
Huang, Yukun; Chen, Rong; Wei, Jingbo; Pei, Xilong; Cao, Jing; Prakash Jayaraman, Prem; Ranjan, Rajiv
2014-01-01
JNI in the Android platform is often observed with low efficiency and high coding complexity. Although many researchers have investigated the JNI mechanism, few of them solve the efficiency and the complexity problems of JNI in the Android platform simultaneously. In this paper, a hybrid polylingual object (HPO) model is proposed to allow a CAR object being accessed as a Java object and as vice in the Dalvik virtual machine. It is an acceptable substitute for JNI to reuse the CAR-compliant components in Android applications in a seamless and efficient way. The metadata injection mechanism is designed to support the automatic mapping and reflection between CAR objects and Java objects. A prototype virtual machine, called HPO-Dalvik, is implemented by extending the Dalvik virtual machine to support the HPO model. Lifespan management, garbage collection, and data type transformation of HPO objects are also handled in the HPO-Dalvik virtual machine automatically. The experimental result shows that the HPO model outweighs the standard JNI in lower overhead on native side, better executing performance with no JNI bridging code being demanded. PMID:25110745
Expanding the primate body schema in sensorimotor cortex by virtual touches of an avatar
Shokur, Solaiman; O’Doherty, Joseph E.; Winans, Jesse A.; Bleuler, Hannes; Lebedev, Mikhail A.; Nicolelis, Miguel A. L.
2013-01-01
The brain representation of the body, called the body schema, is susceptible to plasticity. For instance, subjects experiencing a rubber hand illusion develop a sense of ownership of a mannequin hand when they view it being touched while tactile stimuli are simultaneously applied to their own hand. Here, the cortical basis of such an embodiment was investigated through concurrent recordings from primary somatosensory (i.e., S1) and motor (i.e., M1) cortical neuronal ensembles while two monkeys observed an avatar arm being touched by a virtual ball. Following a period when virtual touches occurred synchronously with physical brushes of the monkeys' arms, neurons in S1 and M1 started to respond to virtual touches applied alone. Responses to virtual touch occurred 50 to 70 ms later than to physical touch, consistent with the involvement of polysynaptic pathways linking the visual cortex to S1 and M1. We propose that S1 and M1 contribute to the rubber hand illusion and that, by taking advantage of plasticity in these areas, patients may assimilate neuroprosthetic limbs as parts of their body schema. PMID:23980141
Directional virtual backbone based data aggregation scheme for Wireless Visual Sensor Networks.
Zhang, Jing; Liu, Shi-Jian; Tsai, Pei-Wei; Zou, Fu-Min; Ji, Xiao-Rong
2018-01-01
Data gathering is a fundamental task in Wireless Visual Sensor Networks (WVSNs). Features of directional antennas and the visual data make WVSNs more complex than the conventional Wireless Sensor Network (WSN). The virtual backbone is a technique, which is capable of constructing clusters. The version associating with the aggregation operation is also referred to as the virtual backbone tree. In most of the existing literature, the main focus is on the efficiency brought by the construction of clusters that the existing methods neglect local-balance problems in general. To fill up this gap, Directional Virtual Backbone based Data Aggregation Scheme (DVBDAS) for the WVSNs is proposed in this paper. In addition, a measurement called the energy consumption density is proposed for evaluating the adequacy of results in the cluster-based construction problems. Moreover, the directional virtual backbone construction scheme is proposed by considering the local-balanced factor. Furthermore, the associated network coding mechanism is utilized to construct DVBDAS. Finally, both the theoretical analysis of the proposed DVBDAS and the simulations are given for evaluating the performance. The experimental results prove that the proposed DVBDAS achieves higher performance in terms of both the energy preservation and the network lifetime extension than the existing methods.
Template-based combinatorial enumeration of virtual compound libraries for lipids
2012-01-01
A variety of software packages are available for the combinatorial enumeration of virtual libraries for small molecules, starting from specifications of core scaffolds with attachments points and lists of R-groups as SMILES or SD files. Although SD files include atomic coordinates for core scaffolds and R-groups, it is not possible to control 2-dimensional (2D) layout of the enumerated structures generated for virtual compound libraries because different packages generate different 2D representations for the same structure. We have developed a software package called LipidMapsTools for the template-based combinatorial enumeration of virtual compound libraries for lipids. Virtual libraries are enumerated for the specified lipid abbreviations using matching lists of pre-defined templates and chain abbreviations, instead of core scaffolds and lists of R-groups provided by the user. 2D structures of the enumerated lipids are drawn in a specific and consistent fashion adhering to the framework for representing lipid structures proposed by the LIPID MAPS consortium. LipidMapsTools is lightweight, relatively fast and contains no external dependencies. It is an open source package and freely available under the terms of the modified BSD license. PMID:23006594
NASA Astrophysics Data System (ADS)
Potter, Lucas; Arikatla, Sreekanth; Bray, Aaron; Webb, Jeff; Enquobahrie, Andinet
2017-03-01
Stenosis of the upper airway affects approximately 1 in 200,000 adults per year1 , and occurs in neonates as well2 . Its treatment is often dictated by institutional factors and clinicians' experience or preferences 3 . Objective and quantitative methods of evaluating treatment options hold the potential to improve care in stenosis patients. Virtual surgical planning software tools are critically important for this. The Virtual Pediatric Airway Workbench (VPAW) is a software platform designed and evaluated for upper airway stenosis treatment planning. It incorporates CFD simulation and geometric authoring with objective metrics from both that help in informed evaluation and planning. However, this planner currently lacks physiological information which could impact the surgical planning outcomes. In this work, we integrated a lumped parameter, model based human physiological engine called BioGears with VPAW. We demonstrated the use of physiology informed virtual surgical planning platform for patient-specific stenosis treatment planning. The preliminary results show that incorporating patient-specific physiology in the pretreatment plan would play important role in patient-specific surgical trainers and planners in airway surgery and other types of surgery that are significantly impacted by physiological conditions during surgery.
Can hazard risk be communicated through a virtual experience?
Mitchell, J T
1997-09-01
Cyberspace, defined by William Gibson as a consensual hallucination, now refers to all computer-generated interactive environments. Virtual reality, one of a class of interactive cyberspaces, allows us to create and interact directly with objects not available in the everyday world. Despite successes in the entertainment and aviation industries, this technology has been called a 'solution in search of a problem'. The purpose of this commentary is to suggest such a problem: the inability to acquire experience with a hazard to motivate mitigation. Direct experience with a hazard has been demonstrated as a powerful incentive to adopt mitigation measures. While we lack the ability to summon hazard events at will in order to gain access to that experience, a virtual environment can provide an arena where potential victims are exposed to a hazard's effects. Immersion as an active participant within the hazard event through virtual reality may stimulate users to undertake mitigation steps that might otherwise remain undone. This paper details the possible direction in which virtual reality may be applied to hazards mitigation through a discussion of the technology, the role of hazard experience, the creation of a hazard stimulation and the issues constraining implementation.
Template-based combinatorial enumeration of virtual compound libraries for lipids.
Sud, Manish; Fahy, Eoin; Subramaniam, Shankar
2012-09-25
A variety of software packages are available for the combinatorial enumeration of virtual libraries for small molecules, starting from specifications of core scaffolds with attachments points and lists of R-groups as SMILES or SD files. Although SD files include atomic coordinates for core scaffolds and R-groups, it is not possible to control 2-dimensional (2D) layout of the enumerated structures generated for virtual compound libraries because different packages generate different 2D representations for the same structure. We have developed a software package called LipidMapsTools for the template-based combinatorial enumeration of virtual compound libraries for lipids. Virtual libraries are enumerated for the specified lipid abbreviations using matching lists of pre-defined templates and chain abbreviations, instead of core scaffolds and lists of R-groups provided by the user. 2D structures of the enumerated lipids are drawn in a specific and consistent fashion adhering to the framework for representing lipid structures proposed by the LIPID MAPS consortium. LipidMapsTools is lightweight, relatively fast and contains no external dependencies. It is an open source package and freely available under the terms of the modified BSD license.
Education about Hallucinations Using an Internet Virtual Reality System: A Qualitative Survey
ERIC Educational Resources Information Center
Yellowlees, Peter M.; Cook, James N.
2006-01-01
Objective: The authors evaluate an Internet virtual reality technology as an education tool about the hallucinations of psychosis. Method: This is a pilot project using Second Life, an Internet-based virtual reality system, in which a virtual reality environment was constructed to simulate the auditory and visual hallucinations of two patients…
Virtual prototyping of drop test using explicit analysis
NASA Astrophysics Data System (ADS)
Todorov, Georgi; Kamberov, Konstantin
2017-12-01
Increased requirements for reliability and safety, included in contemporary standards and norms, has high impact over new product development. New numerical techniques based on virtual prototyping technology, facilitates imrpoving product development cycle, resutling in reduced time/money spent for this stage as well as increased knowledge about certain failure mechanism. So called "drop test" became nearly a "must" step in development of any human operated product. This study aims to demonstrate dynamic behaviour assessment of a structure under impact loads, based on virtual prototyping using a typical nonlinear analysis - explicit dynamics. An example is presneted, based on a plastic container that is used as cartridge for a dispenser machine exposed to various work conditions. Different drop orientations were analyzed and critical load cases and design weaknesses have been found. Several design modifications have been proposed, based on detailed analyses results review.
NASA Astrophysics Data System (ADS)
Bjorklund, E.
1994-12-01
In the 1970s, when computers were memory limited, operating system designers created the concept of "virtual memory", which gave users the ability to address more memory than physically existed. In the 1990s, many large control systems have the potential of becoming data limited. We propose that many of the principles behind virtual memory systems (working sets, locality, caching and clustering) can also be applied to data-limited systems, creating, in effect, "virtual data systems". At the Los Alamos National Laboratory's Clinton P. Anderson Meson Physics Facility (LAMPF), we have applied these principles to a moderately sized (10 000 data points) data acquisition and control system. To test the principles, we measured the system's performance during tune-up, production, and maintenance periods. In this paper, we present a general discussion of the principles of a virtual data system along with some discussion of our own implementation and the results of our performance measurements.
Virtual reality: past, present and future.
Gobbetti, E; Scateni, R
1998-01-01
This report provides a short survey of the field of virtual reality, highlighting application domains, technological requirements, and currently available solutions. The report is organized as follows: section 1 presents the background and motivation of virtual environment research and identifies typical application domain, section 2 discusses the characteristics a virtual reality system must have in order to exploit the perceptual and spatial skills of users, section 3 surveys current input/output devices for virtual reality, section 4 surveys current software approaches to support the creation of virtual reality systems, and section 5 summarizes the report.
Advanced Collaborative Environments Supporting Systems Integration and Design
2003-03-01
concurrently view a virtual system or product model while maintaining natural, human communication . These virtual systems operate within a computer-generated...These environments allow multiple individuals to concurrently view a virtual system or product model while simultaneously maintaining natural, human ... communication . As a result, TARDEC researchers and system developers are using this advanced high-end visualization technology to develop future
Taylor, Gavin J; Paulk, Angelique C; Pearson, Thomas W J; Moore, Richard J D; Stacey, Jacqui A; Ball, David; van Swinderen, Bruno; Srinivasan, Mandyam V
2015-10-01
When using virtual-reality paradigms to study animal behaviour, careful attention must be paid to how the animal's actions are detected. This is particularly relevant in closed-loop experiments where the animal interacts with a stimulus. Many different sensor types have been used to measure aspects of behaviour, and although some sensors may be more accurate than others, few studies have examined whether, and how, such differences affect an animal's behaviour in a closed-loop experiment. To investigate this issue, we conducted experiments with tethered honeybees walking on an air-supported trackball and fixating a visual object in closed-loop. Bees walked faster and along straighter paths when the motion of the trackball was measured in the classical fashion - using optical motion sensors repurposed from computer mice - than when measured more accurately using a computer vision algorithm called 'FicTrac'. When computer mouse sensors were used to measure bees' behaviour, the bees modified their behaviour and achieved improved control of the stimulus. This behavioural change appears to be a response to a systematic error in the computer mouse sensor that reduces the sensitivity of this sensor system under certain conditions. Although the large perceived inertia and mass of the trackball relative to the honeybee is a limitation of tethered walking paradigms, observing differences depending on the sensor system used to measure bee behaviour was not expected. This study suggests that bees are capable of fine-tuning their motor control to improve the outcome of the task they are performing. Further, our findings show that caution is required when designing virtual-reality experiments, as animals can potentially respond to the artificial scenario in unexpected and unintended ways. © 2015. Published by The Company of Biologists Ltd.
ICT Fluency and High Schools: A Workshop Summary
ERIC Educational Resources Information Center
National Academies Press, 2006
2006-01-01
Information and communications technology (ICT) pervades virtually all domains of modern life--educational, professional, social, and personal. Yet although there have been numerous calls for linkages that enable ICT competencies acquired in one domain to benefit another, this goal has largely remained unrealized. In particular, while technology…
ERIC Educational Resources Information Center
Marcum-Dietrich, Nanette; Kerlin, Steve; Staudt, Carolyn; Daniels, Melinda
2018-01-01
Science becomes engaging when students know that what they learn in the classroom relates to their own lives and communities. This article describes a project in which students use field exploration and online software to design virtual solutions to improve the hydrology of their school yard. The project is called Teaching Environmental…
Global Climate Change and Environmental Contaminants: A SETAC Call for Research
Climate change has become a global environmental threat that will impact virtually every ecosystem on the planet for generations to come. The widespread nature of the threat is evident in not only industrialized countries, but in remote locations, such as polar regions and oceani...
Bootstrapping of Life through Holonomy and Self-modification
NASA Astrophysics Data System (ADS)
Kazansky, Alexander B.
2010-11-01
Life on the Earth demonstrate not only adaptive, cognitive, particularly, anticipatory properties, but also active, transformative function to its local and global environment. As V. Vernadsky stated, life is a powerful geological force. Charles Darwin realized that too. In his last work [1] he proved, that earthworms through their vital activity in geological time scale are able to form and support contemporary structure of soil on the whole planet. Locally, through so-called process of niche construction [2] organisms virtually modifies abiotic and biotic factors of natural selection and thereby insert feedback loop in evolutionary process. Stigmergy [3] is one more form of indirect interaction of organisms via the environment by signs, left in local environment or just by performing working activity in swarms, leading to self-organization and coordination of actions in the process of refuges construction. In organization of life we can separate active, rigid, organism-like, autopoietic-like systems or less rigid, sympoietic, socio-biological type systems [4]. Nevertheless, all forms of life systems demonstrate so-called bootstrapping, or spontaneous process of self-organizing emergence. This process is feasible thanks to self-modification, and holonomy in their organization, or total reflexivity. Analysis of the role of indirect interactions in bootstrapping, made in this paper, is aimed at revealing relationships between concepts and making step to forming new systemic model of organization and evolution of special dual pair, biota and biosphere.
Temkin, Bharti; Acosta, Eric; Malvankar, Ameya; Vaidyanath, Sreeram
2006-04-01
The Visible Human digital datasets make it possible to develop computer-based anatomical training systems that use virtual anatomical models (virtual body structures-VBS). Medical schools are combining these virtual training systems and classical anatomy teaching methods that use labeled images and cadaver dissection. In this paper we present a customizable web-based three-dimensional anatomy training system, W3D-VBS. W3D-VBS uses National Library of Medicine's (NLM) Visible Human Male datasets to interactively locate, explore, select, extract, highlight, label, and visualize, realistic 2D (using axial, coronal, and sagittal views) and 3D virtual structures. A real-time self-guided virtual tour of the entire body is designed to provide detailed anatomical information about structures, substructures, and proximal structures. The system thus facilitates learning of visuospatial relationships at a level of detail that may not be possible by any other means. The use of volumetric structures allows for repeated real-time virtual dissections, from any angle, at the convenience of the user. Volumetric (3D) virtual dissections are performed by adding, removing, highlighting, and labeling individual structures (and/or entire anatomical systems). The resultant virtual explorations (consisting of anatomical 2D/3D illustrations and animations), with user selected highlighting colors and label positions, can be saved and used for generating lesson plans and evaluation systems. Tracking users' progress using the evaluation system helps customize the curriculum, making W3D-VBS a powerful learning tool. Our plan is to incorporate other Visible Human segmented datasets, especially datasets with higher resolutions, that make it possible to include finer anatomical structures such as nerves and small vessels. (c) 2006 Wiley-Liss, Inc.
A Sidewalk Astronomy Experience in Second Life (R) for IYA2009
NASA Astrophysics Data System (ADS)
Gauthier, Adrienne J.; Huber, D.; I. New Media Task Group
2009-01-01
The NMTG has created an IYA 2009 presence in the 3-dimensional multi-user virtual world called Second Life (R), where residents (or avatars) interact with content built by others in dynamic, innovative, and social ways. The IYA2009 virtual real estate (called an island) will open in early January 2009 with an initial set of exhibits and interactives. Through 2009, additional exhibits, live talks, and webstreamed content will be added.Our Sidewalk Astronomy experience will be premiered for the island opening. We have designed the interactive to replicate a real-life small telescope experience. Visitors to our Second Life telescopes will first see an image of the object "as the eye sees" and will hear/read a narrative about the object, as one would experience in real life. The narratives have been carefully crafted to take the observer on a journey and not just hear straight facts about the object. Diving further into astronomical imagery, avatars will explore visible, infrared, X-ray, and radio views of the object (if available), all wrapped in contextual information that ties the multiwavelength views together. The content of the telescopes will update every month to be equivalent to mid-latitude 9pm sky views for the Northern Hemisphere, Southern Hemisphere pending. Supplemental materials will include World Wide Telescope tours and Google Sky layers. We are hoping to add live star party events throughout the year, using real life video feeds from amateur telescopes. Additionally, we will have links to the Sidewalk Astronomy IYA webpage so virtual residents can find real life star parties to attend. The Sidewalk Astronomy Second Life experience will also have a traveling version that can be placed in multiple locations (stores, events, parks) in order to bring astronomy to the virtual masses in a true Sidewalk Astronomy way.
NASA Astrophysics Data System (ADS)
Iizuka, Masayuki; Ookuma, Yoshio; Nakashima, Yoshio; Takamatsu, Mamoru
2007-02-01
Recently, many types of computer-generated stereograms (CGSs), i.e. various works of art produced by using computer are published for hobby and entertainment. It is said that activation of brain, improvement of visual eye sight, decrease of mental stress, effect of healing, etc. are expected when properly appreciating a kind of CGS as the stereoscopic view. There is a lot of information on the internet web site concerning all aspects of stereogram history, science, social organization, various types of stereograms, and free software for generating CGS. Generally, the CGS is classified into nine types: (1) stereo pair type, (2) anaglyph type, (3) repeated pattern type, (4) embedded type, (5) random dot stereogram (RDS), (6) single image stereogram (SIS), (7) united stereogram, (8) synthesized stereogram, and (9) mixed or multiple type stereogram. Each stereogram has advantages and disadvantages when viewing directly the stereogram with two eyes by training with a little patience. In this study, the characteristics of united, synthesized and mixed type stereograms, the role and composition of depth map image (DMI) called hidden image or picture, and the effect of irregular shift of texture pattern image called wall paper are discussed from the viewpoint of psychophysical estimation of 3D virtual depth and visual quality of virtual image by means of simultaneous observation in the case of the parallel viewing method.
Rapid prototyping and stereolithography in dentistry
Nayar, Sanjna; Bhuminathan, S.; Bhat, Wasim Manzoor
2015-01-01
The word rapid prototyping (RP) was first used in mechanical engineering field in the early 1980s to describe the act of producing a prototype, a unique product, the first product, or a reference model. In the past, prototypes were handmade by sculpting or casting, and their fabrication demanded a long time. Any and every prototype should undergo evaluation, correction of defects, and approval before the beginning of its mass or large scale production. Prototypes may also be used for specific or restricted purposes, in which case they are usually called a preseries model. With the development of information technology, three-dimensional models can be devised and built based on virtual prototypes. Computers can now be used to create accurately detailed projects that can be assessed from different perspectives in a process known as computer aided design (CAD). To materialize virtual objects using CAD, a computer aided manufacture (CAM) process has been developed. To transform a virtual file into a real object, CAM operates using a machine connected to a computer, similar to a printer or peripheral device. In 1987, Brix and Lambrecht used, for the first time, a prototype in health care. It was a three-dimensional model manufactured using a computer numerical control device, a type of machine that was the predecessor of RP. In 1991, human anatomy models produced with a technology called stereolithography were first used in a maxillofacial surgery clinic in Viena. PMID:26015715
Achey, Meredith A.; Beck, Christopher A.; Beran, Denise B.; Biglan, Kevin M.; Boyd, Cynthia M.; Schmidt, Peter N.; Simone, Richard; Willis, Allison W.; Galifianakis, Nicholas B.; Katz, Maya; Tanner, Caroline M.; Dodenhoff, Kristen; Ziman, Nathan; Aldred, Jason; Carter, Julie; Jimenez-Shahed, Joohi; Hunter, Christine; Spindler, Meredith; Mari, Zoltan; Morgan, John C.; McLane, Dedi; Hickey, Patrick; Gauger, Lisa; Richard, Irene Hegeman; Bull, Michael T.; Mejia, Nicte I.; Bwala, Grace; Nance, Martha; Shih, Ludy; Anderson, Lauren; Singer, Carlos; Zadikoff, Cindy; Okon, Natalia; Feigin, Andrew; Ayan, Jean; Vaughan, Christina; Pahwa, Rajesh; Cooper, Jessica; Webb, Sydney; Dhall, Rohit; Hassan, Anhar; Weis, Delana; DeMello, Steven; Riggare, Sara S.; Wicks, Paul; Smith, Joseph; Keenan, H. Tait; Korn, Ryan; Schwarz, Heidi; Sharma, Saloni; Stevenson, E. Anna; Zhu, William
2016-01-01
Abstract Background: Delivering specialty care remotely directly into people's homes can enhance access for and improve the healthcare of individuals with chronic conditions. However, evidence supporting this approach is limited. Materials and Methods: Connect.Parkinson is a randomized comparative effectiveness study that compares usual care of individuals with Parkinson's disease in the community with usual care augmented by virtual house calls with a Parkinson's disease specialist from 1 of 18 centers nationally. Individuals in the intervention arm receive four virtual visits from a Parkinson's disease specialist over 1 year via secure, Web-based videoconferencing directly into their homes. All study activities, including recruitment, enrollment, and assessments, are conducted remotely. Here we report on interest, feasibility, and barriers to enrollment in this ongoing study. Results: During recruitment, 11,734 individuals visited the study's Web site, and 927 unique individuals submitted electronic interest forms. Two hundred ten individuals from 18 states enrolled in the study from March 2014 to June 2015, and 195 were randomized. Most participants were white (96%) and college educated (73%). Of the randomized participants, 73% had seen a Parkinson's disease specialist within the previous year. Conclusions: Among individuals with Parkinson's disease, national interest in receiving remote specialty care directly into the home is high. Remote enrollment in this care model is feasible but is likely affected by differential access to the Internet. PMID:26886406
Rapid prototyping and stereolithography in dentistry.
Nayar, Sanjna; Bhuminathan, S; Bhat, Wasim Manzoor
2015-04-01
The word rapid prototyping (RP) was first used in mechanical engineering field in the early 1980s to describe the act of producing a prototype, a unique product, the first product, or a reference model. In the past, prototypes were handmade by sculpting or casting, and their fabrication demanded a long time. Any and every prototype should undergo evaluation, correction of defects, and approval before the beginning of its mass or large scale production. Prototypes may also be used for specific or restricted purposes, in which case they are usually called a preseries model. With the development of information technology, three-dimensional models can be devised and built based on virtual prototypes. Computers can now be used to create accurately detailed projects that can be assessed from different perspectives in a process known as computer aided design (CAD). To materialize virtual objects using CAD, a computer aided manufacture (CAM) process has been developed. To transform a virtual file into a real object, CAM operates using a machine connected to a computer, similar to a printer or peripheral device. In 1987, Brix and Lambrecht used, for the first time, a prototype in health care. It was a three-dimensional model manufactured using a computer numerical control device, a type of machine that was the predecessor of RP. In 1991, human anatomy models produced with a technology called stereolithography were first used in a maxillofacial surgery clinic in Viena.
The Effects of a Virtual Tutee System on Academic Reading Engagement in a College Classroom
ERIC Educational Resources Information Center
Park, Seung Won; Kim, ChanMin
2016-01-01
Poor student engagement with academic readings has been frequently reported in college classrooms. As an effort to improve college students' reading engagement, researchers have developed a virtual environment in which students take on the role of tutor and teach a virtual tutee, the virtual tutee system (VTS). This research examined the…
Intelligent Virtual Assistant's Impact on Technical Proficiency within Virtual Teams
ERIC Educational Resources Information Center
Graham, Christian; Jones, Nory B.
2016-01-01
Information-systems development continues to be a difficult process, particularly for virtual teams that do not have the luxury of meeting face-to-face. The research literature on this topic reinforces this point: the greater part of database systems development projects ends in failure. The use of virtual teams to complete projects further…
A Desktop Virtual Reality Earth Motion System in Astronomy Education
ERIC Educational Resources Information Center
Chen, Chih Hung; Yang, Jie Chi; Shen, Sarah; Jeng, Ming Chang
2007-01-01
In this study, a desktop virtual reality earth motion system (DVREMS) is designed and developed to be applied in the classroom. The system is implemented to assist elementary school students to clarify earth motion concepts using virtual reality principles. A study was conducted to observe the influences of the proposed system in learning.…
Shono, Naoyuki; Kin, Taichi; Nomura, Seiji; Miyawaki, Satoru; Saito, Toki; Imai, Hideaki; Nakatomi, Hirofumi; Oyama, Hiroshi; Saito, Nobuhito
2018-05-01
A virtual reality simulator for aneurysmal clipping surgery is an attractive research target for neurosurgeons. Brain deformation is one of the most important functionalities necessary for an accurate clipping simulator and is vastly affected by the status of the supporting tissue, such as the arachnoid membrane. However, no virtual reality simulator implementing the supporting tissue of the brain has yet been developed. To develop a virtual reality clipping simulator possessing interactive brain deforming capability closely dependent on arachnoid dissection and apply it to clinical cases. Three-dimensional computer graphics models of cerebral tissue and surrounding structures were extracted from medical images. We developed a new method for modifiable cerebral tissue complex deformation by incorporating a nonmedical image-derived virtual arachnoid/trabecula in a process called multitissue integrated interactive deformation (MTIID). MTIID made it possible for cerebral tissue complexes to selectively deform at the site of dissection. Simulations for 8 cases of actual clipping surgery were performed before surgery and evaluated for their usefulness in surgical approach planning. Preoperatively, each operative field was precisely reproduced and visualized with the virtual brain retraction defined by users. The clear visualization of the optimal approach to treating the aneurysm via an appropriate arachnoid incision was possible with MTIID. A virtual clipping simulator mainly focusing on supporting tissues and less on physical properties seemed to be useful in the surgical simulation of cerebral aneurysm clipping. To our knowledge, this article is the first to report brain deformation based on supporting tissues.
77 FR 27859 - Privacy Act of 1974; System of Records
Federal Register 2010, 2011, 2012, 2013, 2014
2012-05-11
... Veterans Affairs. ACTION: Notice of New System of Records ``Virtual Lifetime Electronic Record (VLER)-VA... ``Virtual Lifetime Electronic Record (VLER)-VA'' (168VA10P2). DATES: Comments on this new system of records... Virtual Lifetime Electronic Record (VLER) is an overarching program being developed by the Department of...
Virtualization for Cost-Effective Teaching of Assembly Language Programming
ERIC Educational Resources Information Center
Cadenas, José O.; Sherratt, R. Simon; Howlett, Des; Guy, Chris G.; Lundqvist, Karsten O.
2015-01-01
This paper describes a virtual system that emulates an ARM-based processor machine, created to replace a traditional hardware-based system for teaching assembly language. The virtual system proposed here integrates, in a single environment, all the development tools necessary to deliver introductory or advanced courses on modern assembly language…
A computer-based training system combining virtual reality and multimedia
NASA Technical Reports Server (NTRS)
Stansfield, Sharon A.
1993-01-01
Training new users of complex machines is often an expensive and time-consuming process. This is particularly true for special purpose systems, such as those frequently encountered in DOE applications. This paper presents a computer-based training system intended as a partial solution to this problem. The system extends the basic virtual reality (VR) training paradigm by adding a multimedia component which may be accessed during interaction with the virtual environment. The 3D model used to create the virtual reality is also used as the primary navigation tool through the associated multimedia. This method exploits the natural mapping between a virtual world and the real world that it represents to provide a more intuitive way for the student to interact with all forms of information about the system.
Virtual Hubs for facilitating access to Open Data
NASA Astrophysics Data System (ADS)
Mazzetti, Paolo; Latre, Miguel Á.; Ernst, Julia; Brumana, Raffaella; Brauman, Stefan; Nativi, Stefano
2015-04-01
In October 2014 the ENERGIC-OD (European NEtwork for Redistributing Geospatial Information to user Communities - Open Data) project, funded by the European Union under the Competitiveness and Innovation framework Programme (CIP), has started. In response to the EU call, the general objective of the project is to "facilitate the use of open (freely available) geographic data from different sources for the creation of innovative applications and services through the creation of Virtual Hubs". In ENERGIC-OD, Virtual Hubs are conceived as information systems supporting the full life cycle of Open Data: publishing, discovery and access. They facilitate the use of Open Data by lowering and possibly removing the main barriers which hampers geo-information (GI) usage by end-users and application developers. Data and data services heterogeneity is recognized as one of the major barriers to Open Data (re-)use. It imposes end-users and developers to spend a lot of effort in accessing different infrastructures and harmonizing datasets. Such heterogeneity cannot be completely removed through the adoption of standard specifications for service interfaces, metadata and data models, since different infrastructures adopt different standards to answer to specific challenges and to address specific use-cases. Thus, beyond a certain extent, heterogeneity is irreducible especially in interdisciplinary contexts. ENERGIC-OD Virtual Hubs address heterogeneity adopting a mediation and brokering approach: specific components (brokers) are dedicated to harmonize service interfaces, metadata and data models, enabling seamless discovery and access to heterogeneous infrastructures and datasets. As an innovation project, ENERGIC-OD will integrate several existing technologies to implement Virtual Hubs as single points of access to geospatial datasets provided by new or existing platforms and infrastructures, including INSPIRE-compliant systems and Copernicus services. ENERGIC OD will deploy a set of five Virtual Hubs (VHs) at national level in France, Germany, Italy, Poland, Spain and an additional one at the European level. VHs will be provided according to the cloud Software-as-a-Services model. The main expected impact of VHs is the creation of new business opportunities opening up access to Research Data and Public Sector Information. Therefore, ENERGIC-OD addresses not only end-users, who will have the opportunity to access the VH through a geo-portal, but also application developers who will be able to access VH functionalities through simple Application Programming Interfaces (API). ENERGIC-OD Consortium will develop ten different applications on top of the deployed VHs. They aim to demonstrate how VHs facilitate the development of new and multidisciplinary applications based on the full exploitation of (open) GI, hence stimulating innovation and business activities.
Can virtual reality be used to conduct mass prophylaxis clinic training? A pilot program.
Yellowlees, Peter; Cook, James N; Marks, Shayna L; Wolfe, Daniel; Mangin, Elanor
2008-03-01
To create and evaluate a pilot bioterrorism defense training environment using virtual reality technology. The present pilot project used Second Life, an internet-based virtual world system, to construct a virtual reality environment to mimic an actual setting that might be used as a Strategic National Stockpile (SNS) distribution site for northern California in the event of a bioterrorist attack. Scripted characters were integrated into the system as mock patients to analyze various clinic workflow scenarios. Users tested the virtual environment over two sessions. Thirteen users who toured the environment were asked to complete an evaluation survey. Respondents reported that the virtual reality system was relevant to their practice and had potential as a method of bioterrorism defense training. Computer simulations of bioterrorism defense training scenarios are feasible with existing personal computer technology. The use of internet-connected virtual environments holds promise for bioterrorism defense training. Recommendations are made for public health agencies regarding the implementation and benefits of using virtual reality for mass prophylaxis clinic training.
Surgery applications of virtual reality
NASA Technical Reports Server (NTRS)
Rosen, Joseph
1994-01-01
Virtual reality is a computer-generated technology which allows information to be displayed in a simulated, bus lifelike, environment. In this simulated 'world', users can move and interact as if they were actually a part of that world. This new technology will be useful in many different fields, including the field of surgery. Virtual reality systems can be used to teach surgical anatomy, diagnose surgical problems, plan operations, simulate and perform surgical procedures (telesurgery), and predict the outcomes of surgery. The authors of this paper describe the basic components of a virtual reality surgical system. These components include: the virtual world, the virtual tools, the anatomical model, the software platform, the host computer, the interface, and the head-coupled display. In the chapter they also review the progress towards using virtual reality for surgical training, planning, telesurgery, and predicting outcomes. Finally, the authors present a training system being developed for the practice of new procedures in abdominal surgery.
Kim, Dong Seong; Park, Jong Sou
2014-01-01
It is important to assess availability of virtualized systems in IT business infrastructures. Previous work on availability modeling and analysis of the virtualized systems used a simplified configuration and assumption in which only one virtual machine (VM) runs on a virtual machine monitor (VMM) hosted on a physical server. In this paper, we show a comprehensive availability model using stochastic reward nets (SRN). The model takes into account (i) the detailed failures and recovery behaviors of multiple VMs, (ii) various other failure modes and corresponding recovery behaviors (e.g., hardware faults, failure and recovery due to Mandelbugs and aging-related bugs), and (iii) dependency between different subcomponents (e.g., between physical host failure and VMM, etc.) in a virtualized servers system. We also show numerical analysis on steady state availability, downtime in hours per year, transaction loss, and sensitivity analysis. This model provides a new finding on how to increase system availability by combining both software rejuvenations at VM and VMM in a wise manner. PMID:25165732
Towards a Methodology for Managing Competencies in Virtual Teams - A Systemic Approach
NASA Astrophysics Data System (ADS)
Schumacher, Marinita; Stal-Le Cardinal, Julie; Bocquet, Jean-Claude
Virtual instruments and tools are future trends in Engineering which are a response to the growing complexity of engineering tasks, the facility of communication and strong collaborations on the international market. Outsourcing, off-shoring, and the globalization of organisations’ activities have resulted in the formation of virtual product development teams. Individuals who are working in virtual teams must be equipped with diversified competencies that provide a basis for virtual team building. Thanks to the systemic approach of the functional analysis our paper responds to the need of a methodology of competence management to build virtual teams that are active in virtual design projects in the area of New Product Development (NPD).
ERIC Educational Resources Information Center
Wall, Jennifer; Selmer, Sarah; Bingham Brown, Amy
2016-01-01
Prospective elementary teachers at three universities engaged in online modules called the Virtual Field Experience, created by the Math Forum. The prospective teachers learned about problem solving and mentoring elementary students in composing solutions and explanations to nonroutine challenge problems. Finally, through an asynchronous online…
A New Image: Online Communities to Facilitate Teacher Professional Development
ERIC Educational Resources Information Center
Lock, Jennifer V.
2006-01-01
Realizing the potential of online or virtual communities to facilitate teacher professional development requires educators to change their current perceptions of professional development. This calls for educators to develop new images of ongoing opportunities for professional development, based on their needs within an online community of learners…
Studying the Effectiveness of Multi-User Immersive Environments for Collaborative Evaluation Tasks
ERIC Educational Resources Information Center
Lorenzo, Carlos-Miguel; Sicilia, Miguel Angel; Sanchez, Salvador
2012-01-01
Massively Multiuser On-line Learning (MMOL) Platforms, often called "virtual learning worlds", constitute a still unexplored context for communication-enhanced learning, where synchronous communication skills in an explicit social setting enhance the potential of effective collaboration. In this paper, we report on an experimental study of…
VoiceThread: A Useful Program Evaluation Tool
ERIC Educational Resources Information Center
Mott, Rebecca
2018-01-01
With today's technology, Extension professionals have a variety of tools available for program evaluation. This article describes an innovative platform called VoiceThread that has been used in many classrooms but also is useful for conducting virtual focus group research. I explain how this tool can be used to collect qualitative participant…
1980-05-30
afflicted with Retinitis Pigmentosa , commonly called night blindness. People who suffer from this are virtually blind in absence of normal room light...image intensification 5. Low light ophthalmological surgery 6. Retinitis Pigmentosa patients 7. Mine rescue and first aid 8. TV microscopy 9
Education Calls for a New Philosophy.
ERIC Educational Resources Information Center
Scheidlinger, Zygmunt
1999-01-01
Highlights changes brought on by computers and technological advancement and notes that only those with a vision of the future can direct and participate in the evolution of education. Suggests that virtual reality, simulation, animation and other computer-based features will render traditional class learning futile and that computerized education…
College Students' Misconceptions about Evolutionary Trees
ERIC Educational Resources Information Center
Meir, Eli; Perry, Judy; Herron, Jon C.; Kingsolver, Joel
2007-01-01
Evolution is at the center of the biological sciences and is therefore a required topic for virtually every college biology student. Over the past year, the authors have been building a new simulation software package called EvoBeaker to teach college-level evolutionary biology through simulated experiments. They have built both micro and…
ERIC Educational Resources Information Center
Trotter, Andrew
2008-01-01
For educators who think real life does not offer enough opportunities to practice their profession, there is Second Life, an Internet-based virtual environment that counts thousands of educators among its enthusiasts. Second Life bears a passing resemblance to an online game, with users represented by digitally drawn characters, called avatars,…
The SANE Research Project: Its Implications for Higher Education.
ERIC Educational Resources Information Center
Harrison, Andrew; Dugdale, Shirley
2003-01-01
Describes a 2-year research program called Sustainable Accommodation for the New Economy (SANE), which is exploring the implications of the distributed workplace. Its focus is on the creation of sustainable, collaborative workplaces for knowledge workers across Europe, encompassing both virtual and physical spaces. Discusses its implications for…
A Place We Call "Home"--International Students in Virtual Context
ERIC Educational Resources Information Center
Zhu, Zheng
2012-01-01
This paper examines how Chinese international students from a public land-grant university used online community to construct their cultural and ethnic identities. The author delves into the question of how online community enables these students to gain successful cultural assimilation. Extending on Baym's (2000) theoretical framework of online…
eBlack Studies: A Twenty-First-Century Challenge.
ERIC Educational Resources Information Center
Alkalimat, Abdul
2000-01-01
Calls for the transformation of black studies that moves from ideology to information. Argues that eBlack, the virtualization of the black experience, is the basis for the next stage of this academic discipline. Presents three theoretical principles of eBlack studies (cyberdemocracy, collective intelligence, and information freedom); describes…
Gregor Mendel: Creationist Hero
ERIC Educational Resources Information Center
Numbers, Ronald L.
2015-01-01
In histories of twentieth-century Darwinism few developments loom larger than the turn-of-the-century rediscovery of Gregor Mendel's genetic research and the later application of Mendelian principles in constructing so-called Neo-Darwinism. Virtually unknown is the equally enthusiastic embrace of Mendel by antievolutionists, who as early as…
Delivered! A Mid-Sized Academic Library's Experience with Distance Education
ERIC Educational Resources Information Center
Bartnik, Linda
2010-01-01
Murray State University (Kentucky) has been experimenting with various means of document delivery and research instruction for its online only and satellite campuses. These include ILLiad-based document delivery, Camtasia-to-UTube tutorials, a discipline-based service called Library on Blackboard, Eluminate and other virtual instructional methods.…
2014-11-01
understands commands) modes are supported. By default, Julius comes with the Japanese language support. English acoustic and language models are...GUI, natura atar represent gue managem s the activitie ystem to und ry that suppo the Dialogu der to call arning (ML) learning ca r and feedb
EVA: Collaborative Distributed Learning Environment Based in Agents.
ERIC Educational Resources Information Center
Sheremetov, Leonid; Tellez, Rolando Quintero
In this paper, a Web-based learning environment developed within the project called Virtual Learning Spaces (EVA, in Spanish) is presented. The environment is composed of knowledge, collaboration, consulting, experimentation, and personal spaces as a collection of agents and conventional software components working over the knowledge domains. All…
EVA: An Interactive Web-Based Collaborative Learning Environment
ERIC Educational Resources Information Center
Sheremetov, Leonid; Arenas, Adolfo Guzman
2002-01-01
In this paper, a Web-based learning environment developed within the project called Virtual Learning Spaces (EVA, in Spanish) is described. The environment is composed of knowledge, collaboration, consulting and experimentation spaces as a collection of agents and conventional software components working over the knowledge domains. All user…
ERIC Educational Resources Information Center
Huang, Hsiu-Mei; Liaw, Shu-Sheng; Lai, Chung-Min
2016-01-01
Advanced technologies have been widely applied in medical education, including human-patient simulators, immersive virtual reality Cave Automatic Virtual Environment systems, and video conferencing. Evaluating learner acceptance of such virtual reality (VR) learning environments is a critical issue for ensuring that such technologies are used to…
A Second Life for eHealth: Prospects for the Use of 3-D Virtual Worlds in Clinical Psychology
Gaggioli, Andrea; Vigna, Cinzia; Riva, Giuseppe
2008-01-01
The aim of the present paper is to describe the role played by three-dimensional (3-D) virtual worlds in eHealth applications, addressing some potential advantages and issues related to the use of this emerging medium in clinical practice. Due to the enormous diffusion of the World Wide Web (WWW), telepsychology, and telehealth in general, have become accepted and validated methods for the treatment of many different health care concerns. The introduction of the Web 2.0 has facilitated the development of new forms of collaborative interaction between multiple users based on 3-D virtual worlds. This paper describes the development and implementation of a form of tailored immersive e-therapy called p-health whose key factor is interreality, that is, the creation of a hybrid augmented experience merging physical and virtual worlds. We suggest that compared with conventional telehealth applications such as emails, chat, and videoconferences, the interaction between real and 3-D virtual worlds may convey greater feelings of presence, facilitate the clinical communication process, positively influence group processes and cohesiveness in group-based therapies, and foster higher levels of interpersonal trust between therapists and patients. However, challenges related to the potentially addictive nature of such virtual worlds and questions related to privacy and personal safety will also be discussed. PMID:18678557
Mastoidectomy performance assessment of virtual simulation training using final-product analysis.
Andersen, Steven A W; Cayé-Thomasen, Per; Sørensen, Mads S
2015-02-01
The future development of integrated automatic assessment in temporal bone virtual surgical simulators calls for validation against currently established assessment tools. This study aimed to explore the relationship between mastoidectomy final-product performance assessment in virtual simulation and traditional dissection training. Prospective trial with blinding. A total of 34 novice residents performed a mastoidectomy on the Visible Ear Simulator and on a cadaveric temporal bone. Two blinded senior otologists assessed the final-product performance using a modified Welling scale. The simulator gathered basic metrics on time, steps, and volumes in relation to the on-screen tutorial and collisions with vital structures. Substantial inter-rater reliability (kappa = 0.77) for virtual simulation and moderate inter-rater reliability (kappa = 0.59) for dissection final-product assessment was found. The simulation and dissection performance scores had significant correlation (P = .014). None of the basic simulator metrics correlated significantly with the final-product score except for number of steps completed in the simulator. A modified version of a validated final-product performance assessment tool can be used to assess mastoidectomy on virtual temporal bones. Performance assessment of virtual mastoidectomy could potentially save the use of cadaveric temporal bones for more advanced training when a basic level of competency in simulation has been achieved. NA. © 2014 The American Laryngological, Rhinological and Otological Society, Inc.
The Use of Virtual Reality in the Study of People's Responses to Violent Incidents.
Rovira, Aitor; Swapp, David; Spanlang, Bernhard; Slater, Mel
2009-01-01
This paper reviews experimental methods for the study of the responses of people to violence in digital media, and in particular considers the issues of internal validity and ecological validity or generalisability of results to events in the real world. Experimental methods typically involve a significant level of abstraction from reality, with participants required to carry out tasks that are far removed from violence in real life, and hence their ecological validity is questionable. On the other hand studies based on field data, while having ecological validity, cannot control multiple confounding variables that may have an impact on observed results, so that their internal validity is questionable. It is argued that immersive virtual reality may provide a unification of these two approaches. Since people tend to respond realistically to situations and events that occur in virtual reality, and since virtual reality simulations can be completely controlled for experimental purposes, studies of responses to violence within virtual reality are likely to have both ecological and internal validity. This depends on a property that we call 'plausibility' - including the fidelity of the depicted situation with prior knowledge and expectations. We illustrate this with data from a previously published experiment, a virtual reprise of Stanley Milgram's 1960s obedience experiment, and also with pilot data from a new study being developed that looks at bystander responses to violent incidents.
The Use of Virtual Reality in the Study of People's Responses to Violent Incidents
Rovira, Aitor; Swapp, David; Spanlang, Bernhard; Slater, Mel
2009-01-01
This paper reviews experimental methods for the study of the responses of people to violence in digital media, and in particular considers the issues of internal validity and ecological validity or generalisability of results to events in the real world. Experimental methods typically involve a significant level of abstraction from reality, with participants required to carry out tasks that are far removed from violence in real life, and hence their ecological validity is questionable. On the other hand studies based on field data, while having ecological validity, cannot control multiple confounding variables that may have an impact on observed results, so that their internal validity is questionable. It is argued that immersive virtual reality may provide a unification of these two approaches. Since people tend to respond realistically to situations and events that occur in virtual reality, and since virtual reality simulations can be completely controlled for experimental purposes, studies of responses to violence within virtual reality are likely to have both ecological and internal validity. This depends on a property that we call ‘plausibility’ – including the fidelity of the depicted situation with prior knowledge and expectations. We illustrate this with data from a previously published experiment, a virtual reprise of Stanley Milgram's 1960s obedience experiment, and also with pilot data from a new study being developed that looks at bystander responses to violent incidents. PMID:20076762
VirtualSpace: A vision of a machine-learned virtual space environment
NASA Astrophysics Data System (ADS)
Bortnik, J.; Sarno-Smith, L. K.; Chu, X.; Li, W.; Ma, Q.; Angelopoulos, V.; Thorne, R. M.
2017-12-01
Space borne instrumentation tends to come and go. A typical instrument will go through a phase of design and construction, be deployed on a spacecraft for several years while it collects data, and then be decommissioned and fade into obscurity. The data collected from that instrument will typically receive much attention while it is being collected, perhaps in the form of event studies, conjunctions with other instruments, or a few statistical surveys, but once the instrument or spacecraft is decommissioned, the data will be archived and receive progressively less attention with every passing year. This is the fate of all historical data, and will be the fate of data being collected by instruments even at the present time. But what if those instruments could come alive, and all be simultaneously present at any and every point in time and space? Imagine the scientific insights, and societal gains that could be achieved with a grand (virtual) heliophysical observatory that consists of every current and historical mission ever deployed? We propose that this is not just fantasy but is imminently doable with the data currently available, with the present computational resources, and with currently available algorithms. This project revitalizes existing data resources and lays the groundwork for incorporating data from every future mission to expand the scope and refine the resolution of the virtual observatory. We call this project VirtualSpace: a machine-learned virtual space environment.
Development and application of virtual reality for man/systems integration
NASA Technical Reports Server (NTRS)
Brown, Marcus
1991-01-01
While the graphical presentation of computer models signified a quantum leap over presentations limited to text and numbers, it still has the problem of presenting an interface barrier between the human user and the computer model. The user must learn a command language in order to orient themselves in the model. For example, to move left from the current viewpoint of the model, they might be required to type 'LEFT' at a keyboard. This command is fairly intuitive, but if the viewpoint moves far enough that there are no visual cues overlapping with the first view, the user does not know if the viewpoint has moved inches, feet, or miles to the left, or perhaps remained in the same position, but rotated to the left. Until the user becomes quite familiar with the interface language of the computer model presentation, they will be proned to lossing their bearings frequently. Even a highly skilled user will occasionally get lost in the model. A new approach to presenting type type of information is to directly interpret the user's body motions as the input language for determining what view to present. When the user's head turns 45 degrees to the left, the viewpoint should be rotated 45 degrees to the left. Since the head moves through several intermediate angles between the original view and the final one, several intermediate views should be presented, providing the user with a sense of continuity between the original view and the final one. Since the primary way a human physically interacts with their environment should monitor the movements of the user's hands and alter objects in the virtual model in a way consistent with the way an actual object would move when manipulated using the same hand movements. Since this approach to the man-computer interface closely models the same type of interface that humans have with the physical world, this type of interface is often called virtual reality, and the model is referred to as a virtual world. The task of this summer fellowship was to set up a virtual reality system at MSFC and begin applying it to some of the questions which concern scientists and engineers involved in space flight. A brief discussion of this work is presented.
Infrastructure Suitability Assessment Modeling for Cloud Computing Solutions
2011-09-01
Virtualization vs . Para-Virtualization .......................................................10 Figure 4. Modeling alternatives in relation to model...the conceptual difference between full virtualization and para-virtualization. Figure 3. Full Virtualization vs . Para-Virtualization 2. XEN...Besides Microsoft’s own client implementations, dubbed “Remote Desktop Con- nection Client” for Windows® and Apple ® operating systems, various open
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.
Robust controller designs for second-order dynamic system: A virtual passive approach
NASA Technical Reports Server (NTRS)
Juang, Jer-Nan; Phan, Minh
1990-01-01
A robust controller design is presented for second-order dynamic systems. The controller is model-independent and itself is a virtual second-order dynamic system. Conditions on actuator and sensor placements are identified for controller designs that guarantee overall closed-loop stability. The dynamic controller can be viewed as a virtual passive damping system that serves to stabilize the actual dynamic system. The control gains are interpreted as virtual mass, spring, and dashpot elements that play the same roles as actual physical elements in stability analysis. Position, velocity, and acceleration feedback are considered. Simple examples are provided to illustrate the physical meaning of this controller design.
A Security-façade Library for Virtual-observatory Software
NASA Astrophysics Data System (ADS)
Rixon, G.
2009-09-01
The security-façade library implements, for Java, IVOA's security standards. It supports the authentication mechanisms for SOAP and REST web-services, the sign-on mechanisms (with MyProxy, AstroGrid Accounts protocol or local credential-caches), the delegation protocol, and RFC3820-enabled HTTPS for Apache Tomcat. Using the façade, a developer who is not a security specialist can easily add access control to a virtual-observatory service and call secured services from an application. The library has been an internal part of AstroGrid software for some time and it is now offered for use by other developers.
Saturated virtual fluorescence emission difference microscopy based on detector array
NASA Astrophysics Data System (ADS)
Liu, Shaocong; Sun, Shiyi; Kuang, Cuifang; Ge, Baoliang; Wang, Wensheng; Liu, Xu
2017-07-01
Virtual fluorescence emission difference microscopy (vFED) has been proposed recently to enhance the lateral resolution of confocal microscopy with a detector array, implemented by scanning a doughnut-shaped pattern. Theoretically, the resolution can be enhanced by around 1.3-fold compared with that in confocal microscopy. For further improvement of the resolving ability of vFED, a novel method is presented utilizing fluorescence saturation for super-resolution imaging, which we called saturated virtual fluorescence emission difference microscopy (svFED). With a point detector array, matched solid and hollow point spread functions (PSF) can be obtained by photon reassignment, and the difference results between them can be used to boost the transverse resolution. Results show that the diffraction barrier can be surpassed by at least 34% compared with that in vFED and the resolution is around 2-fold higher than that in confocal microscopy.
Altschuler, Eric Lewin
2008-01-01
Autism is a severe disease with no known cause and no cure or treatment. Recently, ourselves and subsequently others found that so-called "mirror neurons" - neurons that respond not only when a person moves, but upon observation of movement in another - are dysfunctional in autistic children. Here I suggest an easy, simple, inexpensive and fun method to improve mirror neuron functioning in autistic children, increase appreciation in autistic children for the theory of mind and thinking of others, and most importantly hopefully to improve real world functioning: play with virtual online pets that are the "embodiment" of a stuffed animal the child has. Adoption and then care and play with online pets forces, in a fun way, one to think about the world through the eyes and needs of the pet. A simple method to test this play with online virtual pet therapy is described.
'To Boldly Go...' Building a Virtual Classroom
NASA Technical Reports Server (NTRS)
vandeVen, Ryan W.; Meurders, Mary F. E.
2008-01-01
The concept of a Exploration-Based Learning Environment has recently been introduced into the argument that technology can put students back into the field of real learning. IPN has set foot there, where no school has gone before, by actually building a Virtual Classroom.This paper is about our first step towards the Virtual Classroom: Experience-Based Learning by simulations. A field study on the processes involved when going from a regular educational setting to using simulations as part of the educational was done. We discuss eventual pitfalls and the role changes in education for both teacher and pupil, the importance of understanding the psychological process that the pupil goes through and the consequences this has for the guiding staff. Changes are not only necessary to keep up with the change but also to break through the vicious circle of what we call the trend of "Spectacle and Boredom" in education.
Using a virtual population to authentically teach epidemiology and biostatistics
NASA Astrophysics Data System (ADS)
Dunn, Peter K.; Donnison, Sharn; Cole, Rachel; Bulmer, Michael
2017-02-01
Epidemiology is the study of the distribution of disease in human populations. This means that authentically teaching primary data collection in epidemiology is difficult as students cannot easily access suitable human populations. Using an action research methodology, this paper studied the use of a virtual human population (called The Island) to enable students to experience many features of authentic primary data collection in epidemiological research. The Island was used in a course introducing epidemiology and biostatistics for students in non-quantitative disciplines. This paper discusses how The Island was introduced into the course, and then evaluates the change. Students were highly engaged, and students and teaching staff responded favourably to the use of The Island, with 70% of students agreeing or strongly agreeing that The Island was easy to use, and 64% agreeing or strongly agreeing that the use of a virtual population was beneficial to their understanding of epidemiology.
A training system of orientation and mobility for blind people using acoustic virtual reality.
Seki, Yoshikazu; Sato, Tetsuji
2011-02-01
A new auditory orientation training system was developed for blind people using acoustic virtual reality (VR) based on a head-related transfer function (HRTF) simulation. The present training system can reproduce a virtual training environment for orientation and mobility (O&M) instruction, and the trainee can walk through the virtual training environment safely by listening to sounds such as vehicles, stores, ambient noise, etc., three-dimensionally through headphones. The system can reproduce not only sound sources but also sound reflection and insulation, so that the trainee can learn both sound location and obstacle perception skills. The virtual training environment is described in extensible markup language (XML), and the O&M instructor can edit it easily according to the training curriculum. Evaluation experiments were conducted to test the efficiency of some features of the system. Thirty subjects who had not acquired O&M skills attended the experiments. The subjects were separated into three groups: a no-training group, a virtual-training group using the present system, and a real-training group in real environments. The results suggested that virtual-training can reduce "veering" more than real-training and also can reduce stress as much as real training. The subjective technical and anxiety scores also improved.
Liu, Xiujuan; Tao, Haiquan; Xiao, Xigang; Guo, Binbin; Xu, Shangcai; Sun, Na; Li, Maotong; Xie, Li; Wu, Changjun
2018-07-01
This study aimed to compare the diagnostic performance of the stereoscopic virtual reality display system with the conventional computed tomography (CT) workstation and three-dimensional rotational angiography (3DRA) for intracranial aneurysm detection and characterization, with a focus on small aneurysms and those near the bone. First, 42 patients with suspected intracranial aneurysms underwent both 256-row CT angiography (CTA) and 3DRA. Volume rendering (VR) images were captured using the conventional CT workstation. Next, VR images were transferred to the stereoscopic virtual reality display system. Two radiologists independently assessed the results that were obtained using the conventional CT workstation and stereoscopic virtual reality display system. The 3DRA results were considered as the ultimate reference standard. Based on 3DRA images, 38 aneurysms were confirmed in 42 patients. Two cases were misdiagnosed and 1 was missed when the traditional CT workstation was used. The sensitivity, specificity, positive predictive value (PPV), negative predictive value (NPV), and accuracy of the conventional CT workstation were 94.7%, 85.7%, 97.3%, 75%, and99.3%, respectively, on a per-aneurysm basis. The stereoscopic virtual reality display system missed a case. The sensitivity, specificity, PPV, NPV, and accuracy of the stereoscopic virtual reality display system were 100%, 85.7%, 97.4%, 100%, and 97.8%, respectively. No difference was observed in the accuracy of the traditional CT workstation, stereoscopic virtual reality display system, and 3DRA in detecting aneurysms. The stereoscopic virtual reality display system has some advantages in detecting small aneurysms and those near the bone. The virtual reality stereoscopic vision obtained through the system was found as a useful tool in intracranial aneurysm diagnosis and pre-operative 3D imaging. Copyright © 2018 Elsevier B.V. All rights reserved.
Codec-on-Demand Based on User-Level Virtualization
NASA Astrophysics Data System (ADS)
Zhang, Youhui; Zheng, Weimin
At work, at home, and in some public places, a desktop PC is usually available nowadays. Therefore, it is important for users to be able to play various videos on different PCs smoothly, but the diversity of codec types complicates the situation. Although some mainstream media players can try to download the needed codec automatically, this may fail for average users because installing the codec usually requires administrator privileges to complete, while the user may not be the owner of the PC. We believe an ideal solution should work without users' intervention, and need no special privileges. This paper proposes such a user-friendly, program-transparent solution for Windows-based media players. It runs the media player in a user-mode virtualization environment, and then downloads the needed codec on-the-fly. Because of API (Application Programming Interface) interception, some resource-accessing API calls from the player will be redirected to the downloaded codec resources. Then from the viewpoint of the player, the necessary codec exists locally and it can handle the video smoothly, although neither system registry nor system folders was modified during this process. Besides convenience, the principle of least privilege is maintained and the host system is left clean. This paper completely analyzes the technical issues and presents such a prototype which can work with DirectShow-compatible players. Performance tests show that the overhead is negligible. Moreover, our solution conforms to the Software-As-A-Service (SaaS) mode, which is very promising in the Internet era.
Local 2D-2D tunneling in high mobility electron systems
NASA Astrophysics Data System (ADS)
Pelliccione, Matthew; Sciambi, Adam; Bartel, John; Goldhaber-Gordon, David; Pfeiffer, Loren; West, Ken; Lilly, Michael; Bank, Seth; Gossard, Arthur
2012-02-01
Many scanning probe techniques have been utilized in recent years to measure local properties of high mobility two-dimensional (2D) electron systems in GaAs. However, most techniques lack the ability to tunnel into the buried 2D system and measure local spectroscopic information. We report scanning gate measurements on a bilayer GaAs/AlGaAs heterostructure that allows for a local modulation of tunneling between two 2D electron layers. We call this technique Virtual Scanning Tunneling Microscopy (VSTM) [1,2] as the influence of the scanning gate is analogous to an STM tip, except at a GaAs/AlGaAs interface instead of a surface. We will discuss the spectroscopic capabilities of the technique, and show preliminary results of measurements on a high mobility 2D electron system.[1] A. Sciambi, M. Pelliccione et al., Appl. Phys. Lett. 97, 132103 (2010).[2] A. Sciambi, M. Pelliccione et al., Phys. Rev. B 84, 085301 (2011).
NASA Astrophysics Data System (ADS)
Grasser, R.; Peyronneaudi, Benjamin; Yon, Kevin; Aubry, Marie
2015-10-01
CILAS, subsidiary of Airbus Defense and Space, develops, manufactures and sales laser-based optronics equipment for defense and homeland security applications. Part of its activity is related to active systems for threat detection, recognition and identification. Active surveillance and active imaging systems are often required to achieve identification capacity in case for long range observation in adverse conditions. In order to ease the deployment of active imaging systems often complex and expensive, CILAS suggests a new concept. It consists on the association of two apparatus working together. On one side, a patented versatile laser platform enables high peak power laser illumination for long range observation. On the other side, a small camera add-on works as a fast optical switch to select photons with specific time of flight only. The association of the versatile illumination platform and the fast optical switch presents itself as an independent body, so called "flash module", giving to virtually any passive observation systems gated active imaging capacity in NIR and SWIR.
Virtual Reality and the Virtual Library.
ERIC Educational Resources Information Center
Oppenheim, Charles
1993-01-01
Explains virtual reality, including proper and improper uses of the term, and suggests ways that libraries might be affected by it. Highlights include elements of virtual reality systems; possible virtual reality applications, including architecture, the chemical industry, transport planning, armed forces, and entertainment; and the virtual…
Collaboration and Synergy among Government, Industry and Academia in M&S Domain: Turkey’s Approach
2009-10-01
Analysis, Decision Support System Design and Implementation, Simulation Output Analysis, Statistical Data Analysis, Virtual Reality , Artificial... virtual and constructive visual simulation systems as well as integrated advanced analytical models. Collaboration and Synergy among Government...simulation systems that are ready to use, credible, integrated with C4ISR systems. Creating synthetic environments and/or virtual prototypes of concepts
Training Capability Data for Dismounted Soldier Training System
2015-06-01
Simulators (2004) An Assessment of V-IMTS (2004) Evaluation of the Virtual Squad Training System (2007) Perceived Usefulness of TTES : A Second Look (1995...Center-White Sands Missile Range, V-IMTS – Virtual Integrated MOUT ( Military Operation in Urban Terrain) Training System, VIRTSIM – Virtual... military grid reference system coordinate. There currently is no indication or capability to determine the distance traveled (e.g., pace count
NASA Astrophysics Data System (ADS)
Ren, Yilong; Duan, Xitong; Wu, Lei; He, Jin; Xu, Wu
2017-06-01
With the development of the “VR+” era, the traditional virtual assembly system of power equipment has been unable to satisfy our growing needs. In this paper, based on the analysis of the traditional virtual assembly system of electric power equipment and the application of VR technology in the virtual assembly system of electric power equipment in our country, this paper puts forward the scheme of establishing the virtual assembly system of power equipment: At first, we should obtain the information of power equipment, then we should using OpenGL and multi texture technology to build 3D solid graphics library. After the completion of three-dimensional modeling, we can use the dynamic link library DLL package three-dimensional solid graphics generation program to realize the modularization of power equipment model library and power equipment model library generated hidden algorithm. After the establishment of 3D power equipment model database, we set up the virtual assembly system of 3D power equipment to separate the assembly operation of the power equipment from the space. At the same time, aiming at the deficiency of the traditional gesture recognition algorithm, we propose a gesture recognition algorithm based on improved PSO algorithm for BP neural network data glove. Finally, the virtual assembly system of power equipment can really achieve multi-channel interaction function.
Game-Based Virtual Worlds as Decentralized Virtual Activity Systems
NASA Astrophysics Data System (ADS)
Scacchi, Walt
There is widespread interest in the development and use of decentralized systems and virtual world environments as possible new places for engaging in collaborative work activities. Similarly, there is widespread interest in stimulating new technological innovations that enable people to come together through social networking, file/media sharing, and networked multi-player computer game play. A decentralized virtual activity system (DVAS) is a networked computer supported work/play system whose elements and social activities can be both virtual and decentralized (Scacchi et al. 2008b). Massively multi-player online games (MMOGs) such as World of Warcraft and online virtual worlds such as Second Life are each popular examples of a DVAS. Furthermore, these systems are beginning to be used for research, deve-lopment, and education activities in different science, technology, and engineering domains (Bainbridge 2007, Bohannon et al. 2009; Rieber 2005; Scacchi and Adams 2007; Shaffer 2006), which are also of interest here. This chapter explores two case studies of DVASs developed at the University of California at Irvine that employ game-based virtual worlds to support collaborative work/play activities in different settings. The settings include those that model and simulate practical or imaginative physical worlds in different domains of science, technology, or engineering through alternative virtual worlds where players/workers engage in different kinds of quests or quest-like workflows (Jakobsson 2006).
Enhancing Security by System-Level Virtualization in Cloud Computing Environments
NASA Astrophysics Data System (ADS)
Sun, Dawei; Chang, Guiran; Tan, Chunguang; Wang, Xingwei
Many trends are opening up the era of cloud computing, which will reshape the IT industry. Virtualization techniques have become an indispensable ingredient for almost all cloud computing system. By the virtual environments, cloud provider is able to run varieties of operating systems as needed by each cloud user. Virtualization can improve reliability, security, and availability of applications by using consolidation, isolation, and fault tolerance. In addition, it is possible to balance the workloads by using live migration techniques. In this paper, the definition of cloud computing is given; and then the service and deployment models are introduced. An analysis of security issues and challenges in implementation of cloud computing is identified. Moreover, a system-level virtualization case is established to enhance the security of cloud computing environments.
Held, Jeremia P; Ferrer, Begoña; Mainetti, Renato; Steblin, Alexander; Hertler, Benjamin; Moreno-Conde, Alberto; Dueñas, Alvaro; Pajaro, Marta; L-Parra-Calderón, Carlos; Vargiu, Eloisa; Zarco, Maria J; Barrera, Maria; Echevarria, Carmen; Jódar-Sánchez, Francisco; Luft, Andreas R; Borghese, Nunzio A
2017-09-25
New technologies, such as telerehabilitation and gaming devices offer the possibility for patients to train at home. This opens the challenge of safety for the patient as he is called to exercise neither with a therapist on the patients' side nor with a therapist linked remotely to supervise the sessions. To study the safety, usability and patient acceptance of an autonomous telerehabilitation system for balance and gait (the REWIRE platform) in the patients home. Cohort study. Community, in the stroke patients' home. 15 participants with first-ever stroke, with a mild to moderate residual deficit of the lower extremities. Autonomous rehabilitation based on virtual rehabilitation was provided at the participants' home for twelve weeks. The primary outcome was compliance (the ratio between days of actual and scheduled training), analysed with the two-tailed Wilcoxon Mann- Whitney test. Furthermore safety is defined by adverse events. The secondary endpoint was the acceptance of the system measured with the Technology Acceptance Model. Additionally, the cumulative duration of weekly training was analysed. During the study there were no adverse events related to the therapy. Patients performed on average 71% (range 39 to 92%) of the scheduled sessions. The Technology Acceptance Model Questionnaire showed excellent values for stroke patients after the training. The average training duration per week was 99 ±53min. Autonomous telerehabilitation for balance and gait training with the REWIRE-system is safe, feasible and can help to intensive rehabilitative therapy at home. Telerehabilitation enables safe training in home environment and supports of the standard rehabilitation therapy.
TandemPET-A High Resolution, Small Animal, Virtual Pinhole-Based PET Scanner: Initial Design Study
NASA Astrophysics Data System (ADS)
Raylman, Raymond R.; Stolin, Alexander V.; Martone, Peter F.; Smith, Mark F.
2016-02-01
Mice are the perhaps the most common species of rodents used in biomedical research, but many of the current generation of small animal PET scanners are non-optimal for imaging these small rodents due to their relatively low resolution. Consequently, a number of researchers have investigated the development of high-resolution scanners to address this need. In this investigation, the design of a novel, high-resolution system based on the dual-detector, virtual-pinhole PET concept was explored via Monte Carlo simulations. Specifically, this system, called TandemPET, consists of a 5 cm × 5 cm high-resolution detector made-up of a 90 × 90 array of 0.5 mm × 0.5 × 10 mm (pitch = 0.55 mm) LYSO detector elements in coincidence with a lower resolution detector consisting of a 68 × 68 array of 1.5 mm × 1.5 mm × 10 mm LYSO detector elements (total size = 10.5 cm × 10.5 cm). Analyses indicated that TandemPET's optimal geometry is to position the high-resolution detector 3 cm from the center-of-rotation, with the lower resolution detector positioned 9 cm from center. Measurements using modified NEMA NU4-2008-based protocols revealed that the spatial resolution of the system is 0.5 mm FWHM, after correction of positron range effects. Peak sensitivity is 2.1%, which is comparable to current small animal PET scanners. Images from a digital mouse brain phantom demonstrated the potential of the system for identifying important neurological structures.
Real Students and Virtual Field Trips
NASA Astrophysics Data System (ADS)
de Paor, D. G.; Whitmeyer, S. J.; Bailey, J. E.; Schott, R. C.; Treves, R.; Scientific Team Of Www. Digitalplanet. Org
2010-12-01
Field trips have always been one of the major attractions of geoscience education, distinguishing courses in geology, geography, oceanography, etc., from laboratory-bound sciences such as nuclear physics or biochemistry. However, traditional field trips have been limited to regions with educationally useful exposures and to student populations with the necessary free time and financial resources. Two-year or commuter colleges serving worker-students cannot realistically insist on completion of field assignments and even well-endowed universities cannot take students to more than a handful of the best available field localities. Many instructors have attempted to bring the field into the classroom with the aid of technology. So-called Virtual Field Trips (VFTs) cannot replace the real experience for those that experience it but they are much better than nothing at all. We have been working to create transformative improvements in VFTs using four concepts: (i) self-drive virtual vehicles that students use to navigate the virtual globe under their own control; (ii) GigaPan outcrops that reveal successively more details views of key locations; (iii) virtual specimens scanned from real rocks, minerals, and fossils; and (iv) embedded assessment via logging of student actions. Students are represented by avatars of their own choosing and travel either together in a virtual field vehicle, or separately. When they approach virtual outcrops, virtual specimens become collectable and can be examined using Javascript controls that change magnification and orientation. These instructional resources are being made available via a new server under the domain name www.DigitalPlanet.org. The server will log student progress and provide immediate feedback. We aim to disseminate these resources widely and welcome feedback from instructors and students.
Design and evaluation of a simulation for pediatric dentistry in virtual worlds.
Papadopoulos, Lazaros; Pentzou, Afroditi-Evaggelia; Louloudiadis, Konstantinos; Tsiatsos, Thrasyvoulos-Konstantinos
2013-10-29
Three-dimensional virtual worlds are becoming very popular among educators in the medical field. Virtual clinics and patients are already used for case study and role play in both undergraduate and continuing education levels. Dental education can also take advantage of the virtual world's pedagogical features in order to give students the opportunity to interact with virtual patients (VPs) and practice in treatment planning. The objective of this study was to design and evaluate a virtual patient as a supplemental teaching tool for pediatric dentistry. A child VP, called Erietta, was created by utilizing the programming and building tools that online virtual worlds offer. The case is about an eight-year old girl visiting the dentist with her mother for the first time. Communication techniques such as Tell-Show-Do and parents' interference management were the basic elements of the educational scenario on which the VP was based. An evaluation of the simulation was made by 103 dental students in their fourth year of study. Two groups were formed: an experimental group which was exposed to the simulation (n=52) and a control group which did not receive the simulation (n=51). At the end, both groups were asked to complete a knowledge questionnaire and the results were compared. A statistically significant difference between the two groups was found by applying a t test for independent samples (P<.001), showing a positive learning effect from the VP. The majority of the participants evaluated the aspects of the simulation very positively while 69% (36/52) of the simulation group expressed their preference for using this module as an additional teaching tool. This study demonstrated that a pediatric dentistry VP built in a virtual world offers significant learning potential when used as a supplement to the traditional teaching techniques.
SAM-FS: LSC's New Solaris-Based Storage Management Product
NASA Technical Reports Server (NTRS)
Angell, Kent
1996-01-01
SAM-FS is a full featured hierarchical storage management (HSM) device that operates as a file system on Solaris-based machines. The SAM-FS file system provides the user with all of the standard UNIX system utilities and calls, and adds some new commands, i.e. archive, release, stage, sls, sfind, and a family of maintenance commands. The system also offers enhancements such as high performance virtual disk read and write, control of the disk through an extent array, and the ability to dynamically allocate block size. SAM-FS provides 'archive sets' which are groupings of data to be copied to secondary storage. In practice, as soon as a file is written to disk, SAM-FS will make copies onto secondary media. SAM-FS is a scalable storage management system. The system can manage millions of files per system, though this is limited today by the speed of UNIX and its utilities. In the future, a new search algorithm will be implemented that will remove logical and performance restrictions on the number of files managed.
A Standard-Compliant Virtual Meeting System with Active Video Object Tracking
NASA Astrophysics Data System (ADS)
Lin, Chia-Wen; Chang, Yao-Jen; Wang, Chih-Ming; Chen, Yung-Chang; Sun, Ming-Ting
2002-12-01
This paper presents an H.323 standard compliant virtual video conferencing system. The proposed system not only serves as a multipoint control unit (MCU) for multipoint connection but also provides a gateway function between the H.323 LAN (local-area network) and the H.324 WAN (wide-area network) users. The proposed virtual video conferencing system provides user-friendly object compositing and manipulation features including 2D video object scaling, repositioning, rotation, and dynamic bit-allocation in a 3D virtual environment. A reliable, and accurate scheme based on background image mosaics is proposed for real-time extracting and tracking foreground video objects from the video captured with an active camera. Chroma-key insertion is used to facilitate video objects extraction and manipulation. We have implemented a prototype of the virtual conference system with an integrated graphical user interface to demonstrate the feasibility of the proposed methods.
Structure of a prokaryotic virtual proton pump at 3.2 Å resolution
DOE Office of Scientific and Technical Information (OSTI.GOV)
Fang, Yiling; Jayaram, Hariharan; Shane, Tania
2009-09-15
To reach the mammalian gut, enteric bacteria must pass through the stomach. Many such organisms survive exposure to the harsh gastric environment (pH 1.5-4) by mounting extreme acid-resistance responses, one of which, the arginine-dependent system of Escherichia coli, has been studied at levels of cellular physiology, molecular genetics and protein biochemistry. This multiprotein system keeps the cytoplasm above pH 5 during acid challenge by continually pumping protons out of the cell using the free energy of arginine decarboxylation. At the heart of the process is a 'virtual proton pump' in the inner membrane, called AdiC, that imports L-arginine from themore » gastric juice and exports its decarboxylation product agmatine. AdiC belongs to the APC superfamily of membrane proteins, which transports amino acids, polyamines and organic cations in a multitude of biological roles, including delivery of arginine for nitric oxide synthesis, facilitation of insulin release from pancreatic {beta}-cells, and, when inappropriately overexpressed, provisioning of certain fast-growing neoplastic cells with amino acids. High-resolution structures and detailed transport mechanisms of APC transporters are currently unknown. Here we describe a crystal structure of AdiC at 3.2 {angstrom} resolution. The protein is captured in an outward-open, substrate-free conformation with transmembrane architecture remarkably similar to that seen in four other families of apparently unrelated transport proteins.« less
Virtual and Augmented Reality Systems for Renal Interventions: A Systematic Review.
Detmer, Felicitas J; Hettig, Julian; Schindele, Daniel; Schostak, Martin; Hansen, Christian
2017-01-01
Many virtual and augmented reality systems have been proposed to support renal interventions. This paper reviews such systems employed in the treatment of renal cell carcinoma and renal stones. A systematic literature search was performed. Inclusion criteria were virtual and augmented reality systems for radical or partial nephrectomy and renal stone treatment, excluding systems solely developed or evaluated for training purposes. In total, 52 research papers were identified and analyzed. Most of the identified literature (87%) deals with systems for renal cell carcinoma treatment. About 44% of the systems have already been employed in clinical practice, but only 20% in studies with ten or more patients. Main challenges remaining for future research include the consideration of organ movement and deformation, human factor issues, and the conduction of large clinical studies. Augmented and virtual reality systems have the potential to improve safety and outcomes of renal interventions. In the last ten years, many technical advances have led to more sophisticated systems, which are already applied in clinical practice. Further research is required to cope with current limitations of virtual and augmented reality assistance in clinical environments.
1998-03-01
Research Laboratory’s Virtual Reality Responsive Workbench (VRRWB) and Dragon software system which together address the problem of battle space...and describe the lessons which have been learned. Interactive graphics, workbench, battle space visualization, virtual reality , user interface.
Suitability of virtual prototypes to support human factors/ergonomics evaluation during the design.
Aromaa, Susanna; Väänänen, Kaisa
2016-09-01
In recent years, the use of virtual prototyping has increased in product development processes, especially in the assessment of complex systems targeted at end-users. The purpose of this study was to evaluate the suitability of virtual prototyping to support human factors/ergonomics evaluation (HFE) during the design phase. Two different virtual prototypes were used: augmented reality (AR) and virtual environment (VE) prototypes of a maintenance platform of a rock crushing machine. Nineteen designers and other stakeholders were asked to assess the suitability of the prototype for HFE evaluation. Results indicate that the system model characteristics and user interface affect the experienced suitability. The VE system was valued as being more suitable to support the assessment of visibility, reach, and the use of tools than the AR system. The findings of this study can be used as a guidance for the implementing virtual prototypes in the product development process. Copyright © 2016 Elsevier Ltd. All rights reserved.
Virtual Estimator for Piecewise Linear Systems Based on Observability Analysis
Morales-Morales, Cornelio; Adam-Medina, Manuel; Cervantes, Ilse; Vela-Valdés and, Luis G.; García Beltrán, Carlos Daniel
2013-01-01
This article proposes a virtual sensor for piecewise linear systems based on observability analysis that is in function of a commutation law related with the system's outpu. This virtual sensor is also known as a state estimator. Besides, it presents a detector of active mode when the commutation sequences of each linear subsystem are arbitrary and unknown. For the previous, this article proposes a set of virtual estimators that discern the commutation paths of the system and allow estimating their output. In this work a methodology in order to test the observability for piecewise linear systems with discrete time is proposed. An academic example is presented to show the obtained results. PMID:23447007
Innovative application of virtual display technique in virtual museum
NASA Astrophysics Data System (ADS)
Zhang, Jiankang
2017-09-01
Virtual museum refers to display and simulate the functions of real museum on the Internet in the form of 3 Dimensions virtual reality by applying interactive programs. Based on Virtual Reality Modeling Language, virtual museum building and its effective interaction with the offline museum lie in making full use of 3 Dimensions panorama technique, virtual reality technique and augmented reality technique, and innovatively taking advantages of dynamic environment modeling technique, real-time 3 Dimensions graphics generating technique, system integration technique and other key virtual reality techniques to make sure the overall design of virtual museum.3 Dimensions panorama technique, also known as panoramic photography or virtual reality, is a technique based on static images of the reality. Virtual reality technique is a kind of computer simulation system which can create and experience the interactive 3 Dimensions dynamic visual world. Augmented reality, also known as mixed reality, is a technique which simulates and mixes the information (visual, sound, taste, touch, etc.) that is difficult for human to experience in reality. These technologies make virtual museum come true. It will not only bring better experience and convenience to the public, but also be conducive to improve the influence and cultural functions of the real museum.
An industrial approach to design compelling VR and AR experience
NASA Astrophysics Data System (ADS)
Richir, Simon; Fuchs, Philippe; Lourdeaux, Domitile; Buche, Cédric; Querrec, Ronan
2013-03-01
The convergence of technologies currently observed in the field of VR, AR, robotics and consumer electronic reinforces the trend of new applications appearing every day. But when transferring knowledge acquired from research to businesses, research laboratories are often at a loss because of a lack of knowledge of the design and integration processes in creating an industrial scale product. In fact, the innovation approaches that take a good idea from the laboratory to a successful industrial product are often little known to researchers. The objective of this paper is to present the results of the work of several research teams that have finalized a working method for researchers and manufacturers that allow them to design virtual or augmented reality systems and enable their users to enjoy "a compelling VR experience". That approach, called "the I2I method", present 11 phases from "Establishing technological and competitive intelligence and industrial property" to "Improvements" through the "Definition of the Behavioral Interface, Virtual Environment and Behavioral Software Assistance". As a result of the experience gained by various research teams, this design approach benefits from contributions from current VR and AR research. Our objective is to validate and continuously move such multidisciplinary design team methods forward.
Integration of 3d Models and Diagnostic Analyses Through a Conservation-Oriented Information System
NASA Astrophysics Data System (ADS)
Mandelli, A.; Achille, C.; Tommasi, C.; Fassi, F.
2017-08-01
In the recent years, mature technologies for producing high quality virtual 3D replicas of Cultural Heritage (CH) artefacts has grown thanks to the progress of Information Technologies (IT) tools. These methods are an efficient way to present digital models that can be used with several scopes: heritage managing, support to conservation, virtual restoration, reconstruction and colouring, art cataloguing and visual communication. The work presented is an emblematic case of study oriented to the preventive conservation through monitoring activities, using different acquisition methods and instruments. It was developed inside a project founded by Lombardy Region, Italy, called "Smart Culture", which was aimed to realise a platform that gave the users the possibility to easily access to the CH artefacts, using as an example a very famous statue. The final product is a 3D reality-based model that contains a lot of information inside it, and that can be consulted through a common web browser. In the end, it was possible to define the general strategies oriented to the maintenance and the valorisation of CH artefacts, which, in this specific case, must consider the integration of different techniques and competencies, to obtain a complete, accurate and continuative monitoring of the statue.
Two year experience with Web connectivity to PACS at a community-based hospital
NASA Astrophysics Data System (ADS)
Wadley, Brian D.; Hayward, Ulrike; Trambert, Michael; Kywi, Alberto; Hartzman, Steven
2002-05-01
Referring physician web based access to a PACS is evaluated at a community-based hospital. Survey results show 100% perceived improvement in referring physician productivity, and 97% perceived improvement in patient care. Overall satisfaction and perception of ease of use is greater than 90%.Web connectivity to PACS is perceived by 97% to result in decreased visits and calls to the radiology department due to the availability of virtual results, with high value placed on the voice clip summary results by 94% of respondents (the voice clip is a recording made by the radiologist at the time of reading the exam, which summarizes the results of the study).The availability of exams and virtual results via web-based connectivity is perceived to result in increase referrals by 58% of respondents. Web log audit trails are analyzed to evaluate the use of the system by referring physicians. The gross number of cases retrieved over the web for a two-week period is assessed. The number of times a voice clip was played is also evaluated. The results overall show a very positive experience with web connectivity to PACS.
Martín-Ruiz, María-Luisa; Máximo-Bocanegra, Nuria; Luna-Oliva, Laura
2016-01-01
The importance of an early rehabilitation process in children with cerebral palsy (CP) is widely recognized. On the one hand, new and useful treatment tools such as rehabilitation systems based on interactive technologies have appeared for rehabilitation of gross motor movements. On the other hand, from the therapeutic point of view, performing rehabilitation exercises with the facial muscles can improve the swallowing process, the facial expression through the management of muscles in the face, and even the speech of children with cerebral palsy. However, it is difficult to find interactive games to improve the detection and evaluation of oral-facial musculature dysfunctions in children with CP. This paper describes a framework based on strategies developed for interactive serious games that is created both for typically developed children and children with disabilities. Four interactive games are the core of a Virtual Environment called SONRIE. This paper demonstrates the benefits of SONRIE to monitor children’s oral-facial difficulties. The next steps will focus on the validation of SONRIE to carry out the rehabilitation process of oral-facial musculature in children with cerebral palsy. PMID:27023561
NASA Astrophysics Data System (ADS)
Chambelland, Jean-Christophe; Gesquière, Gilles
2012-03-01
Due to the advances in computer graphics and network speed it is possible to navigate in 3D virtual world in real time. This technology proposed for example in computer games, has been adapted for training systems. In this context, a collaborative serious game for urban crisis management called SIMFOR is born in France. This project has been designed for intensive realistic training and consequently must allow the players to create new urban operational theatres. In this goal, importing, structuring, processing and exchanging 3D urban data remains an important underlying problem. This communication will focus on the design of the 3D Environment Editor (EE) and the related data processes needed to prepare the data flow to be exploitable by the runtime environment of SIMFOR. We will use solutions proposed by the Open Geospatial Consortium (OGC) to aggregate and share data. A presentation of the proposed architecture will be given. The overall design of the EE and some strategies for efficiently analyzing, displaying and exporting large amount of urban CityGML information will be presented. An example illustrating the potentiality of the EE and the reliability of the proposed data processing will be proposed.
Supporting Foreign Language Vocabulary Learning through Kinect-Based Gaming
ERIC Educational Resources Information Center
Urun, Mehmet Faith; Aksoy, Hasan; Comez, Rasim
2017-01-01
This study aimed to explore the effectiveness of a Kinect-based game called Tom Clancy's Ghost Recon: Future Soldier to investigate possible contributions of game-based learning in a virtual language classroom at a state university in Ankara, Turkey. A quasi-experimental design where the treatment group (N= 26) was subjected to kinect-based…
Vertical Integration: Results from a Cross-Course Student Collaboration
ERIC Educational Resources Information Center
Sloan, Thomas; Lewis, David
2011-01-01
The authors report the results of a cross-class project involving sophomore-level students in an Operations Analysis (OA) class with junior-level students in an Operations Management (OM) class. The students formed virtual teams and developed a simulation model of a call center. The OM students provided the management expertise, while the OA…
Of Flattery and Thievery: Reconsidering Plagiarism in a Time of Virtual Information
ERIC Educational Resources Information Center
Thomas, P. L.
2007-01-01
P. L. Thomas provides a framework for discussing plagiarism and calls on us to avoid overly simplified policies. After considering various perspectives on intent and the purposes of documentation, Thomas advocates developing standard definitions and guidelines for plagiarism in the department or the classroom. We should also offer professional…
The Rising Cost of "Not" Going to College
ERIC Educational Resources Information Center
Morin, Rich; Brown, Anna; Fry, Rick
2014-01-01
For those who question the value of college in this era of soaring student debt and high unemployment, the attitudes and experiences of today's young adults--members of the so-called Millennial generation--provide a compelling answer. On virtually every measure of economic well-being and career attainment--from personal earnings to job…
On Enhancing On-Line Collaboration Using Fuzzy Logic Modeling
ERIC Educational Resources Information Center
Hadjileontiadou, Sofia J.; Nikolaidou, Georgia N.; Hadjileontiadis, Leontios J.; Balafoutas, George N.
2004-01-01
Web-based collaboration calls for professional skills and competences to the benefit of the quality of the collaboration and its output. Within this framework, educational virtual environments may provide a means for training upon these skills and in particular the collaborative ones. On the basis of the existing technological means such training…
Efficacy of a Meiosis Learning Module Developed for the Virtual Cell Animation Collection
ERIC Educational Resources Information Center
Goff, Eric E.; Reindl, Katie M.; Johnson, Christina; McClean, Phillip; Offerdahl, Erika G.; Schroeder, Noah L.; White, Alan R.
2017-01-01
Recent reports calling for change in undergraduate biology education have resulted in the redesign of many introductory biology courses. Reports on one common change to course structure, the active-learning environment, have placed an emphasis on student preparation, noting that the positive outcomes of active learning in the classroom depend…
The Role of Families and Pre-School in Educational Disadvantage
ERIC Educational Resources Information Center
Sylva, Kathy
2014-01-01
In the first volume of the "Oxford Review of Education" Jerome Bruner (1975) showed how the upbringing of the very young is influenced by poverty, and how different kinds of upbringing shape human development. He called the paper "Poverty and childhood" and baldly stated "With respect to virtually any criterion of equal…
IT Tools in Initial Teacher Training
ERIC Educational Resources Information Center
Herlo, Dorin
2016-01-01
In initial teacher training, the call to use IT tools, and to integrate them into the virtual learning space, is not conjectural but is an example of introducing new technologies in the complexity of educational sciences. For this reason we approached the use of new technologies in the courses and seminars of subjects from the curriculum of…
Review of influenza A virus in swine worldwide: a call for increased surveillance and research
USDA-ARS?s Scientific Manuscript database
Surveillance for influenza A viruses (IAV) circulating in pigs and other non-human mammals has been chronically underfunded and virtually nonexistent in many areas of the world. This deficit continues in spite of our knowledge that influenza is a disease shared between humans and pigs since at least...
Digital Peers to Help Children's Text Comprehension and Perceptions
ERIC Educational Resources Information Center
Kim, Yanghee
2013-01-01
Affable Reading Tutor (ART) is an online reading lesson designed for children who are starting to comprehend reading. A digital, human-like character (virtual peer) in ART serves as a peer model that demonstrates the use of the reading comprehension strategy called "questioning" to help improve the learners' comprehension of expository…
ERIC Educational Resources Information Center
Ammar, Abdullah Mahmoud Ismial
2016-01-01
The emerging paradigm shift in educational contexts from walled classroom environments to virtual, hybrid, blended, and lately personal learning environments has brought about vast changes in the foreign language classroom practices. Numerous calls for experimenting with new instructional treatments to enhance students' language performance in…
Teaching Note-Teaching Student Interviewing Competencies through Second Life
ERIC Educational Resources Information Center
Tandy, Cynthia; Vernon, Robert; Lynch, Darlene
2017-01-01
A prototype standardized client was created and programmed to respond to students in the 3D virtual world of Second Life. This automaton, called a "chatbot," was repeatedly interviewed by beginning MSW students in a practice course as a learning exercise. Initial results were positive and suggest the use of simulated clients in virtual…
Affordable Online Maths Tuition: Evaluation Report and Executive Summary
ERIC Educational Resources Information Center
Torgerson, Carole; Ainsworth, Hannah; Buckley, Hannah; Hampden-Thompson, Gillen; Hewitt, Catherine; Humphry, Deborah; Jefferson, Laura; Mitchell, Natasha; Torgerson, David
2016-01-01
"Affordable Online Maths Tuition" is a one-to-one tutoring programme where pupils receive maths tuition over the internet from trained maths graduates in India and Sri Lanka. It is delivered by the organisation Third Space Learning (TSL). Tutors and pupils communicate using video calling and a secure virtual classroom. Before each…
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…
The Digichaint Interactive Game as a Virtual Learning Environment for Irish
ERIC Educational Resources Information Center
Ní Chiaráin, Neasa; Ní Chasaide, Ailbhe
2016-01-01
Although Text-To-Speech (TTS) synthesis has been little used in Computer-Assisted Language Learning (CALL), it is ripe for deployment, particularly for minority and endangered languages, where learners have little access to native speaker models and where few genuinely interactive and engaging teaching/learning materials are available. These…
Collaborative Experiments Online in a Module Presented Globally
ERIC Educational Resources Information Center
Robinson, David J.
2011-01-01
A new module for Level 1 students called "Science Investigations" provides an introduction to practical work, in an on-line environment. Most of the activities in the module require observational or experimental work done at home, with only the field work being "virtual". The aim is to encourage practical and group work in an…
A Changed Economy with Unchanged Universities? A Contribution to the University of the Future
ERIC Educational Resources Information Center
Cunha, Maria Manuela; Putnik, Goran D.
2007-01-01
Individualised open and distance learning at the university continuing education and post-graduate education levels is a central issue of today. The advanced information and communication technologies together with several applications offer new perspectives, such as the so-called virtual university. Simultaneously, to gain market share, several…
Virtual Learning Environments on the Go: CALL Meets MALL
ERIC Educational Resources Information Center
Arús Hita, Jorge
2016-01-01
This paper presents "Eating out," a Moodle-based digital learning resource for English as a Foreign Language (EFL) teaching that can be run both on computers and mobile devices. It is argued that Mobile Assisted Language Learning (MALL) resources do not necessarily need to be specifically designed for such platforms. Rather, a carefully…
DOE Office of Scientific and Technical Information (OSTI.GOV)
Pihlman, M.; Dirks, D.H.
1990-01-03
The Lawrence Livermore National Laboratory (LLNL) encourages its employees to remotely attend classes given by Stanford University, University of California at Davis, and the National Technological University (NTU). To improve the quality of education for LLNL employees, we are cooperating with Stanford University in upgrading the Stanford Instructional Television Network (SITN). A dedicated high-speed communication link (Tl) between Stanford and LLNL will be used for enhanced services such as videoconferencing, real time classnotes distribution, and electronic distribution of homework assignments. The new network will also allow students to take classes from their offices with the ability to ask the professormore » questions via an automatically dialed telephone call. As part of this upgrade, we have also proposed a new videoconferencing based classroom environment where students taking remote classes would feel as though they are attending the live class. All paperwork would be available in near real time and students may converse normally with, and see, other remote students as though they were all in the same physical location. We call this the Virtual Classroom.'' 1 ref., 6 figs.« less
Enumerating Substituted Benzene Isomers of Tree-Like Chemical Graphs.
Li, Jinghui; Nagamochi, Hiroshi; Akutsu, Tatsuya
2018-01-01
Enumeration of chemical structures is useful for drug design, which is one of the main targets of computational biology and bioinformatics. A chemical graph with no other cycles than benzene rings is called tree-like, and becomes a tree possibly with multiple edges if we contract each benzene ring into a single virtual atom of valence 6. All tree-like chemical graphs with a given tree representation are called the substituted benzene isomers of . When we replace each virtual atom in with a benzene ring to obtain a substituted benzene isomer, distinct isomers of are caused by the difference in arrangements of atom groups around a benzene ring. In this paper, we propose an efficient algorithm that enumerates all substituted benzene isomers of a given tree representation . Our algorithm first counts the number of all the isomers of the tree representation by a dynamic programming method. To enumerate all the isomers, for each , our algorithm then generates the th isomer by backtracking the counting phase of the dynamic programming. We also implemented our algorithm for computational experiments.
Virtual Visits and Patient-Centered Care: Results of a Patient Survey and Observational Study
2017-01-01
Background Virtual visits are clinical interactions in health care that do not involve the patient and provider being in the same room at the same time. The use of virtual visits is growing rapidly in health care. Some health systems are integrating virtual visits into primary care as a complement to existing modes of care, in part reflecting a growing focus on patient-centered care. There is, however, limited empirical evidence about how patients view this new form of care and how it affects overall health system use. Objective Descriptive objectives were to assess users and providers of virtual visits, including the reasons patients give for use. The analytic objective was to assess empirically the influence of virtual visits on overall primary care use and costs, including whether virtual care is with a known or a new primary care physician. Methods The study took place in British Columbia, Canada, where virtual visits have been publicly funded since October 2012. A survey of patients who used virtual visits and an observational study of users and nonusers of virtual visits were conducted. Comparison groups included two groups: (1) all other BC residents, and (2) a group matched (3:1) to the cohort. The first virtual visit was used as the intervention and the main outcome measures were total primary care visits and costs. Results During 2013-2014, there were 7286 virtual visit encounters, involving 5441 patients and 144 physicians. Younger patients and physicians were more likely to use and provide virtual visits (P<.001), with no differences by sex. Older and sicker patients were more likely to see a known provider, whereas the lowest socioeconomic groups were the least likely (P<.001). The survey of 399 virtual visit patients indicated that virtual visits were liked by patients, with 372 (93.2%) of respondents saying their virtual visit was of high quality and 364 (91.2%) reporting their virtual visit was “very” or “somewhat” helpful to resolve their health issue. Segmented regression analysis and the corresponding regression parameter estimates suggested virtual visits appear to have the potential to decrease primary care costs by approximately Can $4 per quarter (Can –$3.79, P=.12), but that benefit is most associated with seeing a known provider (Can –$8.68, P<.001). Conclusions Virtual visits may be one means of making the health system more patient-centered, but careful attention needs to be paid to how these services are integrated into existing health care delivery systems. PMID:28550006
NASA Engineering Excellence: A Case Study on Strengthening an Engineering Organization
NASA Technical Reports Server (NTRS)
Shivers, C. Herbert; Wessel, Vernon W.
2006-01-01
NASA implemented a system of technical authority following the Columbia Accident Investigation Board (CAE) report calling for independent technical authority to be exercised on the Space Shuttle Program activities via a virtual organization of personnel exercising specific technical authority responsibilities. After the current NASA Administrator reported for duty, and following the first of two planned "Shuttle Return to Flight" missions, the NASA Chief Engineer and the Administrator redirected the Independent Technical Authority to a program of Technical Excellence and Technical Authority exercised within the existing engineering organizations. This paper discusses the original implementation of technical authority and the transition to the new implementation of technical excellence, including specific measures aimed at improving safety of future Shuttle and space exploration flights.
A numerical tool for reproducing driver behaviour: experiments and predictive simulations.
Casucci, M; Marchitto, M; Cacciabue, P C
2010-03-01
This paper presents the simulation tool called SDDRIVE (Simple Simulation of Driver performance), which is the numerical computerised implementation of the theoretical architecture describing Driver-Vehicle-Environment (DVE) interactions, contained in Cacciabue and Carsten [Cacciabue, P.C., Carsten, O. A simple model of driver behaviour to sustain design and safety assessment of automated systems in automotive environments, 2010]. Following a brief description of the basic algorithms that simulate the performance of drivers, the paper presents and discusses a set of experiments carried out in a Virtual Reality full scale simulator for validating the simulation. Then the predictive potentiality of the tool is shown by discussing two case studies of DVE interactions, performed in the presence of different driver attitudes in similar traffic conditions.
The Future of the Internet in Science
NASA Technical Reports Server (NTRS)
Guice, Jon; Duffy, Robert
2000-01-01
How are scientists going to make use of the Internet several years from now? This is a case study of a leading-edge experiment in building a 'virtual institute'-- using electronic communication tools to foster collaboration among geographically dispersed scientists. Our experience suggests: Scientists will want to use web-based document management systems. There will be a demand for Internet-enabled meeting support tools. While internet videoconferencing will have limited value for scientists, webcams will be in great demand as a tool for transmitting pictures of objects and settings, rather than "talking heads." and a significant share of scientists who do fieldwork will embrace mobile voice, data and video communication tools. The setting for these findings is a research consortium called the NASA Astrobiology Institute.
Vehicle Lateral State Estimation Based on Measured Tyre Forces
Tuononen, Ari J.
2009-01-01
Future active safety systems need more accurate information about the state of vehicles. This article proposes a method to evaluate the lateral state of a vehicle based on measured tyre forces. The tyre forces of two tyres are estimated from optically measured tyre carcass deflections and transmitted wirelessly to the vehicle body. The two remaining tyres are so-called virtual tyre sensors, the forces of which are calculated from the real tyre sensor estimates. The Kalman filter estimator for lateral vehicle state based on measured tyre forces is presented, together with a simple method to define adaptive measurement error covariance depending on the driving condition of the vehicle. The estimated yaw rate and lateral velocity are compared with the validation sensor measurements. PMID:22291535
Semi-Immersive Virtual Turbine Engine Simulation System
NASA Astrophysics Data System (ADS)
Abidi, Mustufa H.; Al-Ahmari, Abdulrahman M.; Ahmad, Ali; Darmoul, Saber; Ameen, Wadea
2018-05-01
The design and verification of assembly operations is essential for planning product production operations. Recently, virtual prototyping has witnessed tremendous progress, and has reached a stage where current environments enable rich and multi-modal interaction between designers and models through stereoscopic visuals, surround sound, and haptic feedback. The benefits of building and using Virtual Reality (VR) models in assembly process verification are discussed in this paper. In this paper, we present the virtual assembly (VA) of an aircraft turbine engine. The assembly parts and sequences are explained using a virtual reality design system. The system enables stereoscopic visuals, surround sounds, and ample and intuitive interaction with developed models. A special software architecture is suggested to describe the assembly parts and assembly sequence in VR. A collision detection mechanism is employed that provides visual feedback to check the interference between components. The system is tested for virtual prototype and assembly sequencing of a turbine engine. We show that the developed system is comprehensive in terms of VR feedback mechanisms, which include visual, auditory, tactile, as well as force feedback. The system is shown to be effective and efficient for validating the design of assembly, part design, and operations planning.
Dynamic Extension of a Virtualized Cluster by using Cloud Resources
NASA Astrophysics Data System (ADS)
Oberst, Oliver; Hauth, Thomas; Kernert, David; Riedel, Stephan; Quast, Günter
2012-12-01
The specific requirements concerning the software environment within the HEP community constrain the choice of resource providers for the outsourcing of computing infrastructure. The use of virtualization in HPC clusters and in the context of cloud resources is therefore a subject of recent developments in scientific computing. The dynamic virtualization of worker nodes in common batch systems provided by ViBatch serves each user with a dynamically virtualized subset of worker nodes on a local cluster. Now it can be transparently extended by the use of common open source cloud interfaces like OpenNebula or Eucalyptus, launching a subset of the virtual worker nodes within the cloud. This paper demonstrates how a dynamically virtualized computing cluster is combined with cloud resources by attaching remotely started virtual worker nodes to the local batch system.
The RoboCup Mixed Reality League - A Case Study
NASA Astrophysics Data System (ADS)
Gerndt, Reinhard; Bohnen, Matthias; da Silva Guerra, Rodrigo; Asada, Minoru
In typical mixed reality systems there is only a one-way interaction from real to virtual. A human user or the physics of a real object may influence the behavior of virtual objects, but real objects usually cannot be influenced by the virtual world. By introducing real robots into the mixed reality system, we allow a true two-way interaction between virtual and real worlds. Our system has been used since 2007 to implement the RoboCup mixed reality soccer games and other applications for research and edutainment. Our framework system is freely programmable to generate any virtual environment, which may then be further supplemented with virtual and real objects. The system allows for control of any real object based on differential drive robots. The robots may be adapted for different applications, e.g., with markers for identification or with covers to change shape and appearance. They may also be “equipped” with virtual tools. In this chapter we present the hardware and software architecture of our system and some applications. The authors believe this can be seen as a first implementation of Ivan Sutherland’s 1965 idea of the ultimate display: “The ultimate display would, of course, be a room within which the computer can control the existence of matter …” (Sutherland, 1965, Proceedings of IFIPS Congress 2:506-508).