Sample records for virtual collaborative environments

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

    NASA Astrophysics Data System (ADS)

    Breland, Jason S.; Shiratuddin, Mohd Fairuz

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

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

    PubMed

    Breen, Henny

    2013-01-01

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

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

    NASA Astrophysics Data System (ADS)

    Lu, Keke; Liu, Guanyang; Liu, Lingzhi

    2013-03-01

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

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

    PubMed

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

    2012-01-01

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

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

    NASA Astrophysics Data System (ADS)

    Schmeil, Andreas; Eppler, Martin J.

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

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

    PubMed Central

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

    2012-01-01

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

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

    NASA Technical Reports Server (NTRS)

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

    1994-01-01

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

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

    ERIC Educational Resources Information Center

    Bouras, Christos; Triglianos, Vasileios; Tsiatsos, Thrasyvoulos

    2014-01-01

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

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

    USDA-ARS?s Scientific Manuscript database

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

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

    ERIC Educational Resources Information Center

    Burton, Brian G.; Martin, Barbara N.

    2010-01-01

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

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

    ERIC Educational Resources Information Center

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

    2017-01-01

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

  12. Elearn: A Collaborative Educational Virtual Environment.

    ERIC Educational Resources Information Center

    Michailidou, Anna; Economides, Anastasios A.

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

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

    ERIC Educational Resources Information Center

    Kopp, Birgitta; Hasenbein, Melanie; Mandl, Heinz

    2014-01-01

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

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

    PubMed

    Chalil Madathil, Kapil; Greenstein, Joel S

    2017-11-01

    Collaborative virtual reality-based systems have integrated high fidelity voice-based communication, immersive audio and screen-sharing tools into virtual environments. Such three-dimensional collaborative virtual environments can mirror the collaboration among usability test participants and facilitators when they are physically collocated, potentially enabling moderated usability tests to be conducted effectively when the facilitator and participant are located in different places. We developed a virtual collaborative three-dimensional remote moderated usability testing laboratory and employed it in a controlled study to evaluate the effectiveness of moderated usability testing in a collaborative virtual reality-based environment with two other moderated usability testing methods: the traditional lab approach and Cisco WebEx, a web-based conferencing and screen sharing approach. Using a mixed methods experimental design, 36 test participants and 12 test facilitators were asked to complete representative tasks on a simulated online shopping website. The dependent variables included the time taken to complete the tasks; the usability defects identified and their severity; and the subjective ratings on the workload index, presence and satisfaction questionnaires. Remote moderated usability testing methodology using a collaborative virtual reality system performed similarly in terms of the total number of defects identified, the number of high severity defects identified and the time taken to complete the tasks with the other two methodologies. The overall workload experienced by the test participants and facilitators was the least with the traditional lab condition. No significant differences were identified for the workload experienced with the virtual reality and the WebEx conditions. However, test participants experienced greater involvement and a more immersive experience in the virtual environment than in the WebEx condition. The ratings for the virtual environment condition were not significantly different from those for the traditional lab condition. The results of this study suggest that participants were productive and enjoyed the virtual lab condition, indicating the potential of a virtual world based approach as an alternative to conventional approaches for synchronous usability testing. Copyright © 2017 Elsevier Ltd. All rights reserved.

  15. Distributed collaborative environments for virtual capability-based planning

    NASA Astrophysics Data System (ADS)

    McQuay, William K.

    2003-09-01

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

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

    ERIC Educational Resources Information Center

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

    2013-01-01

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

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

    ERIC Educational Resources Information Center

    Kim, Mi Hwa

    2013-01-01

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

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

    NASA Astrophysics Data System (ADS)

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

    2009-09-01

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

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

    NASA Astrophysics Data System (ADS)

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

    2010-11-01

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

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

    DTIC Science & Technology

    2001-03-01

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

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

    NASA Astrophysics Data System (ADS)

    Pretto, N.; Poiesi, F.

    2017-11-01

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

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

    ERIC Educational Resources Information Center

    Salinas Vacca, Yakelin

    2014-01-01

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

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

    ERIC Educational Resources Information Center

    Holkner, Bernard

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

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

    ERIC Educational Resources Information Center

    Nunez Esquer, Gustavo; Sheremetov, Leonid

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

  5. Collaborative Virtual Gaming Worlds in Higher Education

    ERIC Educational Resources Information Center

    Whitton, Nicola; Hollins, Paul

    2008-01-01

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

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

    NASA Astrophysics Data System (ADS)

    Sun, Qiuli

    2001-07-01

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

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

    PubMed

    Huang, M P; Alessi, N E

    1998-01-01

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

  8. 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…

  9. Collaborative Virtual Environment Technology for People with Autism

    ERIC Educational Resources Information Center

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

    2005-01-01

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

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

    NASA Astrophysics Data System (ADS)

    Kurillo, Gregorij; Forte, Maurizio

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

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

    ERIC Educational Resources Information Center

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

    2010-01-01

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

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

    NASA Astrophysics Data System (ADS)

    Jabro, A.; Jabro, J.

    2012-04-01

    PPerfecting Scientists' Collaboration and Problem-Solving Skills in the Virtual Team Environment Numerous factors have contributed to the proliferation of conducting work in virtual teams at the domestic, national, and global levels: innovations in technology, critical developments in software, co-located research partners and diverse funding sources, dynamic economic and political environments, and a changing workforce. Today's scientists must be prepared to not only perform work in the virtual team environment, but to work effectively and efficiently despite physical and cultural barriers. Research supports that students who have been exposed to virtual team experiences are desirable in the professional and academic arenas. Research supports establishing and maintaining established protocols for communication behavior prior to task discussion provides for successful team outcomes. Research conducted on graduate and undergraduate virtual teams' behaviors led to the development of successful pedagogic practices and assessment strategies.

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

    ERIC Educational Resources Information Center

    Mattison, Theresa

    2011-01-01

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

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

    ERIC Educational Resources Information Center

    Fominykh, Mikhail; Prasolova-Forland, Ekaterina

    2012-01-01

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

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

    ERIC Educational Resources Information Center

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

    2011-01-01

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

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

    NASA Technical Reports Server (NTRS)

    Gulli, Michael A.

    1997-01-01

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

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

    ERIC Educational Resources Information Center

    Laterza, Vito; Carmichael, Patrick; Procter, Richard

    2007-01-01

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

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

    ERIC Educational Resources Information Center

    Othman, Mahfudzah; Othman, Muhaini

    2012-01-01

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

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

    NASA Astrophysics Data System (ADS)

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

    2007-09-01

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

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

    ERIC Educational Resources Information Center

    Schwienhorst, Klaus

    2002-01-01

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

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

    ERIC Educational Resources Information Center

    Bouta, Hara; Retalis, Symeon; Paraskeva, Fotini

    2012-01-01

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

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

    NASA Astrophysics Data System (ADS)

    Noor, Ahmed K.

    2011-03-01

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

  3. Information Seeking in a Virtual Learning Environment.

    ERIC Educational Resources Information Center

    Byron, Suzanne M.; Young, Jon I.

    2000-01-01

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

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

    NASA Astrophysics Data System (ADS)

    Berland, Matthew W.

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

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

    PubMed

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

    2009-01-01

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

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

    ERIC Educational Resources Information Center

    Orhan, Sevil; Karaman, M. Kemal

    2014-01-01

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

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

    DTIC Science & Technology

    2009-03-20

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

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

    ERIC Educational Resources Information Center

    Dede, Chris

    1995-01-01

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

  9. Multi-Agent Framework for Virtual Learning Spaces.

    ERIC Educational Resources Information Center

    Sheremetov, Leonid; Nunez, Gustavo

    1999-01-01

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

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

    DTIC Science & Technology

    2009-10-01

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

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

    NASA Technical Reports Server (NTRS)

    Dryer, David A.

    2002-01-01

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

  12. Virtual Representations in 3D Learning Environments

    ERIC Educational Resources Information Center

    Shonfeld, Miri; Kritz, Miki

    2013-01-01

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

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

    ERIC Educational Resources Information Center

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

    2017-01-01

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

  14. 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.

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

    ERIC Educational Resources Information Center

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

    2009-01-01

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

  16. The Prototype of the Virtual Classroom.

    ERIC Educational Resources Information Center

    Wilson, Jack M.; Mosher, David N.

    1994-01-01

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

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

    ERIC Educational Resources Information Center

    Larson, Barbara; Leung, Opal; Mullane, Kenneth

    2017-01-01

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

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

    PubMed

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

    2015-01-01

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

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

    NASA Astrophysics Data System (ADS)

    Cohen, Michael; Newton Fernando, Owen Noel

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

  20. 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…

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

    ERIC Educational Resources Information Center

    Ahmed, Iftekhar

    2009-01-01

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

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

    ERIC Educational Resources Information Center

    deNoyelles, Aimee; Seo, Kay Kyeong-Ju

    2012-01-01

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

  3. A virtual environment for medical radiation collaborative learning.

    PubMed

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

    2015-06-01

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

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

    ERIC Educational Resources Information Center

    Nishide, Ryo

    2011-01-01

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

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

    ERIC Educational Resources Information Center

    Stevens, Ken

    2007-01-01

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

  6. 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…

  7. 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…

  8. Advanced Collaborative Environments Supporting Systems Integration and Design

    DTIC Science & Technology

    2003-03-01

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

  9. Study on Collaborative Object Manipulation in Virtual Environment

    NASA Astrophysics Data System (ADS)

    Mayangsari, Maria Niken; Yong-Moo, Kwon

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

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

    ERIC Educational Resources Information Center

    Joiner, Richard; Issroff, Kim

    2003-01-01

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

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

    ERIC Educational Resources Information Center

    Nussli, Natalie; Oh, Kevin; McCandless, Kevin

    2014-01-01

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

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

    ERIC Educational Resources Information Center

    Tirado, Ramon; Aguaded, Ignacio; Hernando, Angel

    2011-01-01

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

  13. PC-Based Virtual Reality for CAD Model Viewing

    ERIC Educational Resources Information Center

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

    2004-01-01

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

  14. Rocinante, a virtual collaborative visualizer

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

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

    1996-12-31

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

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

    PubMed

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

    2012-01-01

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

  16. Revealing Preconditions for Trustful Collaboration in CSCL

    ERIC Educational Resources Information Center

    Gerdes, Anne

    2010-01-01

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

  17. A Virtual World for Collaboration: The AETZone

    ERIC Educational Resources Information Center

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

    2009-01-01

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

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

    NASA Astrophysics Data System (ADS)

    Abdul-Jalil, Mohamad Kasim

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

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

    NASA Astrophysics Data System (ADS)

    Margolis, Todd; Cornish, Tracy

    2013-03-01

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

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

    ERIC Educational Resources Information Center

    Vuopala, Essi; Hyvönen, Pirkko; Järvelä, Sanna

    2016-01-01

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

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

    ERIC Educational Resources Information Center

    2000

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

  2. Collaborative virtual environments art exhibition

    NASA Astrophysics Data System (ADS)

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

    2005-03-01

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

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

    ERIC Educational Resources Information Center

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

    2017-01-01

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

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

    ERIC Educational Resources Information Center

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

    2009-01-01

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

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

    ERIC Educational Resources Information Center

    Barrera, Alessandra L.

    2015-01-01

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

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

    ERIC Educational Resources Information Center

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

    2012-01-01

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

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

    ERIC Educational Resources Information Center

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

    2008-01-01

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

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

    NASA Astrophysics Data System (ADS)

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

    2014-02-01

    Most advanced immersive devices provide collaborative environment within several users have their distinct head-tracked stereoscopic point of view. Combining with common used interactive features such as voice and gesture recognition, 3D mouse, haptic feedback, and spatialized audio rendering, these environments should faithfully reproduce a real context. However, even if many studies have been carried out on multimodal systems, we are far to definitively solve the issue of multimodal fusion, which consists in merging multimodal events coming from users and devices, into interpretable commands performed by the application. Multimodality and collaboration was often studied separately, despite of the fact that these two aspects share interesting similarities. We discuss how we address this problem, thought the design and implementation of a supervisor that is able to deal with both multimodal fusion and collaborative aspects. The aim of this supervisor is to ensure the merge of user's input from virtual reality devices in order to control immersive multi-user applications. We deal with this problem according to a practical point of view, because the main requirements of this supervisor was defined according to a industrial task proposed by our automotive partner, that as to be performed with multimodal and collaborative interactions in a co-located multi-user environment. In this task, two co-located workers of a virtual assembly chain has to cooperate to insert a seat into the bodywork of a car, using haptic devices to feel collision and to manipulate objects, combining speech recognition and two hands gesture recognition as multimodal instructions. Besides the architectural aspect of this supervisor, we described how we ensure the modularity of our solution that could apply on different virtual reality platforms, interactive contexts and virtual contents. A virtual context observer included in this supervisor in was especially designed to be independent to the content of the virtual scene of targeted application, and is use to report high-level interactive and collaborative events. This context observer allows the supervisor to merge these interactive and collaborative events, but is also used to deal with new issues coming from our observation of two co-located users in an immersive device performing this assembly task. We highlight the fact that when speech recognition features are provided to the two users, it is required to automatically detect according to the interactive context, whether the vocal instructions must be translated into commands that have to be performed by the machine, or whether they take a part of the natural communication necessary for collaboration. Information coming from this context observer that indicates a user is looking at its collaborator, is important to detect if the user is talking to its partner. Moreover, as the users are physically co-localised and head-tracking is used to provide high fidelity stereoscopic rendering, and natural walking navigation in the virtual scene, we have to deals with collision and screen occlusion between the co-located users in the physical work space. Working area and focus of each user, computed and reported by the context observer is necessary to prevent or avoid these situations.

  9. Collaborative voxel-based surgical virtual environments.

    PubMed

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

    2008-01-01

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

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

    ERIC Educational Resources Information Center

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

    2017-01-01

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

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

    ERIC Educational Resources Information Center

    Kurtzworth-Keen, Kristin A.

    2011-01-01

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

  12. The Virtual Classroom: A Catalyst for Institutional Transformation

    ERIC Educational Resources Information Center

    Subramaniam, Nantha Kumar; Kandasamy, Maheswari

    2011-01-01

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

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

    ERIC Educational Resources Information Center

    McCoy, Lise

    2014-01-01

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

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

    ERIC Educational Resources Information Center

    Berry, Maryanne Susan

    2010-01-01

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

  15. Immersive Environments - A Connectivist Approach

    NASA Astrophysics Data System (ADS)

    Loureiro, Ana; Bettencourt, Teresa

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

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

    PubMed

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

    2003-01-01

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

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

    PubMed

    Encarnação, L Miguel; Bimber, Oliver

    2002-01-01

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

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

    PubMed Central

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

    2010-01-01

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

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

    PubMed

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

    2011-07-01

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

  20. 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…

  1. Virtual environments for scene of crime reconstruction and analysis

    NASA Astrophysics Data System (ADS)

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

    2000-02-01

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

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

    ERIC Educational Resources Information Center

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

    2013-01-01

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

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

    ERIC Educational Resources Information Center

    Knutzen, Brant; Kennedy, David

    2012-01-01

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

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

    ERIC Educational Resources Information Center

    Ortiz Navarrete, Mabel; Ferreira Cabrera, Anita

    2014-01-01

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

  5. Virtual Partnerships in Research and Education.

    ERIC Educational Resources Information Center

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

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

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

    NASA Astrophysics Data System (ADS)

    Klen, Edmilson Rampazzo

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

  7. The Potential for Scientific Collaboration in Virtual Ecosystems

    ERIC Educational Resources Information Center

    Magerko, Brian

    2010-01-01

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

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

    ERIC Educational Resources Information Center

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

    2006-01-01

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

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

    ERIC Educational Resources Information Center

    Shih, Ya-Chun; Yang, Mau-Tsuen

    2008-01-01

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

  10. Enabling Research without Geographical Boundaries via Collaborative Research Infrastructures

    NASA Astrophysics Data System (ADS)

    Gesing, S.

    2016-12-01

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

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

    ERIC Educational Resources Information Center

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

    2011-01-01

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

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

    ERIC Educational Resources Information Center

    Lockwood, Nicholas S.

    2011-01-01

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

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

    ERIC Educational Resources Information Center

    Perkins, Ross A.; Arreguin, Cathy

    2007-01-01

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

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

    ERIC Educational Resources Information Center

    Molesworth, Mike

    2004-01-01

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

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

    ERIC Educational Resources Information Center

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

    2017-01-01

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

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

    ERIC Educational Resources Information Center

    Menorath, Darren; Antonczak, Laurent

    2017-01-01

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

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

    ERIC Educational Resources Information Center

    Maratou, Vicky; Chatzidaki, Eleni; Xenos, Michalis

    2016-01-01

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

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

    ERIC Educational Resources Information Center

    Cummings, Jeffrey

    2012-01-01

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

  19. Future Evolution of Virtual Worlds as Communication Environments

    NASA Astrophysics Data System (ADS)

    Prisco, Giulio

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

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

    PubMed

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

    2007-11-01

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

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

    ERIC Educational Resources Information Center

    Srba, Ivan; Bielikova, Maria

    2015-01-01

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

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

    ERIC Educational Resources Information Center

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

    2008-01-01

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

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

    ERIC Educational Resources Information Center

    Mroz, Aurore

    2015-01-01

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

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

    ERIC Educational Resources Information Center

    Cheng, Yufang; Ye, Jun

    2010-01-01

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

  5. Collaboration and Dialogue in Virtual Reality

    ERIC Educational Resources Information Center

    Jensen, Camilla Gyldendahl

    2017-01-01

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

  6. The Virtual Test Bed Project

    NASA Technical Reports Server (NTRS)

    Rabelo, Luis C.

    2002-01-01

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

  7. A virtual therapeutic environment with user projective agents.

    PubMed

    Ookita, S Y; Tokuda, H

    2001-02-01

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

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

    PubMed

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

    2004-01-01

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

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

    PubMed Central

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

    2016-01-01

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

  10. Sonic intelligence as a virtual therapeutic environment.

    PubMed

    Tarnanas, Ioannis; Adam, Dimitrios

    2003-06-01

    This paper reports on the results of a research project, on comparing one virtual collaborative environment with a first-person visual immersion (first-perspective interaction) and a second one where the user interacts through a sound-kinetic virtual representation of himself (avatar), as a stress-coping environment in real-life situations. Recent developments in coping research are proposing a shift from a trait-oriented approach of coping to a more situation-specific treatment. We defined as real-life situation a target-oriented situation that demands a complex coping skills inventory of high self-efficacy and internal or external "locus of control" strategies. The participants were 90 normal adults with healthy or impaired coping skills, 25-40 years of age, randomly spread across two groups. There was the same number of participants across groups and gender balance within groups. All two groups went through two phases. In Phase I, Solo, one participant was assessed using a three-stage assessment inspired by the transactional stress theory of Lazarus and the stress inoculation theory of Meichenbaum. In Phase I, each participant was given a coping skills measurement within the time course of various hypothetical stressful encounters performed in two different conditions and a control group. In Condition A, the participant was given a virtual stress assessment scenario relative to a first-person perspective (VRFP). In Condition B, the participant was given a virtual stress assessment scenario relative to a behaviorally realistic motion controlled avatar with sonic feedback (VRSA). In Condition C, the No Treatment Condition (NTC), the participant received just an interview. In Phase II, all three groups were mixed and exercised the same tasks but with two participants in pairs. The results showed that the VRSA group performed notably better in terms of cognitive appraisals, emotions and attributions than the other two groups in Phase I (VRSA, 92%; VRFP, 85%; NTC, 34%). In Phase II, the difference again favored the VRSA group against the other two. These results indicate that a virtual collaborative environment seems to be a consistent coping environment, tapping two classes of stress: (a) aversive or ambiguous situations, and (b) loss or failure situations in relation to the stress inoculation theory. In terms of coping behaviors, a distinction is made between self-directed and environment-directed strategies. A great advantage of the virtual collaborative environment with the behaviorally enhanced sound-kinetic avatar is the consideration of team coping intentions in different stages. Even if the aim is to tap transactional processes in real-life situations, it might be better to conduct research using a sound-kinetic avatar based collaborative environment than a virtual first-person perspective scenario alone. The VE consisted of two dual-processor PC systems, a video splitter, a digital camera and two stereoscopic CRT displays. The system was programmed in C++ and VRScape Immersive Cluster from VRCO, which created an artificial environment that encodes the user's motion from a video camera, targeted at the face of the users and physiological sensors attached to the body.

  11. Virtual Organizations: Trends and Models

    NASA Astrophysics Data System (ADS)

    Nami, Mohammad Reza; Malekpour, Abbaas

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

  12. CLEW: A Cooperative Learning Environment for the Web.

    ERIC Educational Resources Information Center

    Ribeiro, Marcelo Blois; Noya, Ricardo Choren; Fuks, Hugo

    This paper outlines CLEW (collaborative learning environment for the Web). The project combines MUD (Multi-User Dimension), workflow, VRML (Virtual Reality Modeling Language) and educational concepts like constructivism in a learning environment where students actively participate in the learning process. The MUD shapes the environment structure.…

  13. Synchronous Writing Environments: Real-Time Interaction in Cyberspace (Technology Tidbits).

    ERIC Educational Resources Information Center

    Anderson-Inman, Lynne; And Others

    1996-01-01

    Discusses three types of synchronous writing environments, each offering teachers and students a vehicle for using electronic text to promote literacy-based learning communities: classroom collaboration, networked notetaking, and virtual communities. (SR)

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

    PubMed

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

    2000-01-01

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

  15. Research on Intelligent Synthesis Environments

    NASA Technical Reports Server (NTRS)

    Noor, Ahmed K.; Lobeck, William E.

    2002-01-01

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

  16. Research on Intelligent Synthesis Environments

    NASA Astrophysics Data System (ADS)

    Noor, Ahmed K.; Loftin, R. Bowen

    2002-12-01

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

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

    ERIC Educational Resources Information Center

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

    2017-01-01

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

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

    PubMed

    Pan, Ye; Steed, Anthony

    2017-01-01

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

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

    PubMed Central

    Steed, Anthony

    2017-01-01

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

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

    ERIC Educational Resources Information Center

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

    2011-01-01

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

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

    ERIC Educational Resources Information Center

    Cavus, Nadire; Ibrahim, Dogan

    2007-01-01

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

  2. Supporting a Course in New Literacies and Skills for Linguists with a Virtual Learning Environment. Results from a Staff/Student Collaborative Action-Research Project at Coventry University

    ERIC Educational Resources Information Center

    Orsini-Jones, Marina

    2004-01-01

    This paper reports on the results of an action research project at Coventry University that consisted of the evaluation of a curriculum innovation supported by the use of the Virtual Learning Environment (VLE) WebCT, i.e. a new module (course): "Academic and Professional Skills for Language Learning". The project was carried out…

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

    ERIC Educational Resources Information Center

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

    2016-01-01

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

  4. VERS: a virtual environment for reconstructive surgery planning

    NASA Astrophysics Data System (ADS)

    Montgomery, Kevin N.

    1997-05-01

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

  5. Telemedicine and pediatric radiology: a new environment for training, learning, and interactive discussions.

    PubMed

    Monteiro, Alexandra M V; Corrêa, Diogo Goulart; Santos, Alair Augusto Sarmet M D; Cavalcanti, Silvio A; Sakuno, Telma; Filgueiras, Tereza; Just, Eduardo; Santos, Munique; Messina, Luiz Ary; Haddad, Ana Estela; Marchiori, Edson

    2011-12-01

    To report the experience of the Brazilian Program of Pediatric Teleradiology in combining teleconferencing and a virtual learning environment for services integration, collaborative research, and continuing education in pediatric radiology. We performed virtual meetings from March 2005 to October 2010 on pediatric radiology-related themes, using a combination of videoconferences and Web conferences, which were recorded and made available in an open-source software (Moodle) for reuse. We performed 58 virtual sessions: 29 anatomical-clinical-radiological sessions, 28 on upgrading themes, and 1 virtual symposium. The average of connected points was 12 by videoconference and 39 by Web conference, and of 450 participants per event. At the time of this writing, 318 physicians and students are registered in the virtual learning environment, with a total of 14,678 accesses. Telemedicine is being included in pediatric radiology practice, as a means for distance education, training, and continuing integration between groups.

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

    PubMed

    Ketelhut, Diane Jass; Niemi, Steven M

    2007-01-01

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

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

    PubMed

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

    2009-12-01

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

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

    ERIC Educational Resources Information Center

    Joia, Luiz Antonio

    2002-01-01

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

  9. 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…

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

    ERIC Educational Resources Information Center

    Grenfell, Janette

    2013-01-01

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

  11. Enhancing Mathematical Communication for Virtual Math Teams

    ERIC Educational Resources Information Center

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

    2010-01-01

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

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

    ERIC Educational Resources Information Center

    Filby, A. M. Iliana

    1996-01-01

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

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

    ERIC Educational Resources Information Center

    Rodriguez, Carolina; Hudson, Roland; Niblock, Chantelle

    2018-01-01

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

  14. 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.

  15. Supporting Social Awareness in Collaborative E-Learning

    ERIC Educational Resources Information Center

    Lambropoulos, Niki; Faulkner, Xristine; Culwin, Fintan

    2012-01-01

    In the last decade, we have seen the emergence of virtual learning environments. Initially, these environments were a little more than document repositories that tutor used unicast to the students. Informed in part by social constructivist theories of education, later environments included capabilities for tutor-student and student-student,…

  16. Issues of Learning Games: From Virtual to Real

    ERIC Educational Resources Information Center

    Carron, Thibault; Pernelle, Philippe; Talbot, Stéphane

    2013-01-01

    Our research work deals with the development of new learning environments, and we are particularly interested in studying the different aspects linked to users' collaboration in these environments. We believe that Game-based Learning can significantly enhance learning. That is why we have developed learning environments grounded on graphical…

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

    NASA Technical Reports Server (NTRS)

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

    2003-01-01

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

  18. Treasure hunt of mineral resources: a serious game in a virtual world

    NASA Astrophysics Data System (ADS)

    Boniello, Annalisa

    2015-04-01

    This posterdescribes a geoscience activities on mineral resources for students of 14-18 years old. The activities are created as a treasure hunt of mineral resources, students must pass test and solve questions, search mineral in different environments: near a volcanos, in the river, in a lake, in a cave, under the sea and on a mountain. The activity is created using a virtual environment a virtual world built with a software, Opensim, a opensource software. In this virtual world every student as avatar, a virtual rapresentation of himself, search information, objects, mineral as in a serious game, a digital serious game. In the serious game buit as a treasure hunt, students interact with environment in a learning by doing, and they interact with other students in a cooperative learning and a collaborative environment. In the hunt there is a challenge that student must overcome: understanding what is a mineral resource collecting data on mineral analyzing environments where they are created so the students can improve motivation and learn, and improve scientific skills.

  19. Virtual Jupiter - Real Learning

    NASA Astrophysics Data System (ADS)

    Ruzhitskaya, Lanika; Speck, A.; Laffey, J.

    2010-01-01

    How many earthlings went to visit Jupiter? None. How many students visited virtual Jupiter to fulfill their introductory astronomy courses’ requirements? Within next six months over 100 students from University of Missouri will get a chance to explore the planet and its Galilean Moons using a 3D virtual environment created especially for them to learn Kepler's and Newton's laws, eclipses, parallax, and other concepts in astronomy. The virtual world of Jupiter system is a unique 3D environment that allows students to learn course material - physical laws and concepts in astronomy - while engaging them into exploration of the Jupiter's system, encouraging their imagination, curiosity, and motivation. The virtual learning environment let students to work individually or collaborate with their teammates. The 3D world is also a great opportunity for research in astronomy education to investigate impact of social interaction, gaming features, and use of manipulatives offered by a learning tool on students’ motivation and learning outcomes. Use of 3D environment is also a valuable source for exploration of how the learners’ spatial awareness can be enhanced by working in 3-dimensional environment.

  20. Students' Experiences of Learning in a Virtual Classroom

    ERIC Educational Resources Information Center

    Gedera, Dilani S. P.

    2014-01-01

    Online learning environments can offer learners opportunities for flexibility, interaction and collaboration distinctly different from face-to-face learning environments. However, the integration of educational technologies also presents challenges and concerns in relation to students' learning. This article attempts to develop a better…

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

    ERIC Educational Resources Information Center

    Hong, Seung Wan

    2013-01-01

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

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

    ERIC Educational Resources Information Center

    Thoms, Joshua J.; Poole, Frederick

    2017-01-01

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

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

    ERIC Educational Resources Information Center

    Bruckman, Amy

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

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

    ERIC Educational Resources Information Center

    Kohorst, Kelly; Cox, James R.

    2007-01-01

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

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

    ERIC Educational Resources Information Center

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

    2016-01-01

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

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

    ERIC Educational Resources Information Center

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

    2012-01-01

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

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

    ERIC Educational Resources Information Center

    Perveen, Ayesha

    2016-01-01

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

  8. EFL Learner Collaborative Interaction in Second Life

    ERIC Educational Resources Information Center

    Peterson, Mark

    2012-01-01

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

  9. Validation of a Spanish Version of the Distance Education Learning Environments Survey (DELES) in Spain

    ERIC Educational Resources Information Center

    Fernández-Pascual, Maria Dolores; Ferrer-Cascales, Rosario; Reig-Ferrer, Abilio; Albaladejo-Blázquez, Natalia; Walker, Scott L.

    2015-01-01

    The aim of this study was to examine the validity of the Spanish version of the Distance Education Learning Environments Survey (Sp-DELES). This instrument assesses students' perceptions of virtual learning environments using six scales: Instructor Support, Student Interaction and Collaboration, Personal Relevance, Authentic Learning, Active…

  10. Lost in Interaction in IMS Learning Design Runtime Environments

    ERIC Educational Resources Information Center

    Derntl, Michael; Neumann, Susanne; Oberhuemer, Petra

    2014-01-01

    Educators are exploiting the advantages of advanced web-based collaboration technologies and massive online interactions. Interactions between learners and human or nonhuman resources therefore play an increasingly important pedagogical role, and the way these interactions are expressed in the user interface of virtual learning environments is…

  11. Maker Culture and "Minecraft": Implications for the Future of Learning

    ERIC Educational Resources Information Center

    Niemeyer, Dodie J.; Gerber, Hannah R.

    2015-01-01

    Collaborative learning environments found with gaming communities can provide excellent structures to study the way that learners act within informal learning environments. For example, many of these gaming communities encourage gamers to create videogames and virtual world walkthroughs and commentaries. Walkthroughs and commentaries provide…

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

    ERIC Educational Resources Information Center

    Rodríguez-Bonces, Mónica; Ortiz, Kris

    2016-01-01

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

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

    ERIC Educational Resources Information Center

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

    2009-01-01

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

  14. High-Fidelity e-Learning: SEI’s Virtual Training Environment (VTE)

    DTIC Science & Technology

    2009-01-01

    Assessment 2.4 Collaboration 2.4.1 Peer-Student Collaboration 2.4.2 Instructor Support 2.5 Accessibility 2.6 Modularity 2.6.1 Design for Re-Use 2.6.2 Design ...ing Environment as an implementation of a high-fidelity e-Ieaming system. This report does not cover concepts of pedagogy or instructional design in e...pedagogical agents. This is the basis for Clark and Mayer’s Personalization principle for designing media for e-learning [Clark & Mayer 2003]. E-learning

  15. Virtual Vision

    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.

  16. The Role of Scaffolding in CSCL in General and in Specific Environments

    ERIC Educational Resources Information Center

    Verdú, N.; Sanuy, J.

    2014-01-01

    This paper aims to analyse if virtual forums set up in an environment specifically designed to improve collaborative learning can effectively influence students' discourse quality and learning when compared with those forums set up in a general environment. Following a coding schema based upon the set of scaffolds offered in the Knowledge…

  17. A novel scene management technology for complex virtual battlefield environment

    NASA Astrophysics Data System (ADS)

    Sheng, Changchong; Jiang, Libing; Tang, Bo; Tang, Xiaoan

    2018-04-01

    The efficient scene management of virtual environment is an important research content of computer real-time visualization, which has a decisive influence on the efficiency of drawing. However, Traditional scene management methods do not suitable for complex virtual battlefield environments, this paper combines the advantages of traditional scene graph technology and spatial data structure method, using the idea of management and rendering separation, a loose object-oriented scene graph structure is established to manage the entity model data in the scene, and the performance-based quad-tree structure is created for traversing and rendering. In addition, the collaborative update relationship between the above two structural trees is designed to achieve efficient scene management. Compared with the previous scene management method, this method is more efficient and meets the needs of real-time visualization.

  18. Encouraging Innovativeness through Computer-Assisted Collaborative Learning

    ERIC Educational Resources Information Center

    Thorsteinsson, Gisli; Page, Tom

    2012-01-01

    This article puts forward a three related case study series, using a Virtual Reality Learning Environment (VRLE) with a view to supporting the development of students' ideation skills in conventional primary and secondary education. This learning environment is fairly new and therefore it is necessary to examine its educational uses and determine…

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

    PubMed

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

    2012-04-01

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

  20. Immersive Collaboration Simulations: Multi-User Virtual Environments and Augmented Realities

    NASA Technical Reports Server (NTRS)

    Dede, Chris

    2008-01-01

    Emerging information technologies are reshaping the following: shifts in the knowledge and skills society values, development of new methods of teaching and learning, and changes in the characteristics of learning.

  1. Exploring Learning through Audience Interaction in Virtual Reality Dome Theaters

    NASA Astrophysics Data System (ADS)

    Apostolellis, Panagiotis; Daradoumis, Thanasis

    Informal learning in public spaces like museums, science centers and planetariums is increasingly popular during the last years. Recent advancements in large-scale displays allowed contemporary technology-enhanced museums to get equipped with digital domes, some with real-time capabilities like Virtual Reality systems. By conducting extensive literature review we have come to the conclusion that little to no research has been carried out on the leaning outcomes that the combination of VR and audience interaction can provide in the immersive environments of dome theaters. Thus, we propose that audience collaboration in immersive virtual reality environments presents a promising approach to support effective learning in groups of school aged children.

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

    NASA Astrophysics Data System (ADS)

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

    2017-12-01

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

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

    ERIC Educational Resources Information Center

    Di Blas, Nicoletta; Paolini, Paolo

    2014-01-01

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

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

    NASA Astrophysics Data System (ADS)

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

    2017-06-01

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

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

    PubMed Central

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

    2015-01-01

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

  6. Virtual Research Environments for Natural Hazard Modelling

    NASA Astrophysics Data System (ADS)

    Napier, Hazel; Aldridge, Tim

    2017-04-01

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

  7. Aspects of Collaborative Learning Environment Using Distributed Virtual Environments.

    ERIC Educational Resources Information Center

    Bouras, C.; Trantafillou, V.; Tsiatsos, T.

    A decisive factor for new technologies is always the added value with respect to the efficiency and capacity of traditional technologies. This also is true when considering the impact of new technologies in training applications. New types of applications have been developed during the last few years to incorporate information technology in the…

  8. Awareness of Cognitive and Social Behaviour in a CSCL Environment

    ERIC Educational Resources Information Center

    Kirschner, P. A.; Kreijns, K.; Phielix, C.; Fransen, J.

    2015-01-01

    Most distributed and virtual online environments for and pedagogies of computer-supported collaborative learning (CSCL) neglect the social and social-emotional aspects underlying the group dynamics of learning and working in a CSCL group. These group dynamics often determine whether the group will develop into a well-performing team and whether a…

  9. The Application of Modeling and Simulation to the Behavioral Deficit of Autism

    NASA Technical Reports Server (NTRS)

    Anton, John J.

    2010-01-01

    This abstract describes a research effort to apply technological advances in virtual reality simulation and computer-based games to create behavioral modification programs for individuals with Autism Spectrum Disorder (ASD). The research investigates virtual social skills training within a 3D game environment to diminish the impact of ASD social impairments and to increase learning capacity for optimal intellectual capability. Individuals with autism will encounter prototypical social contexts via computer interface and will interact with 3D avatars with predefined roles within a game-like environment. Incremental learning objectives will combine to form a collaborative social environment. A secondary goal of the effort is to begin the research and development of virtual reality exercises aimed at triggering the release of neurotransmitters to promote critical aspects of synaptic maturation at an early age to change the course of the disease.

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

    ERIC Educational Resources Information Center

    Ngoma, Ngoma Sylvestre

    2013-01-01

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

  11. Cognitive Aspects of Collaboration in 3d Virtual Environments

    NASA Astrophysics Data System (ADS)

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

    2016-06-01

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

  12. 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.

  13. The social computing room: a multi-purpose collaborative visualization environment

    NASA Astrophysics Data System (ADS)

    Borland, David; Conway, Michael; Coposky, Jason; Ginn, Warren; Idaszak, Ray

    2010-01-01

    The Social Computing Room (SCR) is a novel collaborative visualization environment for viewing and interacting with large amounts of visual data. The SCR consists of a square room with 12 projectors (3 per wall) used to display a single 360-degree desktop environment that provides a large physical real estate for arranging visual information. The SCR was designed to be cost-effective, collaborative, configurable, widely applicable, and approachable for naive users. Because the SCR displays a single desktop, a wide range of applications is easily supported, making it possible for a variety of disciplines to take advantage of the room. We provide a technical overview of the room and highlight its application to scientific visualization, arts and humanities projects, research group meetings, and virtual worlds, among other uses.

  14. Cranial implant design using augmented reality immersive system.

    PubMed

    Ai, Zhuming; Evenhouse, Ray; Leigh, Jason; Charbel, Fady; Rasmussen, Mary

    2007-01-01

    Software tools that utilize haptics for sculpting precise fitting cranial implants are utilized in an augmented reality immersive system to create a virtual working environment for the modelers. The virtual environment is designed to mimic the traditional working environment as closely as possible, providing more functionality for the users. The implant design process uses patient CT data of a defective area. This volumetric data is displayed in an implant modeling tele-immersive augmented reality system where the modeler can build a patient specific implant that precisely fits the defect. To mimic the traditional sculpting workspace, the implant modeling augmented reality system includes stereo vision, viewer centered perspective, sense of touch, and collaboration. To achieve optimized performance, this system includes a dual-processor PC, fast volume rendering with three-dimensional texture mapping, the fast haptic rendering algorithm, and a multi-threading architecture. The system replaces the expensive and time consuming traditional sculpting steps such as physical sculpting, mold making, and defect stereolithography. This augmented reality system is part of a comprehensive tele-immersive system that includes a conference-room-sized system for tele-immersive small group consultation and an inexpensive, easily deployable networked desktop virtual reality system for surgical consultation, evaluation and collaboration. This system has been used to design patient-specific cranial implants with precise fit.

  15. WWW creates new interactive 3D graphics and collaborative environments for medical research and education.

    PubMed

    Samothrakis, S; Arvanitis, T N; Plataniotis, A; McNeill, M D; Lister, P F

    1997-11-01

    Virtual Reality Modelling Language (VRML) is the start of a new era for medicine and the World Wide Web (WWW). Scientists can use VRML across the Internet to explore new three-dimensional (3D) worlds, share concepts and collaborate together in a virtual environment. VRML enables the generation of virtual environments through the use of geometric, spatial and colour data structures to represent 3D objects and scenes. In medicine, researchers often want to interact with scientific data, which in several instances may also be dynamic (e.g. MRI data). This data is often very large and is difficult to visualise. A 3D graphical representation can make the information contained in such large data sets more understandable and easier to interpret. Fast networks and satellites can reliably transfer large data sets from computer to computer. This has led to the adoption of remote tale-working in many applications including medical applications. Radiology experts, for example, can view and inspect in near real-time a 3D data set acquired from a patient who is in another part of the world. Such technology is destined to improve the quality of life for many people. This paper introduces VRML (including some technical details) and discusses the advantages of VRML in application developing.

  16. Augmenting the access grid using augmented reality

    NASA Astrophysics Data System (ADS)

    Li, Ying

    2012-01-01

    The Access Grid (AG) targets an advanced collaboration environment, with which multi-party group of people from remote sites can collaborate over high-performance networks. However, current AG still employs VIC (Video Conferencing Tool) to offer only pure video for remote communication, while most AG users expect to collaboratively refer and manipulate the 3D geometric models of grid services' results in live videos of AG session. Augmented Reality (AR) technique can overcome the deficiencies with its characteristics of combining virtual and real, real-time interaction and 3D registration, so it is necessary for AG to utilize AR to better assist the advanced collaboration environment. This paper introduces an effort to augment the AG by adding support for AR capability, which is encapsulated in the node service infrastructure, named as Augmented Reality Service (ARS). The ARS can merge the 3D geometric models of grid services' results and real video scene of AG into one AR environment, and provide the opportunity for distributed AG users to interactively and collaboratively participate in the AR environment with better experience.

  17. Virtual working systems to support R&D groups

    NASA Astrophysics Data System (ADS)

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

    1995-03-01

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

  18. Virtual Labs and Virtual Worlds

    NASA Astrophysics Data System (ADS)

    Boehler, Ted

    2006-12-01

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

  19. Network-based collaborative research environment LDRD final report

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

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

    1997-09-01

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

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

    PubMed

    Stewart, Sarah

    2014-06-01

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

  1. Virtual Teaching on the Tundra.

    ERIC Educational Resources Information Center

    McAuley, Alexander

    1998-01-01

    Describes how a teacher and a distance-learning consultant collaborate in using the Internet and Computer Supported Intentional Learning Environment (CISILE) to connect multicultural students on the harsh Baffin Island (Canada). Discusses the creation of the class's database and future implications. (AEF)

  2. A National Virtual Specimen Database for Early Cancer Detection

    NASA Technical Reports Server (NTRS)

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

    2003-01-01

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

  3. Virtual reality in Latin American clinical psychology and the VREPAR project. Virtual Reality Environments for Psycho-Neuro-physiological Assessment and Rehabilitation.

    PubMed

    Silva, Mauro Rubens

    2002-10-01

    Starting with the excellent collective work done by the European Community (EC)-funded Virtual Reality Environments for Psycho-Neuro-physiological Assessment and Rehabilitation (VREPAR) projects, I try to indicate some possible pathways that would allow a better integration of this advanced technology into the reality of Latin American psychology. I myself use analyses that I did in my master's degree in the PUCSP-Catholic University in São Paulo, Brazil. I also include a brief description of the CD-ROM Clinical Psychology Uses of Virtual Reality (CPUVR) that accompanies my thesis. I point out the importance of collaboration between psychology and other disciplines, including computer science. I explain the method that I used to work with digital information, important for the formation of a critical mass of people thinking in Portuguese and Spanish to accelerate a technological jump.

  4. Immersive virtual reality platform for medical training: a "killer-application".

    PubMed

    2000-01-01

    The Medical Readiness Trainer (MRT) integrates fully immersive Virtual Reality (VR), highly advanced medical simulation technologies, and medical data to enable unprecedented medical education and training. The flexibility offered by the MRT environment serves as a practical teaching tool today and in the near future the will serve as an ideal vehicle for facilitating the transition to the next level of medical practice, i.e., telepresence and next generation Internet-based collaborative learning.

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

    USGS Publications Warehouse

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

    2017-01-01

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

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

    NASA Astrophysics Data System (ADS)

    Parvinnia, Elham; Khayami, Raouf; Ziarati, Koorush

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

  7. 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.

  8. 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.

  9. 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).

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

    ERIC Educational Resources Information Center

    Jones, Frankie S.

    2007-01-01

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

  11. Effectiveness of Collaborative Learning with 3D Virtual Worlds

    ERIC Educational Resources Information Center

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

    2017-01-01

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

  12. Combined virtual and real robotic test-bed for single operator control of multiple robots

    NASA Astrophysics Data System (ADS)

    Lee, Sam Y.-S.; Hunt, Shawn; Cao, Alex; Pandya, Abhilash

    2010-04-01

    Teams of heterogeneous robots with different dynamics or capabilities could perform a variety of tasks such as multipoint surveillance, cooperative transport and explorations in hazardous environments. In this study, we work with heterogeneous robots of semi-autonomous ground and aerial robots for contaminant localization. We developed a human interface system which linked every real robot to its virtual counterpart. A novel virtual interface has been integrated with Augmented Reality that can monitor the position and sensory information from video feed of ground and aerial robots in the 3D virtual environment, and improve user situational awareness. An operator can efficiently control the real multi-robots using the Drag-to-Move method on the virtual multi-robots. This enables an operator to control groups of heterogeneous robots in a collaborative way for allowing more contaminant sources to be pursued simultaneously. The advanced feature of the virtual interface system is guarded teleoperation. This can be used to prevent operators from accidently driving multiple robots into walls and other objects. Moreover, the feature of the image guidance and tracking is able to reduce operator workload.

  13. Improving Virtual Collaborative Learning through Canonical Action Research

    ERIC Educational Resources Information Center

    Weber, Peter; Lehr, Christian; Gersch, Martin

    2014-01-01

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

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

    NASA Astrophysics Data System (ADS)

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

    2010-04-01

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

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

    NASA Astrophysics Data System (ADS)

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

    2016-08-01

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

  16. Collaborative Workspaces within Distributed Virtual Environments.

    DTIC Science & Technology

    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

  17. Force Feedback Joystick

    NASA Technical Reports Server (NTRS)

    1997-01-01

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

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

    ERIC Educational Resources Information Center

    Wei, Kangning

    2009-01-01

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

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

    NASA Astrophysics Data System (ADS)

    Saunders, Vance M.

    1999-06-01

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

  20. ICCE/ICCAI 2000 Full & Short Papers (Creative Learning).

    ERIC Educational Resources Information Center

    2000

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

  1. A Skype-Buddy Model for Blended Learning

    ERIC Educational Resources Information Center

    Macharaschwili, Carmen E.; Coggin, Linda Skidmore

    2013-01-01

    Online learning in higher education allows distance education students to complete degree requirements in virtual environments. Universities are challenged with providing quality education experiences for these students and meet the students' needs for engagement and challenge within a collaborative framework. This study proposes how Voice over…

  2. Connectivism: 21st Century's New Learning Theory

    ERIC Educational Resources Information Center

    Kropf, Dorothy C.

    2013-01-01

    Transformed into a large collaborative learning environment, the Internet is comprised of information reservoirs namely, (a) online classrooms, (b) social networks, and (c) virtual reality or simulated communities, to expeditiously create, reproduce, share, and deliver information into the hands of educators and students. Most importantly, the…

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

    PubMed

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

    2006-08-15

    We have witnessed a rapid increase in the use of Web-based 'collaborationware' in recent years. These Web 2.0 applications, particularly wikis, blogs and podcasts, have been increasingly adopted by many online health-related professional and educational services. Because of their ease of use and rapidity of deployment, they offer the opportunity for powerful information sharing and ease of collaboration. Wikis are Web sites that can be edited by anyone who has access to them. The word 'blog' is a contraction of 'Web Log' - an online Web journal that can offer a resource rich multimedia environment. Podcasts are repositories of audio and video materials that can be "pushed" to subscribers, even without user intervention. These audio and video files can be downloaded to portable media players that can be taken anywhere, providing the potential for "anytime, anywhere" learning experiences (mobile learning). Wikis, blogs and podcasts are all relatively easy to use, which partly accounts for their proliferation. The fact that there are many free and Open Source versions of these tools may also be responsible for their explosive growth. Thus it would be relatively easy to implement any or all within a Health Professions' Educational Environment. Paradoxically, some of their disadvantages also relate to their openness and ease of use. With virtually anybody able to alter, edit or otherwise contribute to the collaborative Web pages, it can be problematic to gauge the reliability and accuracy of such resources. While arguably, the very process of collaboration leads to a Darwinian type 'survival of the fittest' content within a Web page, the veracity of these resources can be assured through careful monitoring, moderation, and operation of the collaborationware in a closed and secure digital environment. Empirical research is still needed to build our pedagogic evidence base about the different aspects of these tools in the context of medical/health education. If effectively deployed, wikis, blogs and podcasts could offer a way to enhance students', clinicians' and patients' learning experiences, and deepen levels of learners' engagement and collaboration within digital learning environments. Therefore, research should be conducted to determine the best ways to integrate these tools into existing e-Learning programmes for students, health professionals and patients, taking into account the different, but also overlapping, needs of these three audience classes and the opportunities of virtual collaboration between them. Of particular importance is research into novel integrative applications, to serve as the "glue" to bind the different forms of Web-based collaborationware synergistically in order to provide a coherent wholesome learning experience.

  4. Raising Virtual Laboratories in Australia onto global platforms

    NASA Astrophysics Data System (ADS)

    Wyborn, L. A.; Barker, M.; Fraser, R.; Evans, B. J. K.; Moloney, G.; Proctor, R.; Moise, A. F.; Hamish, H.

    2016-12-01

    Across the globe, Virtual Laboratories (VLs), Science Gateways (SGs), and Virtual Research Environments (VREs) are being developed that enable users who are not co-located to actively work together at various scales to share data, models, tools, software, workflows, best practices, etc. Outcomes range from enabling `long tail' researchers to more easily access specific data collections, to facilitating complex workflows on powerful supercomputers. In Australia, government funding has facilitated the development of a range of VLs through the National eResearch Collaborative Tools and Resources (NeCTAR) program. The VLs provide highly collaborative, research-domain oriented, integrated software infrastructures that meet user community needs. Twelve VLs have been funded since 2012, including the Virtual Geophysics Laboratory (VGL); Virtual Hazards, Impact and Risk Laboratory (VHIRL); Climate and Weather Science Laboratory (CWSLab); Marine Virtual Laboratory (MarVL); and Biodiversity and Climate Change Virtual Laboratory (BCCVL). These VLs share similar technical challenges, with common issues emerging on integration of tools, applications and access data collections via both cloud-based environments and other distributed resources. While each VL began with a focus on a specific research domain, communities of practice have now formed across the VLs around common issues, and facilitate identification of best practice case studies, and new standards. As a result, tools are now being shared where the VLs access data via data services using international standards such as ISO, OGC, W3C. The sharing of these approaches is starting to facilitate re-usability of infrastructure and is a step towards supporting interdisciplinary research. Whilst the focus of the VLs are Australia-centric, by using standards, these environments are able to be extended to analysis on other international datasets. Many VL datasets are subsets of global datasets and so extension to global is a small (and often requested) step. Similarly, most of the tools, software, and other technologies could be shared across infrastructures globally. Therefore, it is now time to better connect the Australian VLs with similar initiatives elsewhere to create international platforms that can contribute to global research challenges.

  5. Impact of Process Protocol Design on Virtual Team Effectiveness

    ERIC Educational Resources Information Center

    Cordes, Christofer Sean

    2013-01-01

    This dissertation examined the influence of action process dimensions on team decision performance, and attitudes toward team work environment and procedures given different degrees of collaborative technology affordance. Process models were used to provide context for understanding team behavior in the experimental task, and clarify understanding…

  6. Learning Systems in Post-Statutory Education

    ERIC Educational Resources Information Center

    Catherall, Paul

    2008-01-01

    This article examines the broad scope of systemised learning (e-learning) in post-statutory education. Issues for discussion include the origins and forms of learning systems, including technical and educational concepts and approaches, such as distributed and collaborative learning. The VLE (Virtual Learning Environment) is defined as the…

  7. Constructing Virtual Worlds: Tracing the Historical Development of Learner Practices.

    ERIC Educational Resources Information Center

    Barab, Sasha A.; Hay, Kenneth E.; Barnett, Michael; Squire, Kurt

    2001-01-01

    Explored learning and instruction within a technology-rich, collaborative, participatory learning environment by tracking the emergence of shared understanding and products through student and teacher practices. Found that becoming knowledgeably skillful with respect to a particular practice or concept is a multigenerational process, evolving in…

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

    NASA Astrophysics Data System (ADS)

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

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

  9. Using Collaborative Web Technology to Construct the Health Information National Trends Survey (HINTS)

    PubMed Central

    MOSER, RICHARD P.; BECKJORD, ELLEN BURKE; RUTTEN, LILA J. FINNEY; BLAKE, KELLY; HESSE, BRADFORD W.

    2012-01-01

    Scientists are taking advantage of web-based technology to work in new collaborative environments, a phenomenon known as Science 2.0. The National Cancer Institute (NCI) created a web-based tool called HINTS-GEM that allows a diverse group of stakeholders to collaborate in a virtual environment by providing input on content for the Health Information National Trends Survey (HINTS). This involved stakeholders providing new suggested content and commenting and rating on existing content. HINTS is a nationally-representative survey of the US non-institutionalized adult population (see Finney Rutten et al. [this journal] for more information about the HINTS program). This paper describes the conceptual development of HINTS-GEM and provides results of its use by stakeholders in creating an improved survey instrument. PMID:23020764

  10. A novel paradigm for engineering education: virtual internships with individualized mentoring and assessment of engineering thinking.

    PubMed

    Chesler, Naomi C; Ruis, A R; Collier, Wesley; Swiecki, Zachari; Arastoopour, Golnaz; Williamson Shaffer, David

    2015-02-01

    Engineering virtual internships are a novel paradigm for providing authentic engineering experiences in the first-year curriculum. They are both individualized and accommodate large numbers of students. As we describe in this report, this approach can (a) enable students to solve complex engineering problems in a mentored, collaborative environment; (b) allow educators to assess engineering thinking; and (c) provide an introductory experience that students enjoy and find valuable. Furthermore, engineering virtual internships have been shown to increase students'-and especially women's-interest in and motivation to pursue engineering degrees. When implemented in first-year engineering curricula more broadly, the potential impact of engineering virtual internships on the size and diversity of the engineering workforce could be dramatic.

  11. Virtual reality and robotics for stroke rehabilitation: where do we go from here?

    PubMed

    Wade, Eric; Winstein, Carolee J

    2011-01-01

    Promoting functional recovery after stroke requires collaborative and innovative approaches to neurorehabilitation research. Task-oriented training (TOT) approaches that include challenging, adaptable, and meaningful activities have led to successful outcomes in several large-scale multisite definitive trials. This, along with recent technological advances of virtual reality and robotics, provides a fertile environment for furthering clinical research in neurorehabilitation. Both virtual reality and robotics make use of multimodal sensory interfaces to affect human behavior. In the therapeutic setting, these systems can be used to quantitatively monitor, manipulate, and augment the users' interaction with their environment, with the goal of promoting functional recovery. This article describes recent advances in virtual reality and robotics and the synergy with best clinical practice. Additionally, we describe the promise shown for automated assessments and in-home activity-based interventions. Finally, we propose a broader approach to ensuring that technology-based assessment and intervention complement evidence-based practice and maintain a patient-centered perspective.

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

    NASA Astrophysics Data System (ADS)

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

    2015-04-01

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

  13. Collaborative environments for capability-based planning

    NASA Astrophysics Data System (ADS)

    McQuay, William K.

    2005-05-01

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

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

    NASA Astrophysics Data System (ADS)

    Cencetti, Michele

    2016-07-01

    European space exploration missions have produced huge data sets of potentially immense value for research as well as for planning and operating future missions. For instance, Mars Exploration programs comprise a series of missions with launches ranging from the past to beyond present, which are anticipated to produce exceptional volumes of data which provide prospects for research breakthroughs and advancing further activities in space. These collected data include a variety of information, such as imagery, topography, atmospheric, geochemical datasets and more, which has resulted in and still demands, databases, versatile visualisation tools and data reduction methods. Such rate of valuable data acquisition requires the scientists, researchers and computer scientists to coordinate their storage, processing and relevant tools to enable efficient data analysis. However, the current position is that expert teams from various disciplines, the databases and tools are fragmented, leaving little scope for unlocking its value through collaborative activities. The benefits of collaborative virtual environments have been implemented in various industrial fields allowing real-time multi-user collaborative work among people from different disciplines. Exploiting the benefits of advanced immersive virtual environments (IVE) has been recognized as an important interaction paradigm to facilitate future space exploration. The current work is mainly aimed towards the presentation of the preliminary results coming from the CROSS DRIVE project. This research received funding from the European Union Seventh Framework Programme (FP7/2007-2013) under grant agreement n° 607177 and is mainly aimed towards the implementation of a distributed virtual workspace for collaborative scientific discovery, mission planning and operations. The purpose of the CROSS DRIVE project is to lay foundations of collaborative European workspaces for space science. It will demonstrate the feasibility and begin to standardize the integration of space datasets, simulators, analytical modules, remote scientific centers and experts to work together to conduct space science activities as well as support the planning and operations of space missions. The development of this collaborative workspace infrastructure will be focused through preparation of the ExoMars 2016 TGO and 2018 rover missions. Three use case scenarios with increasing levels of complexities has been considered to exercise the remote and Collaborative Workspace as it would happen during science mission design or real-time operations: rover landing site characterization; Mars atmospheric data analysis and comparison among datasets; rover target selection and motion planning during real-time operations. A brief overview of the traditional approaches used in the operations domains is provided in the first part of the paper, mainly focusing on the main drawbacks that arise during actual missions. Examples of design, execution and management of the operational activities are introduced in this section, highlighting the main issues and tools that are currently used. The current needs and the possible solutions are introduced in the following section, providing details on how CROSS DRIVE environment can be used to improve space operations. The developed prototype and the related approach are assessed to show the improvements that can be achieved with respect to data exchange and users' interactions. The project results are also intended to show how the same operational philosophy can be extended from robotic exploration to human-rated ones missions.

  15. High-performance integrated virtual environment (HIVE): a robust infrastructure for next-generation sequence data analysis

    PubMed Central

    Simonyan, Vahan; Chumakov, Konstantin; Dingerdissen, Hayley; Faison, William; Goldweber, Scott; Golikov, Anton; Gulzar, Naila; Karagiannis, Konstantinos; Vinh Nguyen Lam, Phuc; Maudru, Thomas; Muravitskaja, Olesja; Osipova, Ekaterina; Pan, Yang; Pschenichnov, Alexey; Rostovtsev, Alexandre; Santana-Quintero, Luis; Smith, Krista; Thompson, Elaine E.; Tkachenko, Valery; Torcivia-Rodriguez, John; Wan, Quan; Wang, Jing; Wu, Tsung-Jung; Wilson, Carolyn; Mazumder, Raja

    2016-01-01

    The High-performance Integrated Virtual Environment (HIVE) is a distributed storage and compute environment designed primarily to handle next-generation sequencing (NGS) data. This multicomponent cloud infrastructure provides secure web access for authorized users to deposit, retrieve, annotate and compute on NGS data, and to analyse the outcomes using web interface visual environments appropriately built in collaboration with research and regulatory scientists and other end users. Unlike many massively parallel computing environments, HIVE uses a cloud control server which virtualizes services, not processes. It is both very robust and flexible due to the abstraction layer introduced between computational requests and operating system processes. The novel paradigm of moving computations to the data, instead of moving data to computational nodes, has proven to be significantly less taxing for both hardware and network infrastructure. The honeycomb data model developed for HIVE integrates metadata into an object-oriented model. Its distinction from other object-oriented databases is in the additional implementation of a unified application program interface to search, view and manipulate data of all types. This model simplifies the introduction of new data types, thereby minimizing the need for database restructuring and streamlining the development of new integrated information systems. The honeycomb model employs a highly secure hierarchical access control and permission system, allowing determination of data access privileges in a finely granular manner without flooding the security subsystem with a multiplicity of rules. HIVE infrastructure will allow engineers and scientists to perform NGS analysis in a manner that is both efficient and secure. HIVE is actively supported in public and private domains, and project collaborations are welcomed. Database URL: https://hive.biochemistry.gwu.edu PMID:26989153

  16. High-performance integrated virtual environment (HIVE): a robust infrastructure for next-generation sequence data analysis.

    PubMed

    Simonyan, Vahan; Chumakov, Konstantin; Dingerdissen, Hayley; Faison, William; Goldweber, Scott; Golikov, Anton; Gulzar, Naila; Karagiannis, Konstantinos; Vinh Nguyen Lam, Phuc; Maudru, Thomas; Muravitskaja, Olesja; Osipova, Ekaterina; Pan, Yang; Pschenichnov, Alexey; Rostovtsev, Alexandre; Santana-Quintero, Luis; Smith, Krista; Thompson, Elaine E; Tkachenko, Valery; Torcivia-Rodriguez, John; Voskanian, Alin; Wan, Quan; Wang, Jing; Wu, Tsung-Jung; Wilson, Carolyn; Mazumder, Raja

    2016-01-01

    The High-performance Integrated Virtual Environment (HIVE) is a distributed storage and compute environment designed primarily to handle next-generation sequencing (NGS) data. This multicomponent cloud infrastructure provides secure web access for authorized users to deposit, retrieve, annotate and compute on NGS data, and to analyse the outcomes using web interface visual environments appropriately built in collaboration with research and regulatory scientists and other end users. Unlike many massively parallel computing environments, HIVE uses a cloud control server which virtualizes services, not processes. It is both very robust and flexible due to the abstraction layer introduced between computational requests and operating system processes. The novel paradigm of moving computations to the data, instead of moving data to computational nodes, has proven to be significantly less taxing for both hardware and network infrastructure.The honeycomb data model developed for HIVE integrates metadata into an object-oriented model. Its distinction from other object-oriented databases is in the additional implementation of a unified application program interface to search, view and manipulate data of all types. This model simplifies the introduction of new data types, thereby minimizing the need for database restructuring and streamlining the development of new integrated information systems. The honeycomb model employs a highly secure hierarchical access control and permission system, allowing determination of data access privileges in a finely granular manner without flooding the security subsystem with a multiplicity of rules. HIVE infrastructure will allow engineers and scientists to perform NGS analysis in a manner that is both efficient and secure. HIVE is actively supported in public and private domains, and project collaborations are welcomed. Database URL: https://hive.biochemistry.gwu.edu. © The Author(s) 2016. Published by Oxford University Press.

  17. [The informatics: a remarkable tool for teaching general internal medicine].

    PubMed

    Ombelli, Julien; Pasche, Olivier; Sohrmann, Marc; Monti, Matteo

    2015-05-13

    INTERMED training implies a three week course, integrated in the "primary care module" for medical students in the first master year at the school of medicine in Lausanne. INTERMED uses an innovative teaching method based on repetitive sequences of e-learning-based individual learning followed by collaborative learning activities in teams, named Team-based learning (TBL). The e-learning takes place in a web-based virtual learning environment using a series of interactive multimedia virtual patients. By using INTERMED students go through a complete medical encounter applying clinical reasoning and choosing the diagnostic and therapeutic approach. INTERMED offers an authentic experience in an engaging and safe environment where errors are allowed and without consequences.

  18. Building a Shared Virtual Learning Culture: An International Classroom Partnership

    ERIC Educational Resources Information Center

    Starke-Meyerring, Doreen; Andrews, Deborah

    2006-01-01

    Business professionals increasingly use digital tools to collaborate across multiple cultures, locations, and time zones. Success in this complex environment depends on a shared culture that facilitates the making of knowledge and the best contributions of all team members. To prepare managers for such communication, the authors designed and…

  19. "Dropbox" Brings Course Management Back to Teachers

    ERIC Educational Resources Information Center

    Niles, Thaddeus M.

    2013-01-01

    Course management software (CMS) allows teachers to deliver content electronically and manage collaborative coursework, either blending with face-to-face interactions or as the core of an entirely virtual classroom environment. CMS often takes the form of an electronic storehouse of course materials with which students can interact, a virtual…

  20. Creating a Rich Learning Environment for Remote Postgraduate Learners

    ERIC Educational Resources Information Center

    Lonie, Anne-Louise; Andrews, Trish

    2009-01-01

    At Rangelands Australia, a centre in the School of Natural and Rural Systems Management at the University of Queensland, we have recently trialled virtual classroom technology for the delivery of postgraduate support courses. We wanted to explore the capacity of this learning modality to provide collaborative, interactive, synchronous learning…

  1. Together We Innovate: Cross-Cultural Teamwork through Virtual Platforms

    ERIC Educational Resources Information Center

    Duus, Rikke; Cooray, Muditha

    2014-01-01

    In a global business environment, marketing education must support students to develop cross-cultural agility and adeptness with an aim to enhance their employability. This article contributes with an experiential cross-cultural exercise that enables students to develop new enterprises in collaboration with other students in a different country…

  2. CASMI: Virtual Learning Collaborative Environment for Mathematical Enrichment

    ERIC Educational Resources Information Center

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

    2007-01-01

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

  3. Chemistry in Second Life

    PubMed Central

    Lang, Andrew SID; Bradley, Jean-Claude

    2009-01-01

    This review will focus on the current level on chemistry research, education, and visualization possible within the multi-user virtual environment of Second Life. We discuss how Second Life has been used as a platform for the interactive and collaborative visualization of data from molecules and proteins to spectra and experimental data. We then review how these visualizations can be scripted for immersive educational activities and real-life collaborative research. We also discuss the benefits of the social networking affordances of Second Life for both chemists and chemistry students. PMID:19852781

  4. Chemistry in second life.

    PubMed

    Lang, Andrew S I D; Bradley, Jean-Claude

    2009-10-23

    This review will focus on the current level on chemistry research, education, and visualization possible within the multi-user virtual environment of Second Life. We discuss how Second Life has been used as a platform for the interactive and collaborative visualization of data from molecules and proteins to spectra and experimental data. We then review how these visualizations can be scripted for immersive educational activities and real-life collaborative research. We also discuss the benefits of the social networking affordances of Second Life for both chemists and chemistry students.

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

    ERIC Educational Resources Information Center

    Broils, Gary C.

    2014-01-01

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

  6. Workflow4Metabolomics: a collaborative research infrastructure for computational metabolomics

    PubMed Central

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

    2015-01-01

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

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

    PubMed

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

    2015-05-01

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

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

    PubMed Central

    2008-01-01

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

  9. Versatile, immersive, creative and dynamic virtual 3-D healthcare learning environments: a review of the literature.

    PubMed

    Hansen, Margaret M

    2008-09-01

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

  10. Leveraging Social Networking Technologies: An Analysis of the Knowledge Flows Facilitated by Social Media and the Potential Improvements in Situational Awareness, Readiness, and Productivity

    DTIC Science & Technology

    2010-09-01

    articulating perception, interpretation and actionable prediction in an operational environment . BCKS’ success with digital storytelling has far...podcasts; wikis and other collaborative spaces; social networks such as Facebook and LinkedIn; other user generated content; virtual social environments ...study of Xerox’s knowledge management systems noting that 80% of its IT was focused on adapting to the social dynamics of its workplace environment

  11. Advanced Maintenance Simulation by Means of Hand-Based Haptic Interfaces

    NASA Astrophysics Data System (ADS)

    Nappi, Michele; Paolino, Luca; Ricciardi, Stefano; Sebillo, Monica; Vitiello, Giuliana

    Aerospace industry has been involved in virtual simulation for design and testing since the birth of virtual reality. Today this industry is showing a growing interest in the development of haptic-based maintenance training applications, which represent the most advanced way to simulate maintenance and repair tasks within a virtual environment by means of a visual-haptic approach. The goal is to allow the trainee to experiment the service procedures not only as a workflow reproduced at a visual level but also in terms of the kinaesthetic feedback involved with the manipulation of tools and components. This study, conducted in collaboration with aerospace industry specialists, is aimed to the development of an immersive virtual capable of immerging the trainees into a virtual environment where mechanics and technicians can perform maintenance simulation or training tasks by directly manipulating 3D virtual models of aircraft parts while perceiving force feedback through the haptic interface. The proposed system is based on ViRstperson, a virtual reality engine under development at the Italian Center for Aerospace Research (CIRA) to support engineering and technical activities such as design-time maintenance procedure validation, and maintenance training. This engine has been extended to support haptic-based interaction, enabling a more complete level of interaction, also in terms of impedance control, and thus fostering the development of haptic knowledge in the user. The user’s “sense of touch” within the immersive virtual environment is simulated through an Immersion CyberForce® hand-based force-feedback device. Preliminary testing of the proposed system seems encouraging.

  12. Immersive realities: articulating the shift from VR to mobile AR through artistic practice

    NASA Astrophysics Data System (ADS)

    Margolis, Todd; Cornish, Tracy; Berry, Rodney; DeFanti, Thomas A.

    2012-03-01

    Our contemporary imaginings of technological engagement with digital environments has transitioned from flying through Virtual Reality to mobile interactions with the physical world through personal media devices. Experiences technologically mediated through social interactivity within physical environments are now being preferenced over isolated environments such as CAVEs or HMDs. Examples of this trend can be seen in early tele-collaborative artworks which strove to use advanced networking to join multiple participants in shared virtual environments. Recent developments in mobile AR allow untethered access to such shared realities in places far removed from labs and home entertainment environments, and without the bulky and expensive technologies attached to our bodies that accompany most VR. This paper addresses the emerging trend favoring socially immersive artworks via mobile Augmented Reality rather than sensorially immersive Virtual Reality installations. With particular focus on AR as a mobile, locative technology, we will discuss how concepts of immersion and interactivity are evolving with this new medium. Immersion in context of mobile AR can be redefined to describe socially interactive experiences. Having distinctly different sensory, spatial and situational properties, mobile AR offers a new form for remixing elements from traditional virtual reality with physically based social experiences. This type of immersion offers a wide array of potential for mobile AR art forms. We are beginning to see examples of how artists can use mobile AR to create social immersive and interactive experiences.

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

    NASA Astrophysics Data System (ADS)

    Lustigova, Zdena; Lustig, Frantisek

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

  14. Virtual laboratories: new opportunities for collaborative water science

    NASA Astrophysics Data System (ADS)

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

    2015-04-01

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

  15. NASA Virtual Glovebox (VBX): Emerging Simulation Technology for Space Station Experiment Design, Development, Training and Troubleshooting

    NASA Technical Reports Server (NTRS)

    Smith, Jeffrey D.; Twombly, I. Alexander; Maese, A. Christopher; Cagle, Yvonne; Boyle, Richard

    2003-01-01

    The International Space Station demonstrates the greatest capabilities of human ingenuity, international cooperation and technology development. The complexity of this space structure is unprecedented; and training astronaut crews to maintain all its systems, as well as perform a multitude of research experiments, requires the most advanced training tools and techniques. Computer simulation and virtual environments are currently used by astronauts to train for robotic arm manipulations and extravehicular activities; but now, with the latest computer technologies and recent successes in areas of medical simulation, the capability exists to train astronauts for more hands-on research tasks using immersive virtual environments. We have developed a new technology, the Virtual Glovebox (VGX), for simulation of experimental tasks that astronauts will perform aboard the Space Station. The VGX may also be used by crew support teams for design of experiments, testing equipment integration capability and optimizing the procedures astronauts will use. This is done through the 3D, desk-top sized, reach-in virtual environment that can simulate the microgravity environment in space. Additional features of the VGX allow for networking multiple users over the internet and operation of tele-robotic devices through an intuitive user interface. Although the system was developed for astronaut training and assisting support crews, Earth-bound applications, many emphasizing homeland security, have also been identified. Examples include training experts to handle hazardous biological and/or chemical agents in a safe simulation, operation of tele-robotic systems for assessing and diffusing threats such as bombs, and providing remote medical assistance to field personnel through a collaborative virtual environment. Thus, the emerging VGX simulation technology, while developed for space- based applications, can serve a dual use facilitating homeland security here on Earth.

  16. Virtual Reality Simulation of the International Space Welding Experiment

    NASA Technical Reports Server (NTRS)

    Phillips, James A.

    1996-01-01

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

  17. Open core control software for surgical robots.

    PubMed

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

    2010-05-01

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

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

    NASA Astrophysics Data System (ADS)

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

    2013-12-01

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

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

    ERIC Educational Resources Information Center

    Cordes, Sean

    2017-01-01

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

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

    NASA Astrophysics Data System (ADS)

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

    2009-02-01

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

  1. Project-focused activity and knowledge tracker: a unified data analysis, collaboration, and workflow tool for medicinal chemistry project teams.

    PubMed

    Brodney, Marian D; Brosius, Arthur D; Gregory, Tracy; Heck, Steven D; Klug-McLeod, Jacquelyn L; Poss, Christopher S

    2009-12-01

    Advances in the field of drug discovery have brought an explosion in the quantity of data available to medicinal chemists and other project team members. New strategies and systems are needed to help these scientists to efficiently gather, organize, analyze, annotate, and share data about potential new drug molecules of interest to their project teams. Herein we describe a suite of integrated services and end-user applications that facilitate these activities throughout the medicinal chemistry design cycle. The Automated Data Presentation (ADP) and Virtual Compound Profiler (VCP) processes automate the gathering, organization, and storage of real and virtual molecules, respectively, and associated data. The Project-Focused Activity and Knowledge Tracker (PFAKT) provides a unified data analysis and collaboration environment, enhancing decision-making, improving team communication, and increasing efficiency.

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

    PubMed Central

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

    2006-01-01

    Background We have witnessed a rapid increase in the use of Web-based 'collaborationware' in recent years. These Web 2.0 applications, particularly wikis, blogs and podcasts, have been increasingly adopted by many online health-related professional and educational services. Because of their ease of use and rapidity of deployment, they offer the opportunity for powerful information sharing and ease of collaboration. Wikis are Web sites that can be edited by anyone who has access to them. The word 'blog' is a contraction of 'Web Log' – an online Web journal that can offer a resource rich multimedia environment. Podcasts are repositories of audio and video materials that can be "pushed" to subscribers, even without user intervention. These audio and video files can be downloaded to portable media players that can be taken anywhere, providing the potential for "anytime, anywhere" learning experiences (mobile learning). Discussion Wikis, blogs and podcasts are all relatively easy to use, which partly accounts for their proliferation. The fact that there are many free and Open Source versions of these tools may also be responsible for their explosive growth. Thus it would be relatively easy to implement any or all within a Health Professions' Educational Environment. Paradoxically, some of their disadvantages also relate to their openness and ease of use. With virtually anybody able to alter, edit or otherwise contribute to the collaborative Web pages, it can be problematic to gauge the reliability and accuracy of such resources. While arguably, the very process of collaboration leads to a Darwinian type 'survival of the fittest' content within a Web page, the veracity of these resources can be assured through careful monitoring, moderation, and operation of the collaborationware in a closed and secure digital environment. Empirical research is still needed to build our pedagogic evidence base about the different aspects of these tools in the context of medical/health education. Summary and conclusion If effectively deployed, wikis, blogs and podcasts could offer a way to enhance students', clinicians' and patients' learning experiences, and deepen levels of learners' engagement and collaboration within digital learning environments. Therefore, research should be conducted to determine the best ways to integrate these tools into existing e-Learning programmes for students, health professionals and patients, taking into account the different, but also overlapping, needs of these three audience classes and the opportunities of virtual collaboration between them. Of particular importance is research into novel integrative applications, to serve as the "glue" to bind the different forms of Web-based collaborationware synergistically in order to provide a coherent wholesome learning experience. PMID:16911779

  3. E-Learning in Science and Technology via a Common Learning Platform in a Lifelong Learning Project

    ERIC Educational Resources Information Center

    Priem, Freddy; De Craemer, Renaat; Calu, Johan; Pedreschi, Fran; Zimmer, Thomas; Saighi, Sylvain; Lilja, Jarmo

    2011-01-01

    This three-year Virtual Measurements Environment curriculum development project for higher education within the Lifelong Learning Programme of the European Union is the result of intense collaboration among four institutions, teaching applied sciences and technology. It aims to apply the principles and possibilities of evolved distance and…

  4. Social Networking: A Collaborative Open Educational Resource

    ERIC Educational Resources Information Center

    Toetenel, Lisette

    2014-01-01

    Studies undertaken since the introduction of Web 2.0 have focussed mainly on open educational resources (OERs) such as email, blogging and virtual learning environments. No consistent efforts have been undertaken to study the use of social networking sites as a tool for learning in the second language classroom. This study examined the use of…

  5. Affective Behavior and Nonverbal Interaction in Collaborative Virtual Environments

    ERIC Educational Resources Information Center

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

    2016-01-01

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

  6. 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…

  7. Developing Global Leaders: Building Effective Global- Intercultural Collaborative Online Learning Environments

    ERIC Educational Resources Information Center

    Ivy, Karen Lynne-Daniels

    2017-01-01

    This paper shares the findings of a study conducted on a virtual inter-cultural global leadership development learning project. Mixed Methods analysis techniques were used to examine the interviews of U.S. and Uganda youth project participants. The study, based on cultural and social constructivist learning theories, investigated the effects of…

  8. Effects of Group Reflection Variations in Project-Based Learning Integrated in a Web 2.0 Learning Space

    ERIC Educational Resources Information Center

    Kim, Paul; Hong, Ji-Seong; Bonk, Curtis; Lim, Gloria

    2011-01-01

    A Web 2.0 environment that is coupled with emerging multimodal interaction tools can have considerable influence on team learning outcomes. Today, technologies supporting social networking, collective intelligence, emotional interaction, and virtual communication are introducing new forms of collaboration that are profoundly impacting education.…

  9. Web-Based Integrated Research Environment for Aerodynamic Analyses and Design

    NASA Astrophysics Data System (ADS)

    Ahn, Jae Wan; Kim, Jin-Ho; Kim, Chongam; Cho, Jung-Hyun; Hur, Cinyoung; Kim, Yoonhee; Kang, Sang-Hyun; Kim, Byungsoo; Moon, Jong Bae; Cho, Kum Won

    e-AIRS[1,2], an abbreviation of ‘e-Science Aerospace Integrated Research System,' is a virtual organization designed to support aerodynamic flow analyses in aerospace engineering using the e-Science environment. As the first step toward a virtual aerospace engineering organization, e-AIRS intends to give a full support of aerodynamic research process. Currently, e-AIRS can handle both the computational and experimental aerodynamic research on the e-Science infrastructure. In detail, users can conduct a full CFD (Computational Fluid Dynamics) research process, request wind tunnel experiment, perform comparative analysis between computational prediction and experimental measurement, and finally, collaborate with other researchers using the web portal. The present paper describes those services and the internal architecture of the e-AIRS system.

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

    PubMed Central

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

    2011-01-01

    Abstract The Scratchpad Virtual Research Environment (http://scratchpads.eu/) is a flexible system for people to create their own research networks supporting natural history science. Here we describe Version 2 of the system characterised by the move to Drupal 7 as the Scratchpad core development framework and timed to coincide with the fifth year of the project’s operation in late January 2012. The development of Scratchpad 2 reflects a combination of technical enhancements that make the project more sustainable, combined with new features intended to make the system more functional and easier to use. A roadmap outlining strategic plans for development of the Scratchpad project over the next two years concludes this article. PMID:22207806

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

    PubMed

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

    2011-01-01

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

  12. 3D Virtual Environment Used to Support Lighting System Management in a Building

    NASA Astrophysics Data System (ADS)

    Sampaio, A. Z.; Ferreira, M. M.; Rosário, D. P.

    The main aim of the research project, which is in progress at the UTL, is to develop a virtual interactive model as a tool to support decision-making in the planning of construction maintenance and facilities management. The virtual model gives the capacity to allow the user to transmit, visually and interactively, information related to the components of a building, defined as a function of the time variable. In addition, the analysis of solutions for repair work/substitution and inherent cost are predicted, the results being obtained interactively and visualized in the virtual environment itself. The first component of the virtual prototype concerns the management of lamps in a lighting system. It was applied in a study case. The interactive application allows the examination of the physical model, visualizing, for each element modeled in 3D and linked to a database, the corresponding technical information concerned with the use of the material, calculated for different points in time during their life. The control of a lamp stock, the constant updating of lifetime information and the planning of periodical local inspections are attended on the prototype. This is an important mean of cooperation between collaborators involved in the building management.

  13. Using the iPlant collaborative discovery environment.

    PubMed

    Oliver, Shannon L; Lenards, Andrew J; Barthelson, Roger A; Merchant, Nirav; McKay, Sheldon J

    2013-06-01

    The iPlant Collaborative is an academic consortium whose mission is to develop an informatics and social infrastructure to address the "grand challenges" in plant biology. Its cyberinfrastructure supports the computational needs of the research community and facilitates solving major challenges in plant science. The Discovery Environment provides a powerful and rich graphical interface to the iPlant Collaborative cyberinfrastructure by creating an accessible virtual workbench that enables all levels of expertise, ranging from students to traditional biology researchers and computational experts, to explore, analyze, and share their data. By providing access to iPlant's robust data-management system and high-performance computing resources, the Discovery Environment also creates a unified space in which researchers can access scalable tools. Researchers can use available Applications (Apps) to execute analyses on their data, as well as customize or integrate their own tools to better meet the specific needs of their research. These Apps can also be used in workflows that automate more complicated analyses. This module describes how to use the main features of the Discovery Environment, using bioinformatics workflows for high-throughput sequence data as examples. © 2013 by John Wiley & Sons, Inc.

  14. Addressing security issues related to virtual institute distributed activities

    NASA Astrophysics Data System (ADS)

    Stytz, Martin R.; Banks, Sheila B.

    2008-03-01

    One issue confounding the development and experimentation of distributed modeling and simulation environments is the inability of the project team to identify and collaborate with resources, both human and technical, from outside the United States. This limitation is especially significant within the human behavior representation area where areas such as cultural effects research and joint command team behavior modeling require the participation of various cultural and national representatives. To address this limitation, as well as other human behavior representation research issues, NATO Research and Technology Organization initiated a project to develop a NATO virtual institute that enables more effective and more collaborative research into human behavior representation. However, in building and operating a virtual institute one of the chief concerns must be the cyber security of the institute. Because the institute "exists" in cyberspace, all of its activities are susceptible to cyberattacks, subterfuge, denial of service and all of the vulnerabilities that networked computers must face. In our opinion, for the concept of virtual institutes to be successful and useful, their operations and services must be protected from the threats in the cyber environment. A key to developing the required protection is the development and promulgation of standards for cyber security. In this paper, we discuss the types of cyber standards that are required, how new internet technologies can be exploited and can benefit the promulgation, development, maintenance, and robustness of the standards. This paper is organized as follows. Section One introduces the concept of the virtual institutes, the expected benefits, and the motivation for our research and for research in this area. Section Two presents background material and a discussion of topics related to VIs, uman behavior and cultural modeling, and network-centric warfare. Section Three contains a discussion of the security challenges that face the virtual institute and the characteristics of the standards that must be employed. Section Four contains our proposal for documentation of the cybersecurity standards. Section Five contains the conclusion and suggestions for further work.

  15. Improving Scientific Research for the GEO Geohazard Supersites through a Virtual Research Environment

    NASA Astrophysics Data System (ADS)

    Salvi, S.; Trasatti, E.; Rubbia, G.; Romaniello, V.; Spinetti, C.; Corradini, S.; Merucci, L.

    2016-12-01

    The EU's H2020 EVER-EST Project is dedicated to the realization of a Virtual Research Environment (VRE) for Earth Science researchers, during 2015-2018. EVER-EST implements state-of-the-art technologies in the area of Earth Science data catalogues, data access/processing and long-term data preservation together with models, techniques and tools for the computational methods, such as scientific workflows. The VRE is designed with the aim of providing the Earth Science user community with an innovative virtual environment to enhance their ability to interoperate and share knowledge and experience, exploiting also the Research Object concept. The GEO Geohazard Supersites is one of the four Research Communities chosen to validate the e-infrastructure. EVER-EST will help the exploitation of the full potential of the GEO Geohazard Supersite and Natural Laboratories (GSNL) initiative demonstrating the use case in the Permanent Supersites of Mt Etna, Campi Flegrei-Vesuvius, and Icelandic volcanoes. Besides providing tools for active volcanoes monitoring and studies, we intend to demonstrate how a more organized and collaborative research environment, such as a VRE, can improve the quality of the scientific research on the Geohazard Supersites, addressing at the same time the problem of the slow uptake of scientific research findings in Disaster Risk Management. Presently, the full exploitation of the in situ and satellite data made available for each Supersite is delayed by the difficult access (especially for researchers in developing countries) to intensive processing and modeling capabilities. EVER-EST is designed to provide these means and also a friendly virtual environment for the easy transfer of scientific knowledge as soon as it is acquired, promoting collaboration among researchers located in distant regions of the world. A further benefit will be to increase the societal impact of the scientific advancements obtained in the Supersites, allowing a more uniform interface towards the different user communities, who will use part of the services provided by EVER-EST during research result uptake. We show a few test cases of use of the Geohazard Supersite VRE at the actual state of development, and its future development.

  16. Collaboration and critical thinking in an online chemistry environment

    NASA Astrophysics Data System (ADS)

    Kershisnik, Elizabeth Irene

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

  17. Cyberinfrastructure and Scientific Collaboration: Application of a Virtual Team Performance Framework with Potential Relevance to Education. WCER Working Paper No. 2010-12

    ERIC Educational Resources Information Center

    Kraemer, Sara; Thorn, Christopher A.

    2010-01-01

    The purpose of this exploratory study was to identify and describe some of the dimensions of scientific collaborations using high throughput computing (HTC) through the lens of a virtual team performance framework. A secondary purpose was to assess the viability of using a virtual team performance framework to study scientific collaborations using…

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

    NASA Astrophysics Data System (ADS)

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

    2015-12-01

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

  19. AliEn—ALICE environment on the GRID

    NASA Astrophysics Data System (ADS)

    Saiz, P.; Aphecetche, L.; Bunčić, P.; Piskač, R.; Revsbech, J.-E.; Šego, V.; Alice Collaboration

    2003-04-01

    AliEn ( http://alien.cern.ch) (ALICE Environment) is a Grid framework built on top of the latest Internet standards for information exchange and authentication (SOAP, PKI) and common Open Source components. AliEn provides a virtual file catalogue that allows transparent access to distributed datasets and a number of collaborating Web services which implement the authentication, job execution, file transport, performance monitor and event logging. In the paper we will present the architecture and components of the system.

  20. The EVER-EST Virtual Research Environment for the European Volcano Supersites

    NASA Astrophysics Data System (ADS)

    Salvi, S.; Trasatti, E.; Rubbia, G.; Romaniello, V.; Marelli, F.

    2017-12-01

    EVER-EST (European Virtual Environment for Research - Earth Science Themes) is an European H2020 project (2015-2018) aimed at the creation of a Virtual Research Environment (VRE) for the Earth Sciences. The VRE is intended to enhance the ability to collaborate and share knowledge and experience among scientists. One of the innovations of the project is the exploitation of the "Research Object" concept (http://www.rohub.org). Research Objects encapsulate not only data and publications, but also algorithms, codes, results, and workflows that can be stored, shared and re-used. Four scientific communities are involved in the EVER-EST project: land monitoring, natural hazards, marine biology, and the GEO Geohazard Supersites community (http://www.earthobservations.org/gsnl.php). The latter is represented in the project by INGV and the University of Iceland, and has provided user requirements to tailor the VRE to the common needs of the worldwide Supersite communities. To develop and test the VRE we have defined user scenarios and created Research Objects embedding research activities and workflows on the Permanent Supersites Campi Flegrei, Mount Etna and Icelandic Volcanoes (http://vm1.everest.psnc.pl/supersites/). While these Supersites are test sites for the platform, during the last year of the project other Supersites may also be involved to demonstrate the added value of the collaborative environment in research activities aiming to support Disaster Risk Reduction. Using the VRE, scientists are able to collaborate with colleagues located in different parts of the world, in a simple and effective way. This includes being able to remotely access and share data, research results and ideas, to carry out training sessions and discussions, to compare different results and models, and to synthesize many different pieces of information in a single consensus product to be disseminated to end-users. In particular, a further need of the Supersite scientists, which can be fulfilled by EVER-EST especially in less developed countries, is the need to access computing resources and software codes for data processing and modelling, as well as tutoring in data analysis and interpretation. Examples and results illustrating the effective use of the VRE will be presented at the conference.

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

    ERIC Educational Resources Information Center

    Jolly, Liz; White, Sue

    2016-01-01

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

  2. Spaghetti Sine Curves: Virtual Environments for Reasoning and Sense Making

    ERIC Educational Resources Information Center

    Özgün-Koca, S. Asli; Edwards, Michael Todd; Meagher, Michael

    2013-01-01

    In a recent collaboration with an area high school teacher, the authors were asked to develop an introductory sinusoidal curves lesson for a group of second-year algebra students. Because the topic was abstract and unfamiliar to these tenth graders, they looked for hands-on lessons to support their learning. One lesson that they found, which they…

  3. ICT-SUSTOUR and MARKETOUR: Two Second Language Acquisition Projects through a Virtual Learning Environment

    ERIC Educational Resources Information Center

    Colomar, M. Pilar Alberola; Guzman, Eva Gil

    2009-01-01

    We are presenting a methodological approach that aims to increase students' motivation by asking them to develop tasks based on professional settings. In order to meet this objective a collaborative methodology was designed and applied to two multidisciplinary projects: MARKETOUR and ICT-SUSTOUR. Both projects made students face real workplace…

  4. Using Web 2.0 Technology to Enhance, Scaffold and Assess Problem-Based Learning

    ERIC Educational Resources Information Center

    Hack, Catherine

    2013-01-01

    Web 2.0 technologies, such as social networks, wikis, blogs, and virtual worlds provide a platform for collaborative working, facilitating sharing of resources and joint document production. They can act as a stimulus to promote active learning and provide an engaging and interactive environment for students, and as such align with the philosophy…

  5. Alternate Reality Games as Learning Environments for Student Induction

    ERIC Educational Resources Information Center

    Whitton, Nicola; Jones, Rosie; Wilson, Scott; Whitton, Peter

    2014-01-01

    Alternate reality games (ARGs) are a relatively new form of collaborative game that make use of both the virtual and real worlds to engage players in a series of challenges within a compelling narrative. The Alternate Reality Games for Orientation, Socialisation and Induction (ARGOSI) project aimed to use this game format to provide an alternative…

  6. E-Learning in a University Interdisciplinary and Bilingual Context: Analysis of Students' Participation, Motivation and Performance

    ERIC Educational Resources Information Center

    Ruiz-Molina, Maria-Eugenia; Cuadrado-Garcia, Manuel

    2008-01-01

    Purpose: The purpose of this paper is to discuss the use of virtual learning environments in multicultural higher education of two different subjects: foreign language and marketing. Design/methodology/approach: The paper describes the aims, development and results of an interdisciplinary collaboration project was held between two European…

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

    ERIC Educational Resources Information Center

    Alsharo, Mohammad K.

    2013-01-01

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

  8. Social Media and Population Health Virtual Exchange for Senior Nursing Students: An International Collaboration.

    PubMed

    Procter, Paula M; Brixey, Juliana J; Honey, Michelle L L; Todhunter, Fern

    2016-01-01

    The authors have all engaged in using social media with students as a means for collaboration across national and international boundaries for various educational purposes. Following the explosion of big data in health the authors are now moving this concept forward within undergraduate and postgraduate nursing curricula for the development of population health virtual exchanges. Nursing has a global presence and yet it appears as though students have little knowledge of the health and social care needs and provision outside their local environment. This development will allow for explorative exchange amongst students in three countries, enhancing their understanding of their own and the selected international population health needs and solutions through asking and responding to questions amongst the learning community involved. The connection of the students will be recorded for their use in reflection; of particular interest will be the use of information included by the students to answer questions about their locality.

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

    NASA Astrophysics Data System (ADS)

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

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

  10. CaveCAD: a tool for architectural design in immersive virtual environments

    NASA Astrophysics Data System (ADS)

    Schulze, Jürgen P.; Hughes, Cathleen E.; Zhang, Lelin; Edelstein, Eve; Macagno, Eduardo

    2014-02-01

    Existing 3D modeling tools were designed to run on desktop computers with monitor, keyboard and mouse. To make 3D modeling possible with mouse and keyboard, many 3D interactions, such as point placement or translations of geometry, had to be mapped to the 2D parameter space of the mouse, possibly supported by mouse buttons or keyboard keys. We hypothesize that had the designers of these existing systems had been able to assume immersive virtual reality systems as their target platforms, they would have been able to design 3D interactions much more intuitively. In collaboration with professional architects, we created a simple, but complete 3D modeling tool for virtual environments from the ground up and use direct 3D interaction wherever possible and adequate. In this publication, we present our approaches for interactions for typical 3D modeling functions, such as geometry creation, modification of existing geometry, and assignment of surface materials. We also discuss preliminary user experiences with this system.

  11. Low-cost telepresence for collaborative virtual environments.

    PubMed

    Rhee, Seon-Min; Ziegler, Remo; Park, Jiyoung; Naef, Martin; Gross, Markus; Kim, Myoung-Hee

    2007-01-01

    We present a novel low-cost method for visual communication and telepresence in a CAVE -like environment, relying on 2D stereo-based video avatars. The system combines a selection of proven efficient algorithms and approximations in a unique way, resulting in a convincing stereoscopic real-time representation of a remote user acquired in a spatially immersive display. The system was designed to extend existing projection systems with acquisition capabilities requiring minimal hardware modifications and cost. The system uses infrared-based image segmentation to enable concurrent acquisition and projection in an immersive environment without a static background. The system consists of two color cameras and two additional b/w cameras used for segmentation in the near-IR spectrum. There is no need for special optics as the mask and color image are merged using image-warping based on a depth estimation. The resulting stereo image stream is compressed, streamed across a network, and displayed as a frame-sequential stereo texture on a billboard in the remote virtual environment.

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

    ERIC Educational Resources Information Center

    Wright, Sharon L.

    2013-01-01

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

  13. Virtual Teaming: Faculty Collaboration in Online Spaces

    ERIC Educational Resources Information Center

    Almjeld, Jen; Rybas, Natalia; Rybas, Sergey

    2013-01-01

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

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

    NASA Astrophysics Data System (ADS)

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

    2017-09-01

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

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

    ERIC Educational Resources Information Center

    Faja, Silvana

    2013-01-01

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

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

    NASA Astrophysics Data System (ADS)

    Bourilkov, D.; Rodriquez, J. L.

    2014-06-01

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

  17. A Virtual Astronomical Research Machine in No Time (VARMiNT)

    NASA Astrophysics Data System (ADS)

    Beaver, John

    2012-05-01

    We present early results of using virtual machine software to help make astronomical research computing accessible to a wider range of individuals. Our Virtual Astronomical Research Machine in No Time (VARMiNT) is an Ubuntu Linux virtual machine with free, open-source software already installed and configured (and in many cases documented). The purpose of VARMiNT is to provide a ready-to-go astronomical research computing environment that can be freely shared between researchers, or between amateur and professional, teacher and student, etc., and to circumvent the often-difficult task of configuring a suitable computing environment from scratch. Thus we hope that VARMiNT will make it easier for individuals to engage in research computing even if they have no ready access to the facilities of a research institution. We describe our current version of VARMiNT and some of the ways it is being used at the University of Wisconsin - Fox Valley, a two-year teaching campus of the University of Wisconsin System, as a means to enhance student independent study research projects and to facilitate collaborations with researchers at other locations. We also outline some future plans and prospects.

  18. [The technology of virtual reality resource for formation in public health in the distance: an application for the learning of anthropometric procedures].

    PubMed

    Barilli, Elomar Christina Vieira Castilho; Ebecken, Nelson Francisco Favilla; Cunha, Gerson Gomes

    2011-01-01

    This article presents the research developed in the Laboratory of Computational Methods in Engineering of the Federal University of Rio de Janeiro in partnership with the Program of Distance Education of the National School of Public Health Sergio Arouca (ENSP), approaching the integration between Distance Education and Virtual Reality (VR) technology as reply to the public health educative demands that require the development of motor abilities. The application field was the formation of the professionals of the Food and Nutritional Surveillance, as is the base of one of the Brazilian public policies targeting the monitoring of lacks of nutrients. The prototype consists of a complementary virtual environment, supported in VR for the Monitoring of Food and Nutritional specialization course, that is part of the regulate courses of the Distance Education of ENSP approaching the anthropometric procedures for being the most used in the survey of the nutritional state of the population. A total of 189 participants visited the Virtual Environment and it could be evidenced that the VR can be used as a pedagogical resource to collaborate with the processes of professional distance education, that demand the development of motor abilities.

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

    ERIC Educational Resources Information Center

    Tomcsik, Rachel E.

    2010-01-01

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

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

    DTIC Science & Technology

    2004-02-09

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

  1. Open core control software for surgical robots

    PubMed Central

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

    2010-01-01

    Object In these days, patients and doctors in operation room are surrounded by many medical devices as resulting from recent advancement of medical technology. However, these cutting-edge medical devices are working independently and not collaborating with each other, even though the collaborations between these devices such as navigation systems and medical imaging devices are becoming very important for accomplishing complex surgical tasks (such as a tumor removal procedure while checking the tumor location in neurosurgery). On the other hand, several surgical robots have been commercialized, and are becoming common. However, these surgical robots are not open for collaborations with external medical devices in these days. A cutting-edge “intelligent surgical robot” will be possible in collaborating with surgical robots, various kinds of sensors, navigation system and so on. On the other hand, most of the academic software developments for surgical robots are “home-made” in their research institutions and not open to the public. Therefore, open source control software for surgical robots can be beneficial in this field. From these perspectives, we developed Open Core Control software for surgical robots to overcome these challenges. Materials and methods In general, control softwares have hardware dependencies based on actuators, sensors and various kinds of internal devices. Therefore, these control softwares cannot be used on different types of robots without modifications. However, the structure of the Open Core Control software can be reused for various types of robots by abstracting hardware dependent parts. In addition, network connectivity is crucial for collaboration between advanced medical devices. The OpenIGTLink is adopted in Interface class which plays a role to communicate with external medical devices. At the same time, it is essential to maintain the stable operation within the asynchronous data transactions through network. In the Open Core Control software, several techniques for this purpose were introduced. Virtual fixture is well known technique as a “force guide” for supporting operators to perform precise manipulation by using a master–slave robot. The virtual fixture for precise and safety surgery was implemented on the system to demonstrate an idea of high-level collaboration between a surgical robot and a navigation system. The extension of virtual fixture is not a part of the Open Core Control system, however, the function such as virtual fixture cannot be realized without a tight collaboration between cutting-edge medical devices. By using the virtual fixture, operators can pre-define an accessible area on the navigation system, and the area information can be transferred to the robot. In this manner, the surgical console generates the reflection force when the operator tries to get out from the pre-defined accessible area during surgery. Results The Open Core Control software was implemented on a surgical master–slave robot and stable operation was observed in a motion test. The tip of the surgical robot was displayed on a navigation system by connecting the surgical robot with a 3D position sensor through the OpenIGTLink. The accessible area was pre-defined before the operation, and the virtual fixture was displayed as a “force guide” on the surgical console. In addition, the system showed stable performance in a duration test with network disturbance. Conclusion In this paper, a design of the Open Core Control software for surgical robots and the implementation of virtual fixture were described. The Open Core Control software was implemented on a surgical robot system and showed stable performance in high-level collaboration works. The Open Core Control software is developed to be a widely used platform of surgical robots. Safety issues are essential for control software of these complex medical devices. It is important to follow the global specifications such as a FDA requirement “General Principles of Software Validation” or IEC62304. For following these regulations, it is important to develop a self-test environment. Therefore, a test environment is now under development to test various interference in operation room such as a noise of electric knife by considering safety and test environment regulations such as ISO13849 and IEC60508. The Open Core Control software is currently being developed software in open-source manner and available on the Internet. A communization of software interface is becoming a major trend in this field. Based on this perspective, the Open Core Control software can be expected to bring contributions in this field. PMID:20033506

  2. Multidimensional Environmental Data Resource Brokering on Computational Grids and Scientific Clouds

    NASA Astrophysics Data System (ADS)

    Montella, Raffaele; Giunta, Giulio; Laccetti, Giuliano

    Grid computing has widely evolved over the past years, and its capabilities have found their way even into business products and are no longer relegated to scientific applications. Today, grid computing technology is not restricted to a set of specific grid open source or industrial products, but rather it is comprised of a set of capabilities virtually within any kind of software to create shared and highly collaborative production environments. These environments are focused on computational (workload) capabilities and the integration of information (data) into those computational capabilities. An active grid computing application field is the fully virtualization of scientific instruments in order to increase their availability and decrease operational and maintaining costs. Computational and information grids allow to manage real-world objects in a service-oriented way using industrial world-spread standards.

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

    NASA Astrophysics Data System (ADS)

    Scott, Jeffrey Lance

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

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

    ERIC Educational Resources Information Center

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

    2013-01-01

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

  5. Army Logistician. Volume 38, Issue 6, November-December 2006

    DTIC Science & Technology

    2006-12-01

    functioning electrically, magnetically, or thermally; or performing self -diagnosis and self - healing actions)—will offer extraordinary capabilities for...receives sufficient information about a remote, real-world site (a battlefield) through a machine (a robot ) so that the user feels physically present at...collaborative planning. • Improved training and education because of ad- vances in virtual reality environments and perception capabilities. Robots have been

  6. How to Involve Students in an Online Course: A Redesigned Online Pedagogy of Collaborative Learning and Self-Regulated Learning

    ERIC Educational Resources Information Center

    Tsai, Chia-Wen

    2013-01-01

    In an online course, students learn independently in the virtual environment without teacher's on-the-spot support. However, many students are addicted to the Internet which is filled with a plethora of shopping websites, online games, and social networks (e.g. Facebook). To help keep students focused on and involved in online or blended…

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

    ERIC Educational Resources Information Center

    Sandy, Marie G.; Franco, Zeno E.

    2014-01-01

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

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

    NASA Astrophysics Data System (ADS)

    Zurweni, Wibawa, Basuki; Erwin, Tuti Nurian

    2017-08-01

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

  9. Improving Virtual Team Collaboration Outcomes through Collaboration Process Structuring

    ERIC Educational Resources Information Center

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

    2010-01-01

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

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

    ERIC Educational Resources Information Center

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

    2017-01-01

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

  11. Scalable metadata environments (MDE): artistically impelled immersive environments for large-scale data exploration

    NASA Astrophysics Data System (ADS)

    West, Ruth G.; Margolis, Todd; Prudhomme, Andrew; Schulze, Jürgen P.; Mostafavi, Iman; Lewis, J. P.; Gossmann, Joachim; Singh, Rajvikram

    2014-02-01

    Scalable Metadata Environments (MDEs) are an artistic approach for designing immersive environments for large scale data exploration in which users interact with data by forming multiscale patterns that they alternatively disrupt and reform. Developed and prototyped as part of an art-science research collaboration, we define an MDE as a 4D virtual environment structured by quantitative and qualitative metadata describing multidimensional data collections. Entire data sets (e.g.10s of millions of records) can be visualized and sonified at multiple scales and at different levels of detail so they can be explored interactively in real-time within MDEs. They are designed to reflect similarities and differences in the underlying data or metadata such that patterns can be visually/aurally sorted in an exploratory fashion by an observer who is not familiar with the details of the mapping from data to visual, auditory or dynamic attributes. While many approaches for visual and auditory data mining exist, MDEs are distinct in that they utilize qualitative and quantitative data and metadata to construct multiple interrelated conceptual coordinate systems. These "regions" function as conceptual lattices for scalable auditory and visual representations within virtual environments computationally driven by multi-GPU CUDA-enabled fluid dyamics systems.

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

    NASA Astrophysics Data System (ADS)

    Okubo, Masashi; Watanabe, Tomio

    2005-12-01

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

  13. Team Collaboration: Lessons Learned Report

    NASA Technical Reports Server (NTRS)

    Arterberrie, Rhonda Y.; Eubanks, Steven W.; Kay, Dennis R.; Prahst, Stephen E.; Wenner, David P.

    2005-01-01

    An Agency team collaboration pilot was conducted from July 2002 until June 2003 and then extended for an additional year. The objective of the pilot was to assess the value of collaboration tools and adoption processes as applied to NASA teams. In an effort to share knowledge and experiences, the lessons that have been learned thus far are documented in this report. Overall, the pilot has been successful. An entire system has been piloted - tools, adoption, and support. The pilot consisted of two collaboration tools, a team space and a virtual team meeting capability. Of the two tools that were evaluated, the team meeting tool has been more widely accepted. Though the team space tool has been met with a lesser degree of acceptance, the need for such a tool in the NASA environment has been evidenced. Both adoption techniques and support were carefully developed and implemented in a way that has been well received by the pilot participant community.

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

    PubMed

    Rutkowski, Tomasz M

    2016-01-01

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

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

    PubMed Central

    Rutkowski, Tomasz M.

    2016-01-01

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

  16. Teachers' and students' perspectives on teaching and learning through virtual learning environments

    NASA Astrophysics Data System (ADS)

    Limniou, M.; Smith, M.

    2010-12-01

    The aim of this investigation was to get an insight into how teachers and students responded to the use of virtual learning environments (VLE) in engineering education and what their expectations were from online courses. Teachers designed their online courses with the assistance of a support e-learning team and questionnaires were used for teachers and students to express their views on the online courses. Teachers pointed out that the online courses by themselves would be able to tackle limited lecture time and strengthen the students' background knowledge. Students, on the other hand, stated that their difficulties regarding the courses could be facilitated by using a more interactive teaching approach with the use of collaboration tools and receiving individual feedback. Thus, students suggested that teachers adopt a more student-centred approach by using VLE. Teachers' and students' perspectives were related to their personal characteristics, as students were more familiar with everyday e-communication tools.

  17. Transforming the Twenty-First-Century Campus to Enhance the Net-Generation Student Learning Experience: Using Evidence-Based Design to Determine What Works and Why in Virtual/Physical Teaching Spaces

    ERIC Educational Resources Information Center

    Fisher, Kenn; Newton, Clare

    2014-01-01

    The twenty-first century has seen the rapid emergence of wireless broadband and mobile communications devices which are inexorably changing the way people communicate, collaborate, create and transfer knowledge. Yet many higher education campus learning environments were designed and built in the nineteenth and twentieth centuries prior to…

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

    DTIC Science & Technology

    2011-05-01

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

  19. "Wherever You Go, You Will Be a Polis": Spatial Practices and Political Education in Computer-Supported Collaborative Learning Discussions

    ERIC Educational Resources Information Center

    Slakmon, Benzi; Schwarz, Baruch B.

    2017-01-01

    The aim of this article is to increase understanding of the development of spatial practices in virtual learning environments. The spatial change and development in 38 small-group e-discussions taken from a data set of a yearlong 8th-grade humanities course are described and analyzed. We show that the focus on spatial changes in computer-supported…

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

    NASA Astrophysics Data System (ADS)

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

    2015-03-01

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

  1. An efficient and scalable deformable model for virtual reality-based medical applications.

    PubMed

    Choi, Kup-Sze; Sun, Hanqiu; Heng, Pheng-Ann

    2004-09-01

    Modeling of tissue deformation is of great importance to virtual reality (VR)-based medical simulations. Considerable effort has been dedicated to the development of interactively deformable virtual tissues. In this paper, an efficient and scalable deformable model is presented for virtual-reality-based medical applications. It considers deformation as a localized force transmittal process which is governed by algorithms based on breadth-first search (BFS). The computational speed is scalable to facilitate real-time interaction by adjusting the penetration depth. Simulated annealing (SA) algorithms are developed to optimize the model parameters by using the reference data generated with the linear static finite element method (FEM). The mechanical behavior and timing performance of the model have been evaluated. The model has been applied to simulate the typical behavior of living tissues and anisotropic materials. Integration with a haptic device has also been achieved on a generic personal computer (PC) platform. The proposed technique provides a feasible solution for VR-based medical simulations and has the potential for multi-user collaborative work in virtual environment.

  2. VRML and Collaborative Environments: New Tools for Networked Visualization

    NASA Astrophysics Data System (ADS)

    Crutcher, R. M.; Plante, R. L.; Rajlich, P.

    We present two new applications that engage the network as a tool for astronomical research and/or education. The first is a VRML server which allows users over the Web to interactively create three-dimensional visualizations of FITS images contained in the NCSA Astronomy Digital Image Library (ADIL). The server's Web interface allows users to select images from the ADIL, fill in processing parameters, and create renderings featuring isosurfaces, slices, contours, and annotations; the often extensive computations are carried out on an NCSA SGI supercomputer server without the user having an individual account on the system. The user can then download the 3D visualizations as VRML files, which may be rotated and manipulated locally on virtually any class of computer. The second application is the ADILBrowser, a part of the NCSA Horizon Image Data Browser Java package. ADILBrowser allows a group of participants to browse images from the ADIL within a collaborative session. The collaborative environment is provided by the NCSA Habanero package which includes text and audio chat tools and a white board. The ADILBrowser is just an example of a collaborative tool that can be built with the Horizon and Habanero packages. The classes provided by these packages can be assembled to create custom collaborative applications that visualize data either from local disk or from anywhere on the network.

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

    PubMed

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

    2013-11-01

    Web-based tools developed in the last couple of years offer unique opportunities to effectively support scientists in their effort to collaborate. Communication among environmental researchers often involves not only work with geographical (spatial), but also with temporal data and information. Literature still provides limited documentation when it comes to user requirements for effective geo-collaborative work with spatio-temporal data. To start filling this gap, our study adopted a User-Centered Design approach and first explored the user requirements of environmental researchers working on distributed research projects for collaborative dissemination, exchange and work with spatio-temporal data. Our results show that system design will be mainly influenced by the nature and type of data users work with. From the end-users' perspective, optimal conversion of huge files of spatio-temporal data for further dissemination, accuracy of conversion, organization of content and security have a key role for effective geo-collaboration. Copyright © 2012 Elsevier Ltd and The Ergonomics Society. All rights reserved.

  4. Exploring Design Requirements for Repurposing Dental Virtual Patients From the Web to Second Life: A Focus Group Study

    PubMed Central

    Antoniou, Panagiotis E; Athanasopoulou, Christina A; Dafli, Eleni

    2014-01-01

    Background Since their inception, virtual patients have provided health care educators with a way to engage learners in an experience simulating the clinician’s environment without danger to learners and patients. This has led this learning modality to be accepted as an essential component of medical education. With the advent of the visually and audio-rich 3-dimensional multi-user virtual environment (MUVE), a new deployment platform has emerged for educational content. Immersive, highly interactive, multimedia-rich, MUVEs that seamlessly foster collaboration provide a new hotbed for the deployment of medical education content. Objective This work aims to assess the suitability of the Second Life MUVE as a virtual patient deployment platform for undergraduate dental education, and to explore the requirements and specifications needed to meaningfully repurpose Web-based virtual patients in MUVEs. Methods Through the scripting capabilities and available art assets in Second Life, we repurposed an existing Web-based periodontology virtual patient into Second Life. Through a series of point-and-click interactions and multiple-choice queries, the user experienced a specific periodontology case and was asked to provide the optimal responses for each of the challenges of the case. A focus group of 9 undergraduate dentistry students experienced both the Web-based and the Second Life version of this virtual patient. The group convened 3 times and discussed relevant issues such as the group’s computer literacy, the assessment of Second Life as a virtual patient deployment platform, and compared the Web-based and MUVE-deployed virtual patients. Results A comparison between the Web-based and the Second Life virtual patient revealed the inherent advantages of the more experiential and immersive Second Life virtual environment. However, several challenges for the successful repurposing of virtual patients from the Web to the MUVE were identified. The identified challenges for repurposing of Web virtual patients to the MUVE platform from the focus group study were (1) increased case complexity to facilitate the user’s gaming preconception in a MUVE, (2) necessity to decrease textual narration and provide the pertinent information in a more immersive sensory way, and (3) requirement to allow the user to actuate the solutions of problems instead of describing them through narration. Conclusions For a successful systematic repurposing effort of virtual patients to MUVEs such as Second Life, the best practices of experiential and immersive game design should be organically incorporated in the repurposing workflow (automated or not). These findings are pivotal in an era in which open educational content is transferred to and shared among users, learners, and educators of various open repositories/environments. PMID:24927470

  5. 3D Virtual Reality for Teaching Astronomy

    NASA Astrophysics Data System (ADS)

    Speck, Angela; Ruzhitskaya, L.; Laffey, J.; Ding, N.

    2012-01-01

    We are developing 3D virtual learning environments (VLEs) as learning materials for an undergraduate astronomy course, in which will utilize advances both in technologies available and in our understanding of the social nature of learning. These learning materials will be used to test whether such VLEs can indeed augment science learning so that it is more engaging, active, visual and effective. Our project focuses on the challenges and requirements of introductory college astronomy classes. Here we present our virtual world of the Jupiter system and how we plan to implement it to allow students to learn course material - physical laws and concepts in astronomy - while engaging them into exploration of the Jupiter's system, encouraging their imagination, curiosity, and motivation. The VLE can allow students to work individually or collaboratively. The 3D world also provides an opportunity for research in astronomy education to investigate impact of social interaction, gaming features, and use of manipulatives offered by a learning tool on students’ motivation and learning outcomes. Use of this VLE is also a valuable source for exploration of how the learners’ spatial awareness can be enhanced by working in 3D environment. We will present the Jupiter-system environment along with a preliminary study of the efficacy and usability of our Jupiter 3D VLE.

  6. Building A Community Focused Data and Modeling Collaborative platform with Hardware Virtualization Technology

    NASA Astrophysics Data System (ADS)

    Michaelis, A.; Wang, W.; Melton, F. S.; Votava, P.; Milesi, C.; Hashimoto, H.; Nemani, R. R.; Hiatt, S. H.

    2009-12-01

    As the length and diversity of the global earth observation data records grow, modeling and analyses of biospheric conditions increasingly requires multiple terabytes of data from a diversity of models and sensors. With network bandwidth beginning to flatten, transmission of these data from centralized data archives presents an increasing challenge, and costs associated with local storage and management of data and compute resources are often significant for individual research and application development efforts. Sharing community valued intermediary data sets, results and codes from individual efforts with others that are not in direct funded collaboration can also be a challenge with respect to time, cost and expertise. We purpose a modeling, data and knowledge center that houses NASA satellite data, climate data and ancillary data where a focused community may come together to share modeling and analysis codes, scientific results, knowledge and expertise on a centralized platform, named Ecosystem Modeling Center (EMC). With the recent development of new technologies for secure hardware virtualization, an opportunity exists to create specific modeling, analysis and compute environments that are customizable, “archiveable” and transferable. Allowing users to instantiate such environments on large compute infrastructures that are directly connected to large data archives may significantly reduce costs and time associated with scientific efforts by alleviating users from redundantly retrieving and integrating data sets and building modeling analysis codes. The EMC platform also provides the possibility for users receiving indirect assistance from expertise through prefabricated compute environments, potentially reducing study “ramp up” times.

  7. Expanding CERC beyond public health: sharing best practices with healthcare managers via virtual learning.

    PubMed

    Hewitt, Anne M; Spencer, Susan S; Ramloll, Rameshsharma; Trotta, Heidi

    2008-10-01

    Developed by the Center for Disease Control and Prevention in 2002, the Crisis Emergency and Risk Communication (CERC) training module is a nationally and internationally recognized communication model. With the looming threat of a pandemic and the potential for a protracted ongoing siege, a valuable opportunity exists to introduce crisis and emergency preparedness communication best practices to a new population--health care managers and administrators. The CERC toolkit and resources, provide an easy, turn-key solution and a validated template for educators who are not directly involved in public health education but desire to share this content. In this example, graduate students enrolled in an Master of Health Administration program, used a Play2Train scenario, located in the virtual learning environment of SecondLife (2007), to incorporate concepts from the CERC model. By applying the CERC best practices in a real-time virtual learning scenario, students learned collaboration and the leadership competencies necessary to help implement Joint Commission on Accreditation of Health Organizations emergency communication protocols and community collaboration requirements. By expanding the impact of the CERC model and developing unified risk communication responses and information sharing, all health professionals can enhance the effectiveness of their emergency preparedness plans so that the public can be better served.

  8. A Movement-Assisted Deployment of Collaborating Autonomous Sensors for Indoor and Outdoor Environment Monitoring

    PubMed Central

    Niewiadomska-Szynkiewicz, Ewa; Sikora, Andrzej; Marks, Michał

    2016-01-01

    Using mobile robots or unmanned vehicles to assist optimal wireless sensors deployment in a working space can significantly enhance the capability to investigate unknown environments. This paper addresses the issues of the application of numerical optimization and computer simulation techniques to on-line calculation of a wireless sensor network topology for monitoring and tracking purposes. We focus on the design of a self-organizing and collaborative mobile network that enables a continuous data transmission to the data sink (base station) and automatically adapts its behavior to changes in the environment to achieve a common goal. The pre-defined and self-configuring approaches to the mobile-based deployment of sensors are compared and discussed. A family of novel algorithms for the optimal placement of mobile wireless devices for permanent monitoring of indoor and outdoor dynamic environments is described. They employ a network connectivity-maintaining mobility model utilizing the concept of the virtual potential function for calculating the motion trajectories of platforms carrying sensors. Their quality and utility have been justified through simulation experiments and are discussed in the final part of the paper. PMID:27649186

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

    PubMed

    da Silva, Cintia Rc; Garcia, Ana Cristina B

    2013-01-01

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

  10. A Movement-Assisted Deployment of Collaborating Autonomous Sensors for Indoor and Outdoor Environment Monitoring.

    PubMed

    Niewiadomska-Szynkiewicz, Ewa; Sikora, Andrzej; Marks, Michał

    2016-09-14

    Using mobile robots or unmanned vehicles to assist optimal wireless sensors deployment in a working space can significantly enhance the capability to investigate unknown environments. This paper addresses the issues of the application of numerical optimization and computer simulation techniques to on-line calculation of a wireless sensor network topology for monitoring and tracking purposes. We focus on the design of a self-organizing and collaborative mobile network that enables a continuous data transmission to the data sink (base station) and automatically adapts its behavior to changes in the environment to achieve a common goal. The pre-defined and self-configuring approaches to the mobile-based deployment of sensors are compared and discussed. A family of novel algorithms for the optimal placement of mobile wireless devices for permanent monitoring of indoor and outdoor dynamic environments is described. They employ a network connectivity-maintaining mobility model utilizing the concept of the virtual potential function for calculating the motion trajectories of platforms carrying sensors. Their quality and utility have been justified through simulation experiments and are discussed in the final part of the paper.

  11. New tools for sculpting cranial implants in a shared haptic augmented reality environment.

    PubMed

    Ai, Zhuming; Evenhouse, Ray; Leigh, Jason; Charbel, Fady; Rasmussen, Mary

    2006-01-01

    New volumetric tools were developed for the design and fabrication of high quality cranial implants from patient CT data. These virtual tools replace time consuming physical sculpting, mold making and casting steps. The implant is designed by medical professionals in tele-immersive collaboration. Virtual clay is added in the virtual defect area on the CT data using the adding tool. With force feedback the modeler can feel the edge of the defect and fill only the space where no bone is present. A carving tool and a smoothing tool are then used to sculpt and refine the implant. To make a physical evaluation, the skull with simulated defect and the implant are fabricated via stereolithography to allow neurosurgeons to evaluate the quality of the implant. Initial tests demonstrate a very high quality fit. These new haptic volumetric sculpting tools are a critical component of a comprehensive tele-immersive system.

  12. Computer Supported Collaborative Environment for Virtual Simulation of Radiation Treatment Planning

    DTIC Science & Technology

    2001-10-25

    prescription of a radiation dose, and the evaluation of the treatment plan. Conventional techniques make use of the treatment simulator, the main function of...apparent. At this point, the benefits from the employment of the VS in the RTP procedure are highlighted, since the “ virtualisation ” of the complete...practice the continuous advances in telecommunications, which have contributed vastly in the establishment of teleradiology networks [5][6], the

  13. Cyberhubs: Virtual Research Environments for Astronomy

    NASA Astrophysics Data System (ADS)

    Herwig, Falk; Andrassy, Robert; Annau, Nic; Clarkson, Ondrea; Côté, Benoit; D’Sa, Aaron; Jones, Sam; Moa, Belaid; O’Connell, Jericho; Porter, David; Ritter, Christian; Woodward, Paul

    2018-05-01

    Collaborations in astronomy and astrophysics are faced with numerous cyber-infrastructure challenges, such as large data sets, the need to combine heterogeneous data sets, and the challenge to effectively collaborate on those large, heterogeneous data sets with significant processing requirements and complex science software tools. The cyberhubs system is an easy-to-deploy package for small- to medium-sized collaborations based on the Jupyter and Docker technology, which allows web-browser-enabled, remote, interactive analytic access to shared data. It offers an initial step to address these challenges. The features and deployment steps of the system are described, as well as the requirements collection through an account of the different approaches to data structuring, handling, and available analytic tools for the NuGrid and PPMstar collaborations. NuGrid is an international collaboration that creates stellar evolution and explosion physics and nucleosynthesis simulation data. The PPMstar collaboration performs large-scale 3D stellar hydrodynamics simulations of interior convection in the late phases of stellar evolution. Examples of science that is currently performed on cyberhubs, in the areas of 3D stellar hydrodynamic simulations, stellar evolution and nucleosynthesis, and Galactic chemical evolution, are presented.

  14. Development of an evolutionary simulator and an overall control system for intelligent wheelchair

    NASA Astrophysics Data System (ADS)

    Imai, Makoto; Kawato, Koji; Hamagami, Tomoki; Hirata, Hironori

    The goal of this research is to develop an intelligent wheelchair (IWC) system which aids an indoor safe mobility for elderly and disabled people with a new conceptual architecture which realizes autonomy, cooperativeness, and a collaboration behavior. In order to develop the IWC system in real environment, we need design-tools and flexible architecture. In particular, as more significant ones, this paper describes two key techniques which are an evolutionary simulation and an overall control mechanism. The evolutionary simulation technique corrects the error between the virtual environment in a simulator and real one in during the learning of an IWC agent, and coevolves with the agent. The overall control mechanism is implemented with subsumption architecture which is employed in an autonomous robot controller. By using these techniques in both simulations and experiments, we confirm that our IWC system acquires autonomy, cooperativeness, and a collaboration behavior efficiently.

  15. Integrated instrumentation & computation environment for GRACE

    NASA Astrophysics Data System (ADS)

    Dhekne, P. S.

    2002-03-01

    The project GRACE (Gamma Ray Astrophysics with Coordinated Experiments) aims at setting up a state of the art Gamma Ray Observatory at Mt. Abu, Rajasthan for undertaking comprehensive scientific exploration over a wide spectral window (10's keV - 100's TeV) from a single location through 4 coordinated experiments. The cumulative data collection rate of all the telescopes is expected to be about 1 GB/hr, necessitating innovations in the data management environment. As real-time data acquisition and control as well as off-line data processing, analysis and visualization environment of these systems is based on the us cutting edge and affordable technologies in the field of computers, communications and Internet. We propose to provide a single, unified environment by seamless integration of instrumentation and computations by taking advantage of the recent advancements in Web based technologies. This new environment will allow researchers better acces to facilities, improve resource utilization and enhance collaborations by having identical environments for online as well as offline usage of this facility from any location. We present here a proposed implementation strategy for a platform independent web-based system that supplements automated functions with video-guided interactive and collaborative remote viewing, remote control through virtual instrumentation console, remote acquisition of telescope data, data analysis, data visualization and active imaging system. This end-to-end web-based solution will enhance collaboration among researchers at the national and international level for undertaking scientific studies, using the telescope systems of the GRACE project.

  16. Reaching across Continents: Engaging Students through Virtual Collaborations

    ERIC Educational Resources Information Center

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

    2016-01-01

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

  17. Dynamic SLA Negotiation in Autonomic Federated Environments

    NASA Astrophysics Data System (ADS)

    Rubach, Pawel; Sobolewski, Michael

    Federated computing environments offer requestors the ability to dynamically invoke services offered by collaborating providers in the virtual service network. Without an efficient resource management that includes Dynamic SLA Negotiation, however, the assignment of providers to customer's requests cannot be optimized and cannot offer high reliability without relevant SLA guarantees. We propose a new SLA-based SERViceable Metacomputing Environment (SERVME) capable of matching providers based on QoS requirements and performing autonomic provisioning and deprovisioning of services according to dynamic requestor needs. This paper presents the SLA negotiation process that includes on-demand provisioning and uses an object-oriented SLA model for large-scale service-oriented systems supported by SERVME. An initial reference implementation in the SORCER environment is also described.

  18. Estimating Distance in Real and Virtual Environments: Does Order Make a Difference?

    PubMed Central

    Ziemer, Christine J.; Plumert, Jodie M.; Cremer, James F.; Kearney, Joseph K.

    2010-01-01

    This investigation examined how the order in which people experience real and virtual environments influences their distance estimates. Participants made two sets of distance estimates in one of the following conditions: 1) real environment first, virtual environment second; 2) virtual environment first, real environment second; 3) real environment first, real environment second; or 4) virtual environment first, virtual environment second. In Experiment 1, participants imagined how long it would take to walk to targets in real and virtual environments. Participants’ first estimates were significantly more accurate in the real than in the virtual environment. When the second environment was the same as the first environment (real-real and virtual-virtual), participants’ second estimates were also more accurate in the real than in the virtual environment. When the second environment differed from the first environment (real-virtual and virtual-real), however, participants’ second estimates did not differ significantly across the two environments. A second experiment in which participants walked blindfolded to targets in the real environment and imagined how long it would take to walk to targets in the virtual environment replicated these results. These subtle, yet persistent order effects suggest that memory can play an important role in distance perception. PMID:19525540

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

    PubMed

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

    2018-02-01

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

  20. Virtual Communities of Collaborative Learning for Higher Education

    ERIC Educational Resources Information Center

    Sotomayor, Gilda E.

    2014-01-01

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

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

    NASA Astrophysics Data System (ADS)

    Marelli, Fulvio; Albani, Mirko; Glaves, Helen

    2016-04-01

    There is an increasing requirement for researchers to work collaboratively using common resources whilst being geographically dispersed. By creating a virtual research environment (VRE) using a service oriented architecture (SOA) tailored to the needs of Earth Science (ES) communities, the EVEREST project will provide a range of both generic and domain specific data management services to support a dynamic approach to collaborative research. EVER-EST will provide the means to overcome existing barriers to sharing of Earth Science data and information allowing research teams to discover, access, share and process heterogeneous data, algorithms, results and experiences within and across their communities, including those domains beyond Earth Science. Researchers will be able to seamlessly manage both the data involved in their computationally intensive disciplines and the scientific methods applied in their observations and modelling, which lead to the specific results that need to be attributable, validated and shared both within the community and more widely e.g. in the form of scholarly communications. Central to the EVEREST approach is the concept of the Research Object (RO) , which provides a semantically rich mechanism to aggregate related resources about a scientific investigation so that they can be shared together using a single unique identifier. Although several e-laboratories are incorporating the research object concept in their infrastructure, the EVER-EST VRE will be the first infrastructure to leverage the concept of Research Objects and their application in observational rather than experimental disciplines. Development of the EVEREST VRE will leverage the results of several previous projects which have produced state-of-the-art technologies for scientific data management and curation as well those which have developed models, techniques and tools for the preservation of scientific methods and their implementation in computational forms such as scientific workflows. The EVER-EST data processing infrastructure will be based on a Cloud Computing approach, in which new applications can be integrated using "virtual machines" that have their own specifications (disk size, processor speed, operating system etc.) and run on shared private (physical deployment over local hardware) or commercial Cloud infrastructures. The EVER-EST e-infrastructure will be validated by four virtual research communities (VRC) covering different multidisciplinary Earth Science domains including: ocean monitoring, natural hazards, land monitoring and risk management (volcanoes and seismicity). Each VRC will use the virtual research environment according to its own specific requirements for data, software, best practice and community engagement. This user-centric approach will allow an assessment to be made of the capability for the proposed solution to satisfy the heterogeneous needs of a variety of Earth Science communities for more effective collaboration, and higher efficiency and creativity in research. EVER-EST is funded by the European Commission's H2020 for three years starting in October 2015. The project is led by the European Space Agency (ESA), involves some of the major European Earth Science data providers/users including NERC, DLR, INGV, CNR and SatCEN.

  2. Designers workbench: toward real-time immersive modeling

    NASA Astrophysics Data System (ADS)

    Kuester, Falko; Duchaineau, Mark A.; Hamann, Bernd; Joy, Kenneth I.; Ma, Kwan-Liu

    2000-05-01

    This paper introduces the Designers Workbench, a semi- immersive virtual environment for two-handed modeling, sculpting and analysis tasks. The paper outlines the fundamental tools, design metaphors and hardware components required for an intuitive real-time modeling system. As companies focus on streamlining productivity to cope with global competition, the migration to computer-aided design (CAD), computer-aided manufacturing, and computer-aided engineering systems has established a new backbone of modern industrial product development. However, traditionally a product design frequently originates form a clay model that, after digitization, forms the basis for the numerical description of CAD primitives. The Designers Workbench aims at closing this technology or 'digital gap' experienced by design and CAD engineers by transforming the classical design paradigm into its fully integrate digital and virtual analog allowing collaborative development in a semi- immersive virtual environment. This project emphasizes two key components form the classical product design cycle: freeform modeling and analysis. In the freedom modeling stage, content creation in the form of two-handed sculpting of arbitrary objects using polygonal, volumetric or mathematically defined primitives is emphasized, whereas the analysis component provides the tools required for pre- and post-processing steps for finite element analysis tasks applied to the created models.

  3. Using Auditory Cues to Perceptually Extract Visual Data in Collaborative, Immersive Big-Data Display Systems

    NASA Astrophysics Data System (ADS)

    Lee, Wendy

    The advent of multisensory display systems, such as virtual and augmented reality, has fostered a new relationship between humans and space. Not only can these systems mimic real-world environments, they have the ability to create a new space typology made solely of data. In these spaces, two-dimensional information is displayed in three dimensions, requiring human senses to be used to understand virtual, attention-based elements. Studies in the field of big data have predominately focused on visual representations and extractions of information with little focus on sounds. The goal of this research is to evaluate the most efficient methods of perceptually extracting visual data using auditory stimuli in immersive environments. Using Rensselaer's CRAIVE-Lab, a virtual reality space with 360-degree panorama visuals and an array of 128 loudspeakers, participants were asked questions based on complex visual displays using a variety of auditory cues ranging from sine tones to camera shutter sounds. Analysis of the speed and accuracy of participant responses revealed that auditory cues that were more favorable for localization and were positively perceived were best for data extraction and could help create more user-friendly systems in the future.

  4. Manipulation of volumetric patient data in a distributed virtual reality environment.

    PubMed

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

    2001-01-01

    Due to increases in network speed and bandwidth, distributed exploration of medical data in immersive Virtual Reality (VR) environments is becoming increasingly feasible. The volumetric display of radiological data in such environments presents a unique set of challenges. The shear size and complexity of the datasets involved not only make them difficult to transmit to remote sites, but these datasets also require extensive user interaction in order to make them understandable to the investigator and manageable to the rendering hardware. A sophisticated VR user interface is required in order for the clinician to focus on the aspects of the data that will provide educational and/or diagnostic insight. We will describe a software system of data acquisition, data display, Tele-Immersion, and data manipulation that supports interactive, collaborative investigation of large radiological datasets. The hardware required in this strategy is still at the high-end of the graphics workstation market. Future software ports to Linux and NT, along with the rapid development of PC graphics cards, open the possibility for later work with Linux or NT PCs and PC clusters.

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

    NASA Astrophysics Data System (ADS)

    Glaves, H.

    2017-12-01

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

  6. Collaborative Mission Design at NASA Langley Research Center

    NASA Technical Reports Server (NTRS)

    Gough, Kerry M.; Allen, B. Danette; Amundsen, Ruth M.

    2005-01-01

    NASA Langley Research Center (LaRC) has developed and tested two facilities dedicated to increasing efficiency in key mission design processes, including payload design, mission planning, and implementation plan development, among others. The Integrated Design Center (IDC) is a state-of-the-art concurrent design facility which allows scientists and spaceflight engineers to produce project designs and mission plans in a real-time collaborative environment, using industry-standard physics-based development tools and the latest communication technology. The Mission Simulation Lab (MiSL), a virtual reality (VR) facility focused on payload and project design, permits engineers to quickly translate their design and modeling output into enhanced three-dimensional models and then examine them in a realistic full-scale virtual environment. The authors were responsible for envisioning both facilities and turning those visions into fully operational mission design resources at LaRC with multiple advanced capabilities and applications. In addition, the authors have created a synergistic interface between these two facilities. This combined functionality is the Interactive Design and Simulation Center (IDSC), a meta-facility which offers project teams a powerful array of highly advanced tools, permitting them to rapidly produce project designs while maintaining the integrity of the input from every discipline expert on the project. The concept-to-flight mission support provided by IDSC has shown improved inter- and intra-team communication and a reduction in the resources required for proposal development, requirements definition, and design effort.

  7. Simulating Humans as Integral Parts of Spacecraft Missions

    NASA Technical Reports Server (NTRS)

    Bruins, Anthony C.; Rice, Robert; Nguyen, Lac; Nguyen, Heidi; Saito, Tim; Russell, Elaine

    2006-01-01

    The Collaborative-Virtual Environment Simulation Tool (C-VEST) software was developed for use in a NASA project entitled "3-D Interactive Digital Virtual Human." The project is oriented toward the use of a comprehensive suite of advanced software tools in computational simulations for the purposes of human-centered design of spacecraft missions and of the spacecraft, space suits, and other equipment to be used on the missions. The C-VEST software affords an unprecedented suite of capabilities for three-dimensional virtual-environment simulations with plug-in interfaces for physiological data, haptic interfaces, plug-and-play software, realtime control, and/or playback control. Mathematical models of the mechanics of the human body and of the aforementioned equipment are implemented in software and integrated to simulate forces exerted on and by astronauts as they work. The computational results can then support the iterative processes of design, building, and testing in applied systems engineering and integration. The results of the simulations provide guidance for devising measures to counteract effects of microgravity on the human body and for the rapid development of virtual (that is, simulated) prototypes of advanced space suits, cockpits, and robots to enhance the productivity, comfort, and safety of astronauts. The unique ability to implement human-in-the-loop immersion also makes the C-VEST software potentially valuable for use in commercial and academic settings beyond the original space-mission setting.

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

    DTIC Science & Technology

    2016-05-05

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

  9. Fostering Learning Through Interprofessional Virtual Reality Simulation Development.

    PubMed

    Nicely, Stephanie; Farra, Sharon

    2015-01-01

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

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

    ERIC Educational Resources Information Center

    Houck, Christiana L.

    2013-01-01

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

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

    ERIC Educational Resources Information Center

    Dineen, Brian R.

    2005-01-01

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

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

    ERIC Educational Resources Information Center

    Rahim, Noor Faridah A.

    2013-01-01

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

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

    ERIC Educational Resources Information Center

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

    2017-01-01

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

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

    ERIC Educational Resources Information Center

    Park, Hyungsung; Seo, Sumin

    2013-01-01

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

  15. Collaborative Information Technologies

    NASA Astrophysics Data System (ADS)

    Meyer, William; Casper, Thomas

    1999-11-01

    Significant effort has been expended to provide infrastructure and to facilitate the remote collaborations within the fusion community and out. Through the Office of Fusion Energy Science Information Technology Initiative, communication technologies utilized by the fusion community are being improved. The initial thrust of the initiative has been collaborative seminars and meetings. Under the initiative 23 sites, both laboratory and university, were provided with hardware required to remotely view, or project, documents being presented. The hardware is capable of delivering documents to a web browser, or to compatible hardware, over ESNET in an access controlled manner. The ability also exists for documents to originate from virtually any of the collaborating sites. In addition, RealNetwork servers are being tested to provide audio and/or video, in a non-interactive environment with MBONE providing two-way interaction where needed. Additional effort is directed at remote distributed computing, file systems, security, and standard data storage and retrieval methods. This work supported by DoE contract No. W-7405-ENG-48

  16. Collaborative Research: Bringing Problem Solving in the Field into the Classroom: Developing and Assessing Virtual Field Trips for Teaching Sedimentary and Introductory Geology

    NASA Astrophysics Data System (ADS)

    Wang, P.; Caldwell, M.

    2012-12-01

    Coastal Florida offers a unique setting for the facilitation of learning about a variety of modern sedimentary environments. Despite the conflicting concept of "virtual" and "actual" field trip, and the uncertainties associated with the implementation and effectiveness, virtual trips provide likely the only way to reach a large diversified student population and eliminate travel time and expenses. In addition, with rapidly improving web and visualization technology, field trips can be simulated virtually. It is therefore essential to systematically develop and assess the educational effectiveness of virtual field trips. This project is developing, implementing, and assessing a series of virtual field trips for teaching undergraduate sedimentary geology at a large four-year research university and introductory geology at a large two-year community college. The virtual field trip is based on a four-day actual field trip for a senior level sedimentary geology class. Two versions of the virtual field trip, one for advanced class and one for introductory class, are being produced. The educational outcome of the virtual field trip will be compared to that from actual field trip. This presentation summarizes Year 1 achievements of the three-year project. The filming, editing, and initial production of the virtual field trip have been completed. Formative assessments were conducted by the Coalition for Science Literacy at the University of South Florida. Once tested and refined, the virtual field trips will be disseminated through broadly used web portals and workshops at regional and national meetings.

  17. The collaboratory for MS3D: a new cyberinfrastructure for the structural elucidation of biological macromolecules and their assemblies using mass spectrometry-based approaches.

    PubMed

    Yu, Eizadora T; Hawkins, Arie; Kuntz, Irwin D; Rahn, Larry A; Rothfuss, Andrew; Sale, Kenneth; Young, Malin M; Yang, Christine L; Pancerella, Carmen M; Fabris, Daniele

    2008-11-01

    Modern biomedical research is evolving with the rapid growth of diverse data types, biophysical characterization methods, computational tools and extensive collaboration among researchers spanning various communities and having complementary backgrounds and expertise. Collaborating researchers are increasingly dependent on shared data and tools made available by other investigators with common interests, thus forming communities that transcend the traditional boundaries of the single research laboratory or institution. Barriers, however, remain to the formation of these virtual communities, usually due to the steep learning curve associated with becoming familiar with new tools, or with the difficulties associated with transferring data between tools. Recognizing the need for shared reference data and analysis tools, we are developing an integrated knowledge environment that supports productive interactions among researchers. Here we report on our current collaborative environment, which focuses on bringing together structural biologists working in the area of mass spectrometric based methods for the analysis of tertiary and quaternary macromolecular structures (MS3D) called the Collaboratory for MS3D (C-MS3D). C-MS3D is a Web-portal designed to provide collaborators with a shared work environment that integrates data storage and management with data analysis tools. Files are stored and archived along with pertinent meta data in such a way as to allow file handling to be tracked (data provenance) and data files to be searched using keywords and modification dates. While at this time the portal is designed around a specific application, the shared work environment is a general approach to building collaborative work groups. The goal of this is to not only provide a common data sharing and archiving system, but also to assist in the building of new collaborations and to spur the development of new tools and technologies.

  18. The Virtual Health University: An eLearning Model within the Cuban Health System.

    PubMed

    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.

  19. Integration of the SSPM and STAGE with the MPACT Virtual Facility Distributed Test Bed.

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

    Cipiti, Benjamin B.; Shoman, Nathan

    The Material Protection Accounting and Control Technologies (MPACT) program within DOE NE is working toward a 2020 milestone to demonstrate a Virtual Facility Distributed Test Bed. The goal of the Virtual Test Bed is to link all MPACT modeling tools, technology development, and experimental work to create a Safeguards and Security by Design capability for fuel cycle facilities. The Separation and Safeguards Performance Model (SSPM) forms the core safeguards analysis tool, and the Scenario Toolkit and Generation Environment (STAGE) code forms the core physical security tool. These models are used to design and analyze safeguards and security systems and generatemore » performance metrics. Work over the past year has focused on how these models will integrate with the other capabilities in the MPACT program and specific model changes to enable more streamlined integration in the future. This report describes the model changes and plans for how the models will be used more collaboratively. The Virtual Facility is not designed to integrate all capabilities into one master code, but rather to maintain stand-alone capabilities that communicate results between codes more effectively.« less

  20. Application of the dynamically allocated virtual clustering management system to emulated tactical network experimentation

    NASA Astrophysics Data System (ADS)

    Marcus, Kelvin

    2014-06-01

    The U.S Army Research Laboratory (ARL) has built a "Network Science Research Lab" to support research that aims to improve their ability to analyze, predict, design, and govern complex systems that interweave the social/cognitive, information, and communication network genres. Researchers at ARL and the Network Science Collaborative Technology Alliance (NS-CTA), a collaborative research alliance funded by ARL, conducted experimentation to determine if automated network monitoring tools and task-aware agents deployed within an emulated tactical wireless network could potentially increase the retrieval of relevant data from heterogeneous distributed information nodes. ARL and NS-CTA required the capability to perform this experimentation over clusters of heterogeneous nodes with emulated wireless tactical networks where each node could contain different operating systems, application sets, and physical hardware attributes. Researchers utilized the Dynamically Allocated Virtual Clustering Management System (DAVC) to address each of the infrastructure support requirements necessary in conducting their experimentation. The DAVC is an experimentation infrastructure that provides the means to dynamically create, deploy, and manage virtual clusters of heterogeneous nodes within a cloud computing environment based upon resource utilization such as CPU load, available RAM and hard disk space. The DAVC uses 802.1Q Virtual LANs (VLANs) to prevent experimentation crosstalk and to allow for complex private networks. Clusters created by the DAVC system can be utilized for software development, experimentation, and integration with existing hardware and software. The goal of this paper is to explore how ARL and the NS-CTA leveraged the DAVC to create, deploy and manage multiple experimentation clusters to support their experimentation goals.

  1. Creating widely accessible spatial interfaces: mobile VR for managing persistent pain.

    PubMed

    Schroeder, David; Korsakov, Fedor; Jolton, Joseph; Keefe, Francis J; Haley, Alex; Keefe, Daniel F

    2013-01-01

    Using widely accessible VR technologies, researchers have implemented a series of multimodal spatial interfaces and virtual environments. The results demonstrate the degree to which we can now use low-cost (for example, mobile-phone based) VR environments to create rich virtual experiences involving motion sensing, physiological inputs, stereoscopic imagery, sound, and haptic feedback. Adapting spatial interfaces to these new platforms can open up exciting application areas for VR. In this case, the application area was in-home VR therapy for patients suffering from persistent pain (for example, arthritis and cancer pain). For such therapy to be successful, a rich spatial interface and rich visual aesthetic are particularly important. So, an interdisciplinary team with expertise in technology, design, meditation, and the psychology of pain collaborated to iteratively develop and evaluate several prototype systems. The video at http://youtu.be/mMPE7itReds demonstrates how the sine wave fitting responds to walking motions, for a walking-in-place application.

  2. The SWITCH-ON Virtual Water-Science Laboratory

    NASA Astrophysics Data System (ADS)

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

    2017-04-01

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

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

    PubMed

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

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

  4. Incorporating Brokers within Collaboration Environments

    NASA Astrophysics Data System (ADS)

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

    2013-12-01

    A collaboration environment, such as the integrated Rule Oriented Data System (iRODS - http://irods.diceresearch.org), provides interoperability mechanisms for accessing storage systems, authentication systems, messaging systems, information catalogs, networks, and policy engines from a wide variety of clients. The interoperability mechanisms function as brokers, translating actions requested by clients to the protocol required by a specific technology. The iRODS data grid is used to enable collaborative research within hydrology, seismology, earth science, climate, oceanography, plant biology, astronomy, physics, and genomics disciplines. Although each domain has unique resources, data formats, semantics, and protocols, the iRODS system provides a generic framework that is capable of managing collaborative research initiatives that span multiple disciplines. Each interoperability mechanism (broker) is linked to a name space that enables unified access across the heterogeneous systems. The collaboration environment provides not only support for brokers, but also support for virtualization of name spaces for users, files, collections, storage systems, metadata, and policies. The broker enables access to data or information in a remote system using the appropriate protocol, while the collaboration environment provides a uniform naming convention for accessing and manipulating each object. Within the NSF DataNet Federation Consortium project (http://www.datafed.org), three basic types of interoperability mechanisms have been identified and applied: 1) drivers for managing manipulation at the remote resource (such as data subsetting), 2) micro-services that execute the protocol required by the remote resource, and 3) policies for controlling the execution. For example, drivers have been written for manipulating NetCDF and HDF formatted files within THREDDS servers. Micro-services have been written that manage interactions with the CUAHSI data repository, the DataONE information catalog, and the GeoBrain broker. Policies have been written that manage transfer of messages between an iRODS message queue and the Advanced Message Queuing Protocol. Examples of these brokering mechanisms will be presented. The DFC collaboration environment serves as the intermediary between community resources and compute grids, enabling reproducible data-driven research. It is possible to create an analysis workflow that retrieves data subsets from a remote server, assemble the required input files, automate the execution of the workflow, automatically track the provenance of the workflow, and share the input files, workflow, and output files. A collaborator can re-execute a shared workflow, compare results, change input files, and re-execute an analysis.

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

    ERIC Educational Resources Information Center

    Schieffer, Lori

    2016-01-01

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

  6. Training Teachers for Virtual Collaboration: A Case Study

    ERIC Educational Resources Information Center

    Vinagre, Margarita

    2016-01-01

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

  7. 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…

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

    ERIC Educational Resources Information Center

    Beckmann, Jennifer; Weber, Peter

    2016-01-01

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

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

    ERIC Educational Resources Information Center

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

    2011-01-01

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

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

    ERIC Educational Resources Information Center

    Beckmann, Jennifer; Weber, Peter

    2015-01-01

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

  11. World of Warcraft Meets War Plan Orange: The Military Utility of Collaborative Problem Solving in a Virtual Environment

    DTIC Science & Technology

    2011-06-01

    It is easier at that point to build the crowdsource effort required for a crowdsourcing tool.”10 Beyond altruism, deep or professional interest in...and reliably outperform professional pundits.7 An example of an actual stock market behaving like a prediction market can be found in the...demonstrated, for example, that professional football teams could make many more points if they were to forego field goals for fourth-down

  12. Comparative Analysis of Virtual 3-D Visual Display Systems Contributions to Cross-Functional Team Collaboration in a Product Design Review Environment

    DTIC Science & Technology

    1998-01-01

    including the surface they lie on and the edge curves that bind them. Also stored is topological information indicating how all these elements are connected...microchip. This technology researched by Texas Instruments is referred to as a Digital Micromirror Device (DMD) (Burdea & Coiffet, 1994). It has the...stereoscopic imaging system designed to resemble traditional designer drafting boards. The Visionarium uses a 180 degree curved screen providing users with

  13. Fast Markerless Tracking for Augmented Reality in Planar Environment

    NASA Astrophysics Data System (ADS)

    Basori, Ahmad Hoirul; Afif, Fadhil Noer; Almazyad, Abdulaziz S.; AbuJabal, Hamza Ali S.; Rehman, Amjad; Alkawaz, Mohammed Hazim

    2015-12-01

    Markerless tracking for augmented reality should not only be accurate but also fast enough to provide a seamless synchronization between real and virtual beings. Current reported methods showed that a vision-based tracking is accurate but requires high computational power. This paper proposes a real-time hybrid-based method for tracking unknown environments in markerless augmented reality. The proposed method provides collaboration of vision-based approach with accelerometers and gyroscopes sensors as camera pose predictor. To align the augmentation relative to camera motion, the tracking method is done by substituting feature-based camera estimation with combination of inertial sensors with complementary filter to provide more dynamic response. The proposed method managed to track unknown environment with faster processing time compared to available feature-based approaches. Moreover, the proposed method can sustain its estimation in a situation where feature-based tracking loses its track. The collaboration of sensor tracking managed to perform the task for about 22.97 FPS, up to five times faster than feature-based tracking method used as comparison. Therefore, the proposed method can be used to track unknown environments without depending on amount of features on scene, while requiring lower computational cost.

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

    NASA Astrophysics Data System (ADS)

    Jarvis, Susan; Shane, Richard T.

    2000-08-01

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

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

    PubMed

    Schweppe, M; Geigel, J

    2011-01-01

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

  16. Using smartphone technology to deliver a virtual pedestrian environment: usability and validation.

    PubMed

    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.

  17. Comprehensive Numerical Modeling of the Blast Furnace Ironmaking Process

    NASA Astrophysics Data System (ADS)

    Zhou, Chenn; Tang, Guangwu; Wang, Jichao; Fu, Dong; Okosun, Tyamo; Silaen, Armin; Wu, Bin

    2016-05-01

    Blast furnaces are counter-current chemical reactors, widely utilized in the ironmaking industry. Hot reduction gases injected from lower regions of the furnace ascend, reacting with the descending burden. Through this reaction process, iron ore is reduced into liquid iron that is tapped from the furnace hearth. Due to the extremely harsh environment inside the blast furnace, it is difficult to measure or observe internal phenomena during operation. Through the collaboration between steel companies and the Center for Innovation through Visualization and Simulation, multiple computational fluid dynamics (CFD) models have been developed to simulate the complex multiphase reacting flow in the three regions of the furnace, the shaft, the raceway, and the hearth. The models have been used effectively to troubleshoot and optimize blast furnace operations. In addition, the CFD models have been integrated with virtual reality. An interactive virtual blast furnace has been developed for training purpose. This paper summarizes the developments and applications of blast furnace CFD models and the virtual blast furnace.

  18. Immersive participation: Smartphone-Apps and Virtual Reality - tools for knowledge transfer, citizen science and interactive collaboration

    NASA Astrophysics Data System (ADS)

    Dotterweich, Markus

    2017-04-01

    In the last few years, the use of smartphone-apps has become a daily routine in our life. However, only a few approaches have been undertaken to use apps for transferring scientific knowledge to the public audience. The development of learning apps or serious games requires large efforts and several levels of simplification which is different to traditional text books or learning webpages. Current approaches often lack a connection to the real life and/or innovative gamification concepts. Another almost untapped potential is the use of Virtual Reality, a fast growing technology which replicates a virtual environment in order to simulate physical experiences in artificial or real worlds. Hence, smartphone-apps and VR provides new opportunities for capacity building, knowledge transfer, citizen science or interactive engagement in the realm of environmental sciences. This presentation will show some examples and discuss the advantages of these immersive approaches to improve the knowledge transfer between scientists and citizens and to stimulate actions in the real world.

  19. The interplays among technology and content, immersant and VE

    NASA Astrophysics Data System (ADS)

    Song, Meehae; Gromala, Diane; Shaw, Chris; Barnes, Steven J.

    2010-01-01

    The research program aims to explore and examine the fine balance necessary for maintaining the interplays between technology and the immersant, including identifying qualities that contribute to creating and maintaining a sense of "presence" and "immersion" in an immersive virtual reality (IVR) experience. Building upon and extending previous work, we compare sitting meditation with walking meditation in a virtual environment (VE). The Virtual Meditative Walk, a new work-in-progress, integrates VR and biofeedback technologies with a self-directed, uni-directional treadmill. As immersants learn how to meditate while walking, robust, real-time biofeedback technology continuously measures breathing, skin conductance and heart rate. The physiological states of the immersant will in turn affect the audio and stereoscopic visual media through shutter glasses. We plan to test the potential benefits and limitations of this physically active form of meditation with data from a sitting form of meditation. A mixed-methods approach to testing user outcomes parallels the knowledge bases of the collaborative team: a physician, computer scientists and artists.

  20. Planning and Management of Real-Time Geospatialuas Missions Within a Virtual Globe Environment

    NASA Astrophysics Data System (ADS)

    Nebiker, S.; Eugster, H.; Flückiger, K.; Christen, M.

    2011-09-01

    This paper presents the design and development of a hardware and software framework supporting all phases of typical monitoring and mapping missions with mini and micro UAVs (unmanned aerial vehicles). The developed solution combines state-of-the art collaborative virtual globe technologies with advanced geospatial imaging techniques and wireless data link technologies supporting the combined and highly reliable transmission of digital video, high-resolution still imagery and mission control data over extended operational ranges. The framework enables the planning, simulation, control and real-time monitoring of UAS missions in application areas such as monitoring of forest fires, agronomical research, border patrol or pipeline inspection. The geospatial components of the project are based on the Virtual Globe Technology i3D OpenWebGlobe of the Institute of Geomatics Engineering at the University of Applied Sciences Northwestern Switzerland (FHNW). i3D OpenWebGlobe is a high-performance 3D geovisualisation engine supporting the web-based streaming of very large amounts of terrain and POI data.

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

    NASA Technical Reports Server (NTRS)

    Prahst, Steve

    2003-01-01

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

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

    ERIC Educational Resources Information Center

    Ke, Fengfeng; Lee, Sungwoong

    2016-01-01

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

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

    ERIC Educational Resources Information Center

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

    2016-01-01

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

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

    ERIC Educational Resources Information Center

    Karaman, M. Kemal; Özen, Sevil Orhan

    2016-01-01

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

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

    PubMed

    Weisman, David

    2010-01-01

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

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

    NASA Technical Reports Server (NTRS)

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

    1999-01-01

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

  7. Designers Workbench: Towards Real-Time Immersive Modeling

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

    Kuester, F; Duchaineau, M A; Hamann, B

    2001-10-03

    This paper introduces the DesignersWorkbench, a semi-immersive virtual environment for two-handed modeling, sculpting and analysis tasks. The paper outlines the fundamental tools, design metaphors and hardware components required for an intuitive real-time modeling system. As companies focus on streamlining productivity to cope with global competition, the migration to computer-aided design (CAD), computer-aided manufacturing (CAM), and computer-aided engineering (CAE) systems has established a new backbone of modern industrial product development. However, traditionally a product design frequently originates from a clay model that, after digitization, forms the basis for the numerical description of CAD primitives. The DesignersWorkbench aims at closing this technologymore » or ''digital gap'' experienced by design and CAD engineers by transforming the classical design paradigm into its filly integrated digital and virtual analog allowing collaborative development in a semi-immersive virtual environment. This project emphasizes two key components from the classical product design cycle: freeform modeling and analysis. In the freeform modeling stage, content creation in the form of two-handed sculpting of arbitrary objects using polygonal, volumetric or mathematically defined primitives is emphasized, whereas the analysis component provides the tools required for pre- and post-processing steps for finite element analysis tasks applied to the created models.« less

  8. An overview of the U.S. Army Research Laboratory's Sensor Information Testbed for Collaborative Research Environment (SITCORE) and Automated Online Data Repository (AODR) capabilities

    NASA Astrophysics Data System (ADS)

    Ward, Dennis W.; Bennett, Kelly W.

    2017-05-01

    The Sensor Information Testbed COllaberative Research Environment (SITCORE) and the Automated Online Data Repository (AODR) are significant enablers of the U.S. Army Research Laboratory (ARL)'s Open Campus Initiative and together create a highly-collaborative research laboratory and testbed environment focused on sensor data and information fusion. SITCORE creates a virtual research development environment allowing collaboration from other locations, including DoD, industry, academia, and collation facilities. SITCORE combined with AODR provides end-toend algorithm development, experimentation, demonstration, and validation. The AODR enterprise allows the U.S. Army Research Laboratory (ARL), as well as other government organizations, industry, and academia to store and disseminate multiple intelligence (Multi-INT) datasets collected at field exercises and demonstrations, and to facilitate research and development (R and D), and advancement of analytical tools and algorithms supporting the Intelligence, Surveillance, and Reconnaissance (ISR) community. The AODR provides a potential central repository for standards compliant datasets to serve as the "go-to" location for lessons-learned and reference products. Many of the AODR datasets have associated ground truth and other metadata which provides a rich and robust data suite for researchers to develop, test, and refine their algorithms. Researchers download the test data to their own environments using a sophisticated web interface. The AODR allows researchers to request copies of stored datasets and for the government to process the requests and approvals in an automated fashion. Access to the AODR requires two-factor authentication in the form of a Common Access Card (CAC) or External Certificate Authority (ECA)

  9. Complex virtual urban environment modeling from CityGML data and OGC web services: application to the SIMFOR project

    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.

  10. Data streaming in telepresence environments.

    PubMed

    Lamboray, Edouard; Würmlin, Stephan; Gross, Markus

    2005-01-01

    In this paper, we discuss data transmission in telepresence environments for collaborative virtual reality applications. We analyze data streams in the context of networked virtual environments and classify them according to their traffic characteristics. Special emphasis is put on geometry-enhanced (3D) video. We review architectures for real-time 3D video pipelines and derive theoretical bounds on the minimal system latency as a function of the transmission and processing delays. Furthermore, we discuss bandwidth issues of differential update coding for 3D video. In our telepresence system-the blue-c-we use a point-based 3D video technology which allows for differentially encoded 3D representations of human users. While we discuss the considerations which lead to the design of our three-stage 3D video pipeline, we also elucidate some critical implementation details regarding decoupling of acquisition, processing and rendering frame rates, and audio/video synchronization. Finally, we demonstrate the communication and networking features of the blue-c system in its full deployment. We show how the system can possibly be controlled to face processing or networking bottlenecks by adapting the multiple system components like audio, application data, and 3D video.

  11. The virtual supermarket: An innovative research tool to study consumer food purchasing behaviour

    PubMed Central

    2011-01-01

    Background Economic interventions in the food environment are expected to effectively promote healthier food choices. However, before introducing them on a large scale, it is important to gain insight into the effectiveness of economic interventions and peoples' genuine reactions to price changes. Nonetheless, because of complex implementation issues, studies on price interventions are virtually non-existent. This is especially true for experiments undertaken in a retail setting. We have developed a research tool to study the effects of retail price interventions in a virtual-reality setting: the Virtual Supermarket. This paper aims to inform researchers about the features and utilization of this new software application. Results The Virtual Supermarket is a Dutch-developed three-dimensional software application in which study participants can shop in a manner comparable to a real supermarket. The tool can be used to study several food pricing and labelling strategies. The application base can be used to build future extensions and could be translated into, for example, an English-language version. The Virtual Supermarket contains a front-end which is seen by the participants, and a back-end that enables researchers to easily manipulate research conditions. The application keeps track of time spent shopping, number of products purchased, shopping budget, total expenditures and answers on configurable questionnaires. All data is digitally stored and automatically sent to a web server. A pilot study among Dutch consumers (n = 66) revealed that the application accurately collected and stored all data. Results from participant feedback revealed that 83% of the respondents considered the Virtual Supermarket easy to understand and 79% found that their virtual grocery purchases resembled their regular groceries. Conclusions The Virtual Supermarket is an innovative research tool with a great potential to assist in gaining insight into food purchasing behaviour. The application can be obtained via an URL and is freely available for academic use. The unique features of the tool include the fact that it enables researchers to easily modify research conditions and in this way study different types of interventions in a retail environment without a complex implementation process. Finally, it also maintains researcher independence and avoids conflicts of interest that may arise from industry collaboration. PMID:21787391

  12. The virtual supermarket: an innovative research tool to study consumer food purchasing behaviour.

    PubMed

    Waterlander, Wilma E; Scarpa, Michael; Lentz, Daisy; Steenhuis, Ingrid H M

    2011-07-25

    Economic interventions in the food environment are expected to effectively promote healthier food choices. However, before introducing them on a large scale, it is important to gain insight into the effectiveness of economic interventions and peoples' genuine reactions to price changes. Nonetheless, because of complex implementation issues, studies on price interventions are virtually non-existent. This is especially true for experiments undertaken in a retail setting. We have developed a research tool to study the effects of retail price interventions in a virtual-reality setting: the Virtual Supermarket. This paper aims to inform researchers about the features and utilization of this new software application. The Virtual Supermarket is a Dutch-developed three-dimensional software application in which study participants can shop in a manner comparable to a real supermarket. The tool can be used to study several food pricing and labelling strategies. The application base can be used to build future extensions and could be translated into, for example, an English-language version. The Virtual Supermarket contains a front-end which is seen by the participants, and a back-end that enables researchers to easily manipulate research conditions. The application keeps track of time spent shopping, number of products purchased, shopping budget, total expenditures and answers on configurable questionnaires. All data is digitally stored and automatically sent to a web server. A pilot study among Dutch consumers (n = 66) revealed that the application accurately collected and stored all data. Results from participant feedback revealed that 83% of the respondents considered the Virtual Supermarket easy to understand and 79% found that their virtual grocery purchases resembled their regular groceries. The Virtual Supermarket is an innovative research tool with a great potential to assist in gaining insight into food purchasing behaviour. The application can be obtained via an URL and is freely available for academic use. The unique features of the tool include the fact that it enables researchers to easily modify research conditions and in this way study different types of interventions in a retail environment without a complex implementation process. Finally, it also maintains researcher independence and avoids conflicts of interest that may arise from industry collaboration.

  13. Social Networking Adapted for Distributed Scientific Collaboration

    NASA Technical Reports Server (NTRS)

    Karimabadi, Homa

    2012-01-01

    Share is a social networking site with novel, specially designed feature sets to enable simultaneous remote collaboration and sharing of large data sets among scientists. The site will include not only the standard features found on popular consumer-oriented social networking sites such as Facebook and Myspace, but also a number of powerful tools to extend its functionality to a science collaboration site. A Virtual Observatory is a promising technology for making data accessible from various missions and instruments through a Web browser. Sci-Share augments services provided by Virtual Observatories by enabling distributed collaboration and sharing of downloaded and/or processed data among scientists. This will, in turn, increase science returns from NASA missions. Sci-Share also enables better utilization of NASA s high-performance computing resources by providing an easy and central mechanism to access and share large files on users space or those saved on mass storage. The most common means of remote scientific collaboration today remains the trio of e-mail for electronic communication, FTP for file sharing, and personalized Web sites for dissemination of papers and research results. Each of these tools has well-known limitations. Sci-Share transforms the social networking paradigm into a scientific collaboration environment by offering powerful tools for cooperative discourse and digital content sharing. Sci-Share differentiates itself by serving as an online repository for users digital content with the following unique features: a) Sharing of any file type, any size, from anywhere; b) Creation of projects and groups for controlled sharing; c) Module for sharing files on HPC (High Performance Computing) sites; d) Universal accessibility of staged files as embedded links on other sites (e.g. Facebook) and tools (e.g. e-mail); e) Drag-and-drop transfer of large files, replacing awkward e-mail attachments (and file size limitations); f) Enterprise-level data and messaging encryption; and g) Easy-to-use intuitive workflow.

  14. Sensor Webs in Digital Earth

    NASA Astrophysics Data System (ADS)

    Heavner, M. J.; Fatland, D. R.; Moeller, H.; Hood, E.; Schultz, M.

    2007-12-01

    The University of Alaska Southeast is currently implementing a sensor web identified as the SouthEast Alaska MOnitoring Network for Science, Telecommunications, Education, and Research (SEAMONSTER). From power systems and instrumentation through data management, visualization, education, and public outreach, SEAMONSTER is designed with modularity in mind. We are utilizing virtual earth infrastructures to enhance both sensor web management and data access. We will describe how the design philosophy of using open, modular components contributes to the exploration of different virtual earth environments. We will also describe the sensor web physical implementation and how the many components have corresponding virtual earth representations. This presentation will provide an example of the integration of sensor webs into a virtual earth. We suggest that IPY sensor networks and sensor webs may integrate into virtual earth systems and provide an IPY legacy easily accessible to both scientists and the public. SEAMONSTER utilizes geobrowsers for education and public outreach, sensor web management, data dissemination, and enabling collaboration. We generate near-real-time auto-updating geobrowser files of the data. In this presentation we will describe how we have implemented these technologies to date, the lessons learned, and our efforts towards greater OGC standard implementation. A major focus will be on demonstrating how geobrowsers have made this project possible.

  15. Virtual communities of practice: can they support the prevention agenda in public health?

    PubMed Central

    Ford, Jennifer; Korjonen, Helena; Keswani, Asha; Hughes, Emma

    2015-01-01

    Background Virtual Communities of Practice (CoPs) are flexible communication and knowledge management tools enabling collaboration, sharing of best practice and professional development. There have been few studies that have looked at the use and usefulness of virtual CoPs in public health. Methods This project sought to gather the evidence and develop recommendations for the value of virtual CoPs in public health through a literature review, and through piloting two CoPs in obesity. The research aimed to find out how useful CoPs are in obesity prevention, what makes a CoP successful and what evaluation methods are appropriate. Results CoPs are composed of observers, passive and active contributors with a small group of 'super-users'. All users learn through reading and listening, even if they do not post. The CoPs had higher levels of reading activity as opposed to low levels of posting activity. Longer existence of CoPs usually means more active membership. There are complex reasons why users fail to engage in knowledge sharing. Success of a CoP is creating an online environment where users feel comfortable. CoPs need administrative support and facilitation. Champions play a vital role. Conclusions Evidence shows some encouraging results about the value of CoPs in enabling collaboration and information sharing. Despite low membership numbers of the obesity CoPs piloted, members see value and suggest improvements. Findings suggest that success comes from leadership, champions, and larger networks with more posting activity. Mixed methods of quantitative and qualitative research are appropriate in measuring the use and impact of CoPs. PMID:26284150

  16. Radiological tele-immersion for next generation networks.

    PubMed

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

    2000-01-01

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

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

    NASA Technical Reports Server (NTRS)

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

    2017-01-01

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

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

    PubMed

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

    2014-03-01

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

  19. Using Interprofessional Learning for Continuing Education: Development and Evaluation of the Graduate Certificate Program in Health Professional Education for Clinicians.

    PubMed

    Henderson, Saras; Dalton, Megan; Cartmel, Jennifer

    2016-01-01

    Health professionals may be expert clinicians but do not automatically make effective teachers and need educational development. In response, a team of health academics at an Australian university developed and evaluated the continuing education Graduate Certificate in Health Professional Education Program using an interprofessional learning model. The model was informed by Collins interactional expertise and Knowles adult learning theories. The team collaboratively developed and taught four courses in the program. Blended learning methods such as web-based learning, face-to-face workshops, and online discussion forums were used. Twenty-seven multidisciplinary participants enrolled in the inaugural program. Focus group interview, self-report questionnaires, and teacher observations were used to evaluate the program. Online learning motivated participants to learn in a collaborative virtual environment. The workshops conducted in an interprofessional environment promoted knowledge sharing and helped participants to better understand other discipline roles, so they could conduct clinical education within a broader health care team context. Work-integrated assessments supported learning relevance. The teachers, however, observed that some participants struggled because of lack of computer skills. Although the interprofessional learning model promoted collaboration and flexibility, it is important to note that consideration be given to participants who are not computer literate. We therefore conducted a library and computer literacy workshop in orientation week which helped. An interprofessional learning environment can assist health professionals to operate outside their "traditional silos" leading to a more collaborative approach to the provision of care. Our experience may assist other organizations in developing similar programs.

  20. The Geography of Virtual Questioning

    ERIC Educational Resources Information Center

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

    2009-01-01

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

  1. iVFTs - immersive virtual field trips for interactive learning about Earth's environment.

    NASA Astrophysics Data System (ADS)

    Bruce, G.; Anbar, A. D.; Semken, S. C.; Summons, R. E.; Oliver, C.; Buxner, S.

    2014-12-01

    Innovations in immersive interactive technologies are changing the way students explore Earth and its environment. State-of-the-art hardware has given developers the tools needed to capture high-resolution spherical content, 360° panoramic video, giga-pixel imagery, and unique viewpoints via unmanned aerial vehicles as they explore remote and physically challenging regions of our planet. Advanced software enables integration of these data into seamless, dynamic, immersive, interactive, content-rich, and learner-driven virtual field explorations, experienced online via HTML5. These surpass conventional online exercises that use 2-D static imagery and enable the student to engage in these virtual environments that are more like games than like lectures. Grounded in the active learning of exploration, inquiry, and application of knowledge as it is acquired, users interact non-linearly in conjunction with an intelligent tutoring system (ITS). The integration of this system allows the educational experience to be adapted to each individual student as they interact within the program. Such explorations, which we term "immersive virtual field trips" (iVFTs), are being integrated into cyber-learning allowing science teachers to take students to scientifically significant but inaccessible environments. Our team and collaborators are producing a diverse suite of freely accessible, iVFTs to teach key concepts in geology, astrobiology, ecology, and anthropology. Topics include Early Life, Biodiversity, Impact craters, Photosynthesis, Geologic Time, Stratigraphy, Tectonics, Volcanism, Surface Processes, The Rise of Oxygen, Origin of Water, Early Civilizations, Early Multicellular Organisms, and Bioarcheology. These diverse topics allow students to experience field sites all over the world, including, Grand Canyon (USA), Flinders Ranges (Australia), Shark Bay (Australia), Rainforests (Panama), Teotihuacan (Mexico), Upheaval Dome (USA), Pilbara (Australia), Mid-Atlantic Ridge (Iceland), and Mauna Kea (Hawaii). iVFTs are being beta-tested and used at ASU in several large-enrollment courses to assess its usability and effectiveness in meeting specific learning objectives. We invite geoscience educators to partake of this resource and find new applications to their own teaching.

  2. Nomad devices for interactions in immersive virtual environments

    NASA Astrophysics Data System (ADS)

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

    2013-03-01

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

  3. Virtual Laboratory Enabling Collaborative Research in Applied Vehicle Technologies

    NASA Technical Reports Server (NTRS)

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

    2005-01-01

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

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

    ERIC Educational Resources Information Center

    Hsu, Jung-Lung; Chou, Huey-Wen

    2009-01-01

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

  5. The James Webb Space Telescope RealWorld-InWorld Design Challenge: Involving Professionals in a Virtual Classroom

    NASA Astrophysics Data System (ADS)

    Masetti, Margaret; Bowers, S.

    2011-01-01

    Students around the country are becoming experts on the James Webb Space Telescope by designing solutions to two of the design challenges presented by this complex mission. RealWorld-InWorld has two parts; the first (the Real World portion) has high-school students working face to face in their classroom as engineers and scientists. The InWorld phase starts December 15, 2010 as interested teachers and their teams of high school students register to move their work into a 3D multi-user virtual world environment. At the start of this phase, college students from all over the country choose a registered team to lead InWorld. Each InWorld team is also assigned an engineer or scientist mentor. In this virtual world setting, each team refines their design solutions and creates a 3D model of the Webb telescope. InWorld teams will use 21st century tools to collaborate and build in the virtual world environment. Each team will learn, not only from their own team members, but will have the opportunity to interact with James Webb Space Telescope researchers through the virtual world setting, which allows for synchronous interactions. Halfway through the challenge, design solutions will be critiqued and a mystery problem will be introduced for each team. The top five teams will be invited to present their work during a synchronous Education Forum April 14, 2011. The top team will earn scholarships and technology. This is an excellent opportunity for professionals in both astronomy and associated engineering disciplines to become involved with a unique educational program. Besides the chance to mentor a group of interested students, there are many opportunities to interact with the students as a guest, via chats and presentations.

  6. Strategies for Information Retrieval and Virtual Teaming to Mitigate Risk on NASA's Missions

    NASA Technical Reports Server (NTRS)

    Topousis, Daria; Williams, Gregory; Murphy, Keri

    2007-01-01

    Following the loss of NASA's Space Shuttle Columbia in 2003, it was determined that problems in the agency's organization created an environment that led to the accident. One component of the proposed solution resulted in the formation of the NASA Engineering Network (NEN), a suite of information retrieval and knowledge sharing tools. This paper describes the implementation of this set of search, portal, content management, and semantic technologies, including a unique meta search capability for data from distributed engineering resources. NEN's communities of practice are formed along engineering disciplines where users leverage their knowledge and best practices to collaborate and take informal learning back to their personal jobs and embed it into the procedures of the agency. These results offer insight into using traditional engineering disciplines for virtual teaming and problem solving.

  7. Towards a Framework for Virtual Internationalization

    ERIC Educational Resources Information Center

    Bruhn, Elisa

    2017-01-01

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

  8. Collaborative gaming and competition for CS-STEM education using SPHERES Zero Robotics

    NASA Astrophysics Data System (ADS)

    Nag, Sreeja; Katz, Jacob G.; Saenz-Otero, Alvar

    2013-02-01

    There is widespread investment of resources in the fields of Computer Science, Science, Technology, Engineering, Mathematics (CS-STEM) education to improve STEM interests and skills. This paper addresses the goal of revolutionizing student education using collaborative gaming and competition, both in virtual simulation environments and on real hardware in space. The concept is demonstrated using the SPHERES Zero Robotics (ZR) Program which is a robotics programming competition. The robots are miniature satellites called SPHERES—an experimental test bed developed by the MIT SSL on the International Space Station (ISS) to test navigation, formation flight and control algorithms in microgravity. The participants compete to win a technically challenging game by programming their strategies into the SPHERES satellites, completely from a web browser. The programs are demonstrated in simulation, on ground hardware and then in a final competition when an astronaut runs the student software aboard the ISS. ZR had a pilot event in 2009 with 10 High School (HS) students, a nationwide pilot tournament in 2010 with over 200 HS students from 19 US states, a summer tournament in 2010 with ˜150 middle school students and an open-registration tournament in 2011 with over 1000 HS students from USA and Europe. The influence of collaboration was investigated by (1) building new web infrastructure and an Integrated Development Environment where intensive inter-participant collaboration is possible, (2) designing and programming a game to solve a relevant formation flight problem, collaborative in nature—and (3) structuring a tournament such that inter-team collaboration is mandated. This paper introduces the ZR web tools, assesses the educational value delivered by the program using space and games and evaluates the utility of collaborative gaming within this framework. There were three types of collaborations as variables—within matches (to achieve game objectives), inter-team alliances and unstructured communication on online forums. Simulation competition scores, website usage statistics and post-competition surveys are used to evaluate educational impact and the effect of collaboration.

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

    ERIC Educational Resources Information Center

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

    2018-01-01

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

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

    ERIC Educational Resources Information Center

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

    2004-01-01

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

  11. Multi-tiered S-SOA, Parameter-Driven New Islamic Syariah Products of Holistic Islamic Banking System (HiCORE): Virtual Banking Environment

    NASA Astrophysics Data System (ADS)

    Halimah, B. Z.; Azlina, A.; Sembok, T. M.; Sufian, I.; Sharul Azman, M. N.; Azuraliza, A. B.; Zulaiha, A. O.; Nazlia, O.; Salwani, A.; Sanep, A.; Hailani, M. T.; Zaher, M. Z.; Azizah, J.; Nor Faezah, M. Y.; Choo, W. O.; Abdullah, Chew; Sopian, B.

    The Holistic Islamic Banking System (HiCORE), a banking system suitable for virtual banking environment, created based on universityindustry collaboration initiative between Universiti Kebangsaan Malaysia (UKM) and Fuziq Software Sdn Bhd. HiCORE was modeled on a multitiered Simple - Services Oriented Architecture (S-SOA), using the parameterbased semantic approach. HiCORE's existence is timely as the financial world is looking for a new approach to creating banking and financial products that are interest free or based on the Islamic Syariah principles and jurisprudence. An interest free banking system has currently caught the interest of bankers and financiers all over the world. HiCORE's Parameter-based module houses the Customer-information file (CIF), Deposit and Financing components. The Parameter based module represents the third tier of the multi-tiered Simple SOA approach. This paper highlights the multi-tiered parameter- driven approach to the creation of new Islamiic products based on the 'dalil' (Quran), 'syarat' (rules) and 'rukun' (procedures) as required by the syariah principles and jurisprudence reflected by the semantic ontology embedded in the parameter module of the system.

  12. How NASA is building and sustaining a community of scientist-communicators through virtual technology, graphic facilitation and other community-building tools

    NASA Astrophysics Data System (ADS)

    DeWitt, S.; Bovaird, E.; Stewart, N.; Reaves, J.; Tenenbaum, L. F.; Betz, L.; Kuchner, M. J.; Dodson, K. E.; Miller, A.

    2013-12-01

    In 2013 NASA launched its first agency-wide effort to cultivate and support scientist-communicators. The multiple motivations behind this effort are complex and overlapping, and include a desire to connect the agency's workforce to its mission and to each other in the post-Space Shuttle era; a shift in how the agency and the world communicates about science; the current public perception of science and of NASA, and a desire to share the stories of the real people behind the agency's technical work. Leaders in the NASA science, communications and public outreach communities partnered with the agency's training and leadership development organization to: identify and fully characterize the need for training and development in science communication, experiment with various learning models, and invite early-adopter scientists to evaluate these models for future agency investment. Using virtual collaboration technology, graphic facilitation, and leadership development methods, we set out to create an environment where scientist-communicators can emerge and excel. First, we asked scientists from across the agency to identify their motivations, opportunities, barriers and areas of interest in science communication. Scientists identified a need to go beyond traditional media training, a need for continuous practice and peer feedback, and a need for agency incentives and sustained support for this kind of work. This community-driven approach also uncovered a serious need for communication support in the wake of diminishing resources for travel and conference attendance. As a first step, we offered a series of virtual learning events - highly collaborative working sessions for scientists to practice their communication technique, develop and apply new skills to real-world situations, and gain valuable feedback from external subject matter experts and fellow scientists from across the agency in a supportive environment. Scientists from ten NASA centers and a broad range of research disciplines - from astrophysics to climate change to aeronautics - took part in these virtual events. This newly connected community provided continuous feedback and recommendations for how they and the agency can continue to cultivate and support scientist-communicators over the long-term. By inviting scientists to communicate in new ways using new tools, we are modeling the type of innovative communication we hope to see, and are gradually elevating scientists' exposure to and comfort level with new communication technologies. Our next challenge is to provide a deeper learning experience and strengthen connections within this community through a series of face-to-face workshops at NASA centers. We are also investigating ways to broaden and sustain the supportive environment - both virtual and institutional - needed for this new distributed network of scientist-communicators to thrive.

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

    ERIC Educational Resources Information Center

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

    2014-01-01

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

  14. Oceanography in Second Life: Use of a Virtual Reality to Enhance Undergraduate Education in Marine Science

    NASA Astrophysics Data System (ADS)

    Villareal, T. A.; Jarmon, L.; Triggs, R.

    2009-12-01

    Shipboard research is a fundamental part of oceanography, but has numerous legal and practical constraints virtually eliminate it as a regular part of large-enrollment programs in marine science. The cost of a properly equipped research vessel alone can prevent student access. While much can be learned by active exploration of archived data by students, the limitations placed on real oceanographic programs by distance, vessel speed, and time are difficult to reproduce in exercises. Pre-cruise planning and collaboration between investigators are likewise a challenge to incorporate. We have used design students in the College of Liberal Arts to construct a oceanographic expedition in Second Life for use in a marine science course (Fall 2009). Second Life is a highly collaborative environment with a variety of tools that allow users to create their own environment and interact with it. Second LIfe is free, highly portable, and inherently amenable to distance or remote teaching. In our application, the research vessel exists as an moving platform with sampling abilities. Software code queries an external MySQL database that contains information from the World Ocean Atlas for the entire ocean, and returns strings of data from standard depths. Students must plan the cruise track to test hypothesis about the ocean, collaborate with other teams to develop the big picture and use standard oceanographic software (Ocean Data Viewer; ODV) to analyze the data. Access to the entire database in ODV then allows comparison to the actual properties and distributions. The effectiveness of this approach is being evaluated by a pre- and post-class surveys and post semester focus group interviews. Similar surveys of the design students that created the environment noted that use of Second Life created a learning experience that was both more immersive and process oriented than traditional college courses. Initial impressions in the marine science class indicate that the strong social networking presence captures these digital native undergraduates rapidly, and that this is a strong positive motivation for working on assigned class activities in Second Life.

  15. Contribution of the EVER-EST project to the community of the Geohazard Supersites initiative

    NASA Astrophysics Data System (ADS)

    Trasatti, Elisa; Rubbia, Giuliana; Romaniello, Vito; Merucci, Luca; Corradini, Stefano; Spinetti, Claudia; Puglisi, Giuseppe; Borgstrom, Sven; Salvi, Stefano; Parks, Michelle; Dürig, Tobias; Sigmundsson, Freysteinn

    2017-04-01

    The EVER-EST project (European Virtual Environment for Research - Earth Science Themes: a solution) is a H2020 project (2015-2018) aimed at the creation of a Virtual Research Environment (VRE) focused on the requirements of the Earth Science community. The VRE is intended to enhance the ability to collaborate, interoperate and share knowledge and experience between all relevant stakeholders, including researchers, monitoring teams and civil protection agencies. Among the innovations of the project is the exploitation of the "Research Object" concept (http://www.rohub.org), i.e. "digital objects that encapsulate essential information about experiments and investigations to facilitate their reusability, reproducibility and better understanding". Research Objects encapsulate not only data and publications, but also algorithms, codes, results, and workflows that can be stored, shared and re-used. The European subgroup of the GEO Geohazard Supersites community involved in the project (INGV, University of Iceland) has provided user requirements and user scenarios, as well as created Research Objects embedding research activities and workflows on the Permanent Supersites Campi Flegrei, Mount Etna and Icelandic Volcanoes. These Supersites play the role of test sites for the platform, but during the last year of the project other Supersites may also be involved, to demonstrate the added value of the collaborative environment in research activities aiming to support Disaster Risk Reduction. Using the VRE, the Supersite scientists should be able to collaborate with colleagues located in different parts of the world, in a simple and effective way. This includes being able to remotely access and share data, research results and ideas, to carry out training sessions and discussions, to compare different results and models, and to synthesize many different pieces of information in a single consensus product to be disseminated to end-users. A further need of the Supersite scientists, which can be fulfilled by EVER-EST especially in less developed countries, is the need to access computing resources and software codes for data processing and modelling, as well as tutoring in data analysis and interpretation. Examples and results illustrating the effective use of the first release of the VRE will be presented at the conference.

  16. Communication and cooperation in networked environments: an experimental analysis.

    PubMed

    Galimberti, C; Ignazi, S; Vercesi, P; Riva, G

    2001-02-01

    Interpersonal communication and cooperation do not happen exclusively face to face. In work contexts, as in private life, there are more and more situations of mediated communication and cooperation in which new online tools are used. However, understanding how to use the Internet to support collaborative interaction presents a substantial challenge for the designers and users of this emerging technology. First, collaborative Internet environments are designed to serve a purpose, so must be designed with intended users' tasks and goals explicitly considered. Second, in cooperative activities the key content of communication is the interpretation of the situations in which actors are involved. So, the most effective way of clarifying the meaning of messages is to connect them to a shared context of meaning. However, this is more difficult in the Internet than in other computer-based activities. This paper tries to understand the characteristics of cooperative activities in networked environments--shared 3D virtual worlds--through two different studies. The first used the analysis of conversations to explore the characteristics of the interaction during the cooperative task; the second analyzed whether and how the level of immersion in the networked environments influenced the performance and the interactional process. The results are analyzed to identify the psychosocial roots used to support cooperation in a digital interactive communication.

  17. Scalable Adaptive Graphics Environment (SAGE) Software for the Visualization of Large Data Sets on a Video Wall

    NASA Technical Reports Server (NTRS)

    Jedlovec, Gary; Srikishen, Jayanthi; Edwards, Rita; Cross, David; Welch, Jon; Smith, Matt

    2013-01-01

    The use of collaborative scientific visualization systems for the analysis, visualization, and sharing of "big data" available from new high resolution remote sensing satellite sensors or four-dimensional numerical model simulations is propelling the wider adoption of ultra-resolution tiled display walls interconnected by high speed networks. These systems require a globally connected and well-integrated operating environment that provides persistent visualization and collaboration services. This abstract and subsequent presentation describes a new collaborative visualization system installed for NASA's Shortterm Prediction Research and Transition (SPoRT) program at Marshall Space Flight Center and its use for Earth science applications. The system consists of a 3 x 4 array of 1920 x 1080 pixel thin bezel video monitors mounted on a wall in a scientific collaboration lab. The monitors are physically and virtually integrated into a 14' x 7' for video display. The display of scientific data on the video wall is controlled by a single Alienware Aurora PC with a 2nd Generation Intel Core 4.1 GHz processor, 32 GB memory, and an AMD Fire Pro W600 video card with 6 mini display port connections. Six mini display-to-dual DVI cables are used to connect the 12 individual video monitors. The open source Scalable Adaptive Graphics Environment (SAGE) windowing and media control framework, running on top of the Ubuntu 12 Linux operating system, allows several users to simultaneously control the display and storage of high resolution still and moving graphics in a variety of formats, on tiled display walls of any size. The Ubuntu operating system supports the open source Scalable Adaptive Graphics Environment (SAGE) software which provides a common environment, or framework, enabling its users to access, display and share a variety of data-intensive information. This information can be digital-cinema animations, high-resolution images, high-definition video-teleconferences, presentation slides, documents, spreadsheets or laptop screens. SAGE is cross-platform, community-driven, open-source visualization and collaboration middleware that utilizes shared national and international cyberinfrastructure for the advancement of scientific research and education.

  18. Scalable Adaptive Graphics Environment (SAGE) Software for the Visualization of Large Data Sets on a Video Wall

    NASA Astrophysics Data System (ADS)

    Jedlovec, G.; Srikishen, J.; Edwards, R.; Cross, D.; Welch, J. D.; Smith, M. R.

    2013-12-01

    The use of collaborative scientific visualization systems for the analysis, visualization, and sharing of 'big data' available from new high resolution remote sensing satellite sensors or four-dimensional numerical model simulations is propelling the wider adoption of ultra-resolution tiled display walls interconnected by high speed networks. These systems require a globally connected and well-integrated operating environment that provides persistent visualization and collaboration services. This abstract and subsequent presentation describes a new collaborative visualization system installed for NASA's Short-term Prediction Research and Transition (SPoRT) program at Marshall Space Flight Center and its use for Earth science applications. The system consists of a 3 x 4 array of 1920 x 1080 pixel thin bezel video monitors mounted on a wall in a scientific collaboration lab. The monitors are physically and virtually integrated into a 14' x 7' for video display. The display of scientific data on the video wall is controlled by a single Alienware Aurora PC with a 2nd Generation Intel Core 4.1 GHz processor, 32 GB memory, and an AMD Fire Pro W600 video card with 6 mini display port connections. Six mini display-to-dual DVI cables are used to connect the 12 individual video monitors. The open source Scalable Adaptive Graphics Environment (SAGE) windowing and media control framework, running on top of the Ubuntu 12 Linux operating system, allows several users to simultaneously control the display and storage of high resolution still and moving graphics in a variety of formats, on tiled display walls of any size. The Ubuntu operating system supports the open source Scalable Adaptive Graphics Environment (SAGE) software which provides a common environment, or framework, enabling its users to access, display and share a variety of data-intensive information. This information can be digital-cinema animations, high-resolution images, high-definition video-teleconferences, presentation slides, documents, spreadsheets or laptop screens. SAGE is cross-platform, community-driven, open-source visualization and collaboration middleware that utilizes shared national and international cyberinfrastructure for the advancement of scientific research and education.

  19. Towards seamless workflows in agile data science

    NASA Astrophysics Data System (ADS)

    Klump, J. F.; Robertson, J.

    2017-12-01

    Agile workflows are a response to projects with requirements that may change over time. They prioritise rapid and flexible responses to change, preferring to adapt to changes in requirements rather than predict them before a project starts. This suits the needs of research very well because research is inherently agile in its methodology. The adoption of agile methods has made collaborative data analysis much easier in a research environment fragmented across institutional data stores, HPC, personal and lab computers and more recently cloud environments. Agile workflows use tools that share a common worldview: in an agile environment, there may be more that one valid version of data, code or environment in play at any given time. All of these versions need references and identifiers. For example, a team of developers following the git-flow conventions (github.com/nvie/gitflow) may have several active branches, one for each strand of development. These workflows allow rapid and parallel iteration while maintaining identifiers pointing to individual snapshots of data and code and allowing rapid switching between strands. In contrast, the current focus of versioning in research data management is geared towards managing data for reproducibility and long-term preservation of the record of science. While both are important goals in the persistent curation domain of the institutional research data infrastructure, current tools emphasise planning over adaptation and can introduce unwanted rigidity by insisting on a single valid version or point of truth. In the collaborative curation domain of a research project, things are more fluid. However, there is no equivalent to the "versioning iso-surface" of the git protocol for the management and versioning of research data. At CSIRO we are developing concepts and tools for the agile management of software code and research data for virtual research environments, based on our experiences of actual data analytics projects in the geosciences. We use code management that allows researchers to interact with the code through tools like Jupyter Notebooks while data are held in an object store. Our aim is an architecture allowing seamless integration of code development, data management, and data processing in virtual research environments.

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

    ERIC Educational Resources Information Center

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

    2012-01-01

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

  1. Virtual reality training for improving the skills needed for performing surgery of the ear, nose or throat.

    PubMed

    Piromchai, Patorn; Avery, Alex; Laopaiboon, Malinee; Kennedy, Gregor; O'Leary, Stephen

    2015-09-09

    Virtual reality simulation uses computer-generated imagery to present a simulated training environment for learners. This review seeks to examine whether there is evidence to support the introduction of virtual reality surgical simulation into ear, nose and throat surgical training programmes. 1. To assess whether surgeons undertaking virtual reality simulation-based training achieve surgical ('patient') outcomes that are at least as good as, or better than, those achieved through conventional training methods.2. To assess whether there is evidence from either the operating theatre, or from controlled (simulation centre-based) environments, that virtual reality-based surgical training leads to surgical skills that are comparable to, or better than, those achieved through conventional training. The Cochrane Ear, Nose and Throat Disorders Group (CENTDG) Trials Search Co-ordinator searched the CENTDG Trials Register; Central Register of Controlled Trials (CENTRAL 2015, Issue 6); PubMed; EMBASE; ERIC; CINAHL; Web of Science; ClinicalTrials.gov; ICTRP and additional sources for published and unpublished trials. The date of the search was 27 July 2015. We included all randomised controlled trials and controlled trials comparing virtual reality training and any other method of training in ear, nose or throat surgery. We used the standard methodological procedures expected by The Cochrane Collaboration. We evaluated both technical and non-technical aspects of skill competency. We included nine studies involving 210 participants. Out of these, four studies (involving 61 residents) assessed technical skills in the operating theatre (primary outcomes). Five studies (comprising 149 residents and medical students) assessed technical skills in controlled environments (secondary outcomes). The majority of the trials were at high risk of bias. We assessed the GRADE quality of evidence for most outcomes across studies as 'low'. Operating theatre environment (primary outcomes) In the operating theatre, there were no studies that examined two of three primary outcomes: real world patient outcomes and acquisition of non-technical skills. The third primary outcome (technical skills in the operating theatre) was evaluated in two studies comparing virtual reality endoscopic sinus surgery training with conventional training. In one study, psychomotor skill (which relates to operative technique or the physical co-ordination associated with instrument handling) was assessed on a 10-point scale. A second study evaluated the procedural outcome of time-on-task. The virtual reality group performance was significantly better, with a better psychomotor score (mean difference (MD) 1.66, 95% CI 0.52 to 2.81; 10-point scale) and a shorter time taken to complete the operation (MD -5.50 minutes, 95% CI -9.97 to -1.03). Controlled training environments (secondary outcomes) In a controlled environment five studies evaluated the technical skills of surgical trainees (one study) and medical students (three studies). One study was excluded from the analysis. Surgical trainees: One study (80 participants) evaluated the technical performance of surgical trainees during temporal bone surgery, where the outcome was the quality of the final dissection. There was no difference in the end-product scores between virtual reality and cadaveric temporal bone training. Medical students: Two other studies (40 participants) evaluated technical skills achieved by medical students in the temporal bone laboratory. Learners' knowledge of the flow of the operative procedure (procedural score) was better after virtual reality than conventional training (SMD 1.11, 95% CI 0.44 to 1.79). There was also a significant difference in end-product score between the virtual reality and conventional training groups (SMD 2.60, 95% CI 1.71 to 3.49). One study (17 participants) revealed that medical students acquired anatomical knowledge (on a scale of 0 to 10) better during virtual reality than during conventional training (MD 4.3, 95% CI 2.05 to 6.55). No studies in a controlled training environment assessed non-technical skills. There is limited evidence to support the inclusion of virtual reality surgical simulation into surgical training programmes, on the basis that it can allow trainees to develop technical skills that are at least as good as those achieved through conventional training. Further investigations are required to determine whether virtual reality training is associated with better real world outcomes for patients and the development of non-technical skills. Virtual reality simulation may be considered as an additional learning tool for medical students.

  2. Motor learning from virtual reality to natural environments in individuals with Duchenne muscular dystrophy.

    PubMed

    Quadrado, Virgínia Helena; Silva, Talita Dias da; Favero, Francis Meire; Tonks, James; Massetti, Thais; Monteiro, Carlos Bandeira de Mello

    2017-11-10

    To examine whether performance improvements in the virtual environment generalize to the natural environment. we had 64 individuals, 32 of which were individuals with DMD and 32 were typically developing individuals. The groups practiced two coincidence timing tasks. In the more tangible button-press task, the individuals were required to 'intercept' a falling virtual object at the moment it reached the interception point by pressing a key on the computer. In the more abstract task, they were instructed to 'intercept' the virtual object by making a hand movement in a virtual environment using a webcam. For individuals with DMD, conducting a coincidence timing task in a virtual environment facilitated transfer to the real environment. However, we emphasize that a task practiced in a virtual environment should have higher rates of difficulties than a task practiced in a real environment. IMPLICATIONS FOR REHABILITATION Virtual environments can be used to promote improved performance in ?real-world? environments. Virtual environments offer the opportunity to create paradigms similar ?real-life? tasks, however task complexity and difficulty levels can be manipulated, graded and enhanced to increase likelihood of success in transfer of learning and performance. Individuals with DMD, in particular, showed immediate performance benefits after using virtual reality.

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

    PubMed

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

    1998-01-01

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

  4. Enhancing radiological volumes with symbolic anatomy using image fusion and collaborative virtual reality.

    PubMed

    Silverstein, Jonathan C; Dech, Fred; Kouchoukos, Philip L

    2004-01-01

    Radiological volumes are typically reviewed by surgeons using cross-sections and iso-surface reconstructions. Applications that combine collaborative stereo volume visualization with symbolic anatomic information and data fusions would expand surgeons' capabilities in interpretation of data and in planning treatment. Such an application has not been seen clinically. We are developing methods to systematically combine symbolic anatomy (term hierarchies and iso-surface atlases) with patient data using data fusion. We describe our progress toward integrating these methods into our collaborative virtual reality application. The fully combined application will be a feature-rich stereo collaborative volume visualization environment for use by surgeons in which DICOM datasets will self-report underlying anatomy with visual feedback. Using hierarchical navigation of SNOMED-CT anatomic terms integrated with our existing Tele-immersive DICOM-based volumetric rendering application, we will display polygonal representations of anatomic systems on the fly from menus that query a database. The methods and tools involved in this application development are SNOMED-CT, DICOM, VISIBLE HUMAN, volumetric fusion and C++ on a Tele-immersive platform. This application will allow us to identify structures and display polygonal representations from atlas data overlaid with the volume rendering. First, atlas data is automatically translated, rotated, and scaled to the patient data during loading using a public domain volumetric fusion algorithm. This generates a modified symbolic representation of the underlying canonical anatomy. Then, through the use of collision detection or intersection testing of various transparent polygonal representations, the polygonal structures are highlighted into the volumetric representation while the SNOMED names are displayed. Thus, structural names and polygonal models are associated with the visualized DICOM data. This novel juxtaposition of information promises to expand surgeons' abilities to interpret images and plan treatment.

  5. Design of Scalable and Effective Earth Science Collaboration Tool

    NASA Astrophysics Data System (ADS)

    Maskey, M.; Ramachandran, R.; Kuo, K. S.; Lynnes, C.; Niamsuwan, N.; Chidambaram, C.

    2014-12-01

    Collaborative research is growing rapidly. Many tools including IDEs are now beginning to incorporate new collaborative features. Software engineering research has shown the effectiveness of collaborative programming and analysis. In particular, drastic reduction in software development time resulting in reduced cost has been highlighted. Recently, we have witnessed the rise of applications that allow users to share their content. Most of these applications scale such collaboration using cloud technologies. Earth science research needs to adopt collaboration technologies to reduce redundancy, cut cost, expand knowledgebase, and scale research experiments. To address these needs, we developed the Earth science collaboration workbench (CWB). CWB provides researchers with various collaboration features by augmenting their existing analysis tools to minimize learning curve. During the development of the CWB, we understood that Earth science collaboration tasks are varied and we concluded that it is not possible to design a tool that serves all collaboration purposes. We adopted a mix of synchronous and asynchronous sharing methods that can be used to perform collaboration across time and location dimensions. We have used cloud technology for scaling the collaboration. Cloud has been highly utilized and valuable tool for Earth science researchers. Among other usages, cloud is used for sharing research results, Earth science data, and virtual machine images; allowing CWB to create and maintain research environments and networks to enhance collaboration between researchers. Furthermore, collaborative versioning tool, Git, is integrated into CWB for versioning of science artifacts. In this paper, we present our experience in designing and implementing the CWB. We will also discuss the integration of collaborative code development use cases for data search and discovery using NASA DAAC and simulation of satellite observations using NASA Earth Observing System Simulation Suite (NEOS3).

  6. Next Generation Integrated Environment for Collaborative Work Across Internets

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

    Harvey B. Newman

    2009-02-24

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

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

    ERIC Educational Resources Information Center

    Eakin, Lori; Pomerantz, Jeffrey

    2009-01-01

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

  8. Parameters for Successful Management of Cross Cultural Virtual Teams

    ERIC Educational Resources Information Center

    Gullett, Evelyn; Sixl-Daniell, Karin

    2008-01-01

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

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

    ERIC Educational Resources Information Center

    Berman, Sheldon; Tinker, Robert

    1997-01-01

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

  10. 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…

  11. Shared virtual environments for aerospace training

    NASA Technical Reports Server (NTRS)

    Loftin, R. Bowen; Voss, Mark

    1994-01-01

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

  12. Dynamic shared state maintenance in distributed virtual environments

    NASA Astrophysics Data System (ADS)

    Hamza-Lup, Felix George

    Advances in computer networks and rendering systems facilitate the creation of distributed collaborative environments in which the distribution of information at remote locations allows efficient communication. Particularly challenging are distributed interactive Virtual Environments (VE) that allow knowledge sharing through 3D information. The purpose of this work is to address the problem of latency in distributed interactive VE and to develop a conceptual model for consistency maintenance in these environments based on the participant interaction model. An area that needs to be explored is the relationship between the dynamic shared state and the interaction with the virtual entities present in the shared scene. Mixed Reality (MR) and VR environments must bring the human participant interaction into the loop through a wide range of electronic motion sensors, and haptic devices. Part of the work presented here defines a novel criterion for categorization of distributed interactive VE and introduces, as well as analyzes, an adaptive synchronization algorithm for consistency maintenance in such environments. As part of the work, a distributed interactive Augmented Reality (AR) testbed and the algorithm implementation details are presented. Currently the testbed is part of several research efforts at the Optical Diagnostics and Applications Laboratory including 3D visualization applications using custom built head-mounted displays (HMDs) with optical motion tracking and a medical training prototype for endotracheal intubation and medical prognostics. An objective method using quaternion calculus is applied for the algorithm assessment. In spite of significant network latency, results show that the dynamic shared state can be maintained consistent at multiple remotely located sites. In further consideration of the latency problems and in the light of the current trends in interactive distributed VE applications, we propose a hybrid distributed system architecture for sensor-based distributed VE that has the potential to improve the system real-time behavior and scalability. (Abstract shortened by UMI.)

  13. The specificity of memory enhancement during interaction with a virtual environment.

    PubMed

    Brooks, B M; Attree, E A; Rose, F D; Clifford, B R; Leadbetter, A G

    1999-01-01

    Two experiments investigated differences between active and passive participation in a computer-generated virtual environment in terms of spatial memory, object memory, and object location memory. It was found that active participants, who controlled their movements in the virtual environment using a joystick, recalled the spatial layout of the virtual environment better than passive participants, who merely watched the active participants' progress. Conversely, there were no significant differences between the active and passive participants' recall or recognition of the virtual objects, nor in their recall of the correct locations of objects in the virtual environment. These findings are discussed in terms of subject-performed task research and the specificity of memory enhancement in virtual environments.

  14. Validation of virtual reality as a tool to understand and prevent child pedestrian injury.

    PubMed

    Schwebel, David C; Gaines, Joanna; Severson, Joan

    2008-07-01

    In recent years, virtual reality has emerged as an innovative tool for health-related education and training. Among the many benefits of virtual reality is the opportunity for novice users to engage unsupervised in a safe environment when the real environment might be dangerous. Virtual environments are only useful for health-related research, however, if behavior in the virtual world validly matches behavior in the real world. This study was designed to test the validity of an immersive, interactive virtual pedestrian environment. A sample of 102 children and 74 adults was recruited to complete simulated road-crossings in both the virtual environment and the identical real environment. In both the child and adult samples, construct validity was demonstrated via significant correlations between behavior in the virtual and real worlds. Results also indicate construct validity through developmental differences in behavior; convergent validity by showing correlations between parent-reported child temperament and behavior in the virtual world; internal reliability of various measures of pedestrian safety in the virtual world; and face validity, as measured by users' self-reported perception of realism in the virtual world. We discuss issues of generalizability to other virtual environments, and the implications for application of virtual reality to understanding and preventing pediatric pedestrian injuries.

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

    ERIC Educational Resources Information Center

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

    2016-01-01

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

  16. Biomedical Big Data Training Collaborative (BBDTC): An effort to bridge the talent gap in biomedical science and research.

    PubMed

    Purawat, Shweta; Cowart, Charles; Amaro, Rommie E; Altintas, Ilkay

    2016-06-01

    The BBDTC (https://biobigdata.ucsd.edu) is a community-oriented platform to encourage high-quality knowledge dissemination with the aim of growing a well-informed biomedical big data community through collaborative efforts on training and education. The BBDTC collaborative is an e-learning platform that supports the biomedical community to access, develop and deploy open training materials. The BBDTC supports Big Data skill training for biomedical scientists at all levels, and from varied backgrounds. The natural hierarchy of courses allows them to be broken into and handled as modules . Modules can be reused in the context of multiple courses and reshuffled, producing a new and different, dynamic course called a playlist . Users may create playlists to suit their learning requirements and share it with individual users or the wider public. BBDTC leverages the maturity and design of the HUBzero content-management platform for delivering educational content. To facilitate the migration of existing content, the BBDTC supports importing and exporting course material from the edX platform. Migration tools will be extended in the future to support other platforms. Hands-on training software packages, i.e., toolboxes , are supported through Amazon EC2 and Virtualbox virtualization technologies, and they are available as: ( i ) downloadable lightweight Virtualbox Images providing a standardized software tool environment with software packages and test data on their personal machines, and ( ii ) remotely accessible Amazon EC2 Virtual Machines for accessing biomedical big data tools and scalable big data experiments. At the moment, the BBDTC site contains three open Biomedical big data training courses with lecture contents, videos and hands-on training utilizing VM toolboxes, covering diverse topics. The courses have enhanced the hands-on learning environment by providing structured content that users can use at their own pace. A four course biomedical big data series is planned for development in 2016.

  17. An Audio Architecture Integrating Sound and Live Voice for Virtual Environments

    DTIC Science & Technology

    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

  18. A Concept for Optimizing Behavioural Effectiveness & Efficiency

    NASA Astrophysics Data System (ADS)

    Barca, Jan Carlo; Rumantir, Grace; Li, Raymond

    Both humans and machines exhibit strengths and weaknesses that can be enhanced by merging the two entities. This research aims to provide a broader understanding of how closer interactions between these two entities can facilitate more optimal goal-directed performance through the use of artificial extensions of the human body. Such extensions may assist us in adapting to and manipulating our environments in a more effective way than any system known today. To demonstrate this concept, we have developed a simulation where a semi interactive virtual spider can be navigated through an environment consisting of several obstacles and a virtual predator capable of killing the spider. The virtual spider can be navigated through the use of three different control systems that can be used to assist in optimising overall goal directed performance. The first two control systems use, an onscreen button interface and a touch sensor, respectively to facilitate human navigation of the spider. The third control system is an autonomous navigation system through the use of machine intelligence embedded in the spider. This system enables the spider to navigate and react to changes in its local environment. The results of this study indicate that machines should be allowed to override human control in order to maximise the benefits of collaboration between man and machine. This research further indicates that the development of strong machine intelligence, sensor systems that engage all human senses, extra sensory input systems, physical remote manipulators, multiple intelligent extensions of the human body, as well as a tighter symbiosis between man and machine, can support an upgrade of the human form.

  19. A unified framework for building high performance DVEs

    NASA Astrophysics Data System (ADS)

    Lei, Kaibin; Ma, Zhixia; Xiong, Hua

    2011-10-01

    A unified framework for integrating PC cluster based parallel rendering with distributed virtual environments (DVEs) is presented in this paper. While various scene graphs have been proposed in DVEs, it is difficult to enable collaboration of different scene graphs. This paper proposes a technique for non-distributed scene graphs with the capability of object and event distribution. With the increase of graphics data, DVEs require more powerful rendering ability. But general scene graphs are inefficient in parallel rendering. The paper also proposes a technique to connect a DVE and a PC cluster based parallel rendering environment. A distributed multi-player video game is developed to show the interaction of different scene graphs and the parallel rendering performance on a large tiled display wall.

  20. Increasing Accessibility to the Blind of Virtual Environments, Using a Virtual Mobility Aid Based On the "EyeCane": Feasibility Study

    PubMed Central

    Maidenbaum, Shachar; Levy-Tzedek, Shelly; Chebat, Daniel-Robert; Amedi, Amir

    2013-01-01

    Virtual worlds and environments are becoming an increasingly central part of our lives, yet they are still far from accessible to the blind. This is especially unfortunate as such environments hold great potential for them for uses such as social interaction, online education and especially for use with familiarizing the visually impaired user with a real environment virtually from the comfort and safety of his own home before visiting it in the real world. We have implemented a simple algorithm to improve this situation using single-point depth information, enabling the blind to use a virtual cane, modeled on the “EyeCane” electronic travel aid, within any virtual environment with minimal pre-processing. Use of the Virtual-EyeCane, enables this experience to potentially be later used in real world environments with identical stimuli to those from the virtual environment. We show the fast-learned practical use of this algorithm for navigation in simple environments. PMID:23977316

  1. Earth System Grid II (ESG): Turning Climate Model Datasets Into Community Resources

    NASA Astrophysics Data System (ADS)

    Williams, D.; Middleton, D.; Foster, I.; Nevedova, V.; Kesselman, C.; Chervenak, A.; Bharathi, S.; Drach, B.; Cinquni, L.; Brown, D.; Strand, G.; Fox, P.; Garcia, J.; Bernholdte, D.; Chanchio, K.; Pouchard, L.; Chen, M.; Shoshani, A.; Sim, A.

    2003-12-01

    High-resolution, long-duration simulations performed with advanced DOE SciDAC/NCAR climate models will produce tens of petabytes of output. To be useful, this output must be made available to global change impacts researchers nationwide, both at national laboratories and at universities, other research laboratories, and other institutions. To this end, we propose to create a new Earth System Grid, ESG-II - a virtual collaborative environment that links distributed centers, users, models, and data. ESG-II will provide scientists with virtual proximity to the distributed data and resources that they require to perform their research. The creation of this environment will significantly increase the scientific productivity of U.S. climate researchers by turning climate datasets into community resources. In creating ESG-II, we will integrate and extend a range of Grid and collaboratory technologies, including the DODS remote access protocols for environmental data, Globus Toolkit technologies for authentication, resource discovery, and resource access, and Data Grid technologies developed in other projects. We will develop new technologies for (1) creating and operating "filtering servers" capable of performing sophisticated analyses, and (2) delivering results to users. In so doing, we will simultaneously contribute to climate science and advance the state of the art in collaboratory technology. We expect our results to be useful to numerous other DOE projects. The three-year R&D program will be undertaken by a talented and experienced team of computer scientists at five laboratories (ANL, LBNL, LLNL, NCAR, ORNL) and one university (ISI), working in close collaboration with climate scientists at several sites.

  2. G2H--graphics-to-haptic virtual environment development tool for PC's.

    PubMed

    Acosta, E; Temkin, B; Krummel, T M; Heinrichs, W L

    2000-01-01

    For surgical training and preparations, the existing surgical virtual environments have shown great improvement. However, these improvements are more in the visual aspect. The incorporation of haptics into virtual reality base surgical simulations would enhance the sense of realism greatly. To aid in the development of the haptic surgical virtual environment we have created a graphics to haptic, G2H, virtual environment developer tool. G2H transforms graphical virtual environments (created or imported) to haptic virtual environments without programming. The G2H capability has been demonstrated using the complex 3D pelvic model of Lucy 2.0, the Stanford Visible Female. The pelvis was made haptic using G2H without any further programming effort.

  3. Grasping trajectories in a virtual environment adhere to Weber's law.

    PubMed

    Ozana, Aviad; Berman, Sigal; Ganel, Tzvi

    2018-06-01

    Virtual-reality and telerobotic devices simulate local motor control of virtual objects within computerized environments. Here, we explored grasping kinematics within a virtual environment and tested whether, as in normal 3D grasping, trajectories in the virtual environment are performed analytically, violating Weber's law with respect to object's size. Participants were asked to grasp a series of 2D objects using a haptic system, which projected their movements to a virtual space presented on a computer screen. The apparatus also provided object-specific haptic information upon "touching" the edges of the virtual targets. The results showed that grasping movements performed within the virtual environment did not produce the typical analytical trajectory pattern obtained during 3D grasping. Unlike as in 3D grasping, grasping trajectories in the virtual environment adhered to Weber's law, which indicates relative resolution in size processing. In addition, the trajectory patterns differed from typical trajectories obtained during 3D grasping, with longer times to complete the movement, and with maximum grip apertures appearing relatively early in the movement. The results suggest that grasping movements within a virtual environment could differ from those performed in real space, and are subjected to irrelevant effects of perceptual information. Such atypical pattern of visuomotor control may be mediated by the lack of complete transparency between the interface and the virtual environment in terms of the provided visual and haptic feedback. Possible implications of the findings to movement control within robotic and virtual environments are further discussed.

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

    NASA Astrophysics Data System (ADS)

    Meisner, Gerald; Hoffman, Harol

    2004-11-01

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

  5. Virtual Atomic and Molecular Data Center (VAMDC) and Stark-B Database

    NASA Astrophysics Data System (ADS)

    Dimitrijevic, M. S.; Sahal-Brechot, S.; Kovacevic, A.; Jevremovic, D.; Popovic, L. C.; VAMDC Consortium; Dubernet, Marie-Lise

    2012-01-01

    Virtual Atomic and Molecular Data Center (VAMDC) is an European FP7 project with aims to build a flexible and interoperable e-science environment based interface to the existing Atomic and Molecular data. The VAMDC will be built upon the expertise of existing Atomic and Molecular databases, data producers and service providers with the specific aim of creating an infrastructure that is easily tuned to the requirements of a wide variety of users in academic, governmental, industrial or public communities. In VAMDC will enter also STARK-B database, containing Stark broadening parameters for a large number of lines, obtained by the semiclassical perturbation method during more than 30 years of collaboration of authors of this work (MSD and SSB) and their co-workers. In this contribution we will review the VAMDC project, STARK-B database and discuss the benefits of both for the corresponding data users.

  6. NASA AMES Remote Operations Center for 2001

    NASA Technical Reports Server (NTRS)

    Sims, M.; Marshall, J.; Cox, S.; Galal, K.

    1999-01-01

    There is a Memorandum of Agreement between NASA Ames, JPL, West Virginia University and University of Arizona which led to funding for the MECA microscope and to the establishment of an Ames facility for science analysis of microscopic and other data. The data and analysis will be by agreement of the Mars Environmental Compatibility Assessment (MECA), Robotic Arm Camera (RAC) and other PI's. This facility is intended to complement other analysis efforts with one objective of this facility being to test the latest information technologies in support of actual mission science operations. Additionally, it will be used as a laboratory for the exploration of collaborative science activities. With a goal of enhancing the science return for both Human Exploration and Development of Space (HEDS) and Astrobiology we shall utilize various tools such as superresolution and the Virtual Environment Vehicle Interface (VEVI) virtual reality visualization tools. In this presentation we will describe the current planning for this facility.

  7. Parameterized Facial Expression Synthesis Based on MPEG-4

    NASA Astrophysics Data System (ADS)

    Raouzaiou, Amaryllis; Tsapatsoulis, Nicolas; Karpouzis, Kostas; Kollias, Stefanos

    2002-12-01

    In the framework of MPEG-4, one can include applications where virtual agents, utilizing both textual and multisensory data, including facial expressions and nonverbal speech help systems become accustomed to the actual feelings of the user. Applications of this technology are expected in educational environments, virtual collaborative workplaces, communities, and interactive entertainment. Facial animation has gained much interest within the MPEG-4 framework; with implementation details being an open research area (Tekalp, 1999). In this paper, we describe a method for enriching human computer interaction, focusing on analysis and synthesis of primary and intermediate facial expressions (Ekman and Friesen (1978)). To achieve this goal, we utilize facial animation parameters (FAPs) to model primary expressions and describe a rule-based technique for handling intermediate ones. A relation between FAPs and the activation parameter proposed in classical psychological studies is established, leading to parameterized facial expression analysis and synthesis notions, compatible with the MPEG-4 standard.

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

    ERIC Educational Resources Information Center

    Cheng, Yufang; Huang, Ruowen

    2012-01-01

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

  9. A Taxonomy of Virtual Worlds Usage in Education

    ERIC Educational Resources Information Center

    Duncan, Ishbel; Miller, Alan; Jiang, Shangyi

    2012-01-01

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

  10. Presence Personalization and Persistence: A New Approach to Building Archives to Support Collaborative Research

    NASA Technical Reports Server (NTRS)

    McGlynn, Thomas A.

    2008-01-01

    We discuss approaches to building archives that support the way most science is done. Today research is done in formal teams and informal groups. However our on-line services are designed to work with a single user. We have begun prototyping a new approach to building archives in which support for collaborative research is built in from the start. We organize the discussion along three elements that we believe to be necessary for effective support: We must enable user presence in the archive environment; users must be able to interact. Users must be able to personalize the environment, adding data and capabilities useful to themselves and their team. These changes must be persistent: subsequent sessions must be able to build upon previous sessions. In building the archive we see the large multi-player interactive games as a paradigm of how this approach can work. These three 'P's are essential in gaming as well and we shall use insights from the gaming world and virtual reality systems like Second Life in our prototype.

  11. Distributed decision support for the 21st century mission space

    NASA Astrophysics Data System (ADS)

    McQuay, William K.

    2002-07-01

    The past decade has produced significant changes in the conduct of military operations: increased humanitarian missions, asymmetric warfare, the reliance on coalitions and allies, stringent rules of engagement, concern about casualties, and the need for sustained air operations. Future mission commanders will need to assimilate a tremendous amount of information, make quick-response decisions, and quantify the effects of those decisions in the face of uncertainty. Integral to this process is creating situational assessment-understanding the mission space, simulation to analyze alternative futures, current capabilities, planning assessments, course-of-action assessments, and a common operational picture-keeping everyone on the same sheet of paper. Decision support tools in a distributed collaborative environment offer the capability of decomposing these complex multitask processes and distributing them over a dynamic set of execution assets. Decision support technologies can semi-automate activities, such as planning an operation, that have a reasonably well-defined process and provide machine-level interfaces to refine the myriad of information that is not currently fused. The marriage of information and simulation technologies provides the mission commander with a collaborative virtual environment for planning and decision support.

  12. Intelligent Motion and Interaction Within Virtual Environments

    NASA Technical Reports Server (NTRS)

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

    2007-01-01

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

  13. Collaborative WorkBench (cwb): Enabling Experiment Execution, Analysis and Visualization with Increased Scientific Productivity

    NASA Astrophysics Data System (ADS)

    Maskey, Manil; Ramachandran, Rahul; Kuo, Kwo-Sen

    2015-04-01

    The Collaborative WorkBench (CWB) has been successfully developed to support collaborative science algorithm development. It incorporates many features that enable and enhance science collaboration, including the support for both asynchronous and synchronous modes of interactions in collaborations. With the former, members in a team can share a full range of research artifacts, e.g. data, code, visualizations, and even virtual machine images. With the latter, they can engage in dynamic interactions such as notification, instant messaging, file exchange, and, most notably, collaborative programming. CWB also implements behind-the-scene provenance capture as well as version control to relieve scientists of these chores. Furthermore, it has achieved a seamless integration between researchers' local compute environments and those of the Cloud. CWB has also been successfully extended to support instrument verification and validation. Adopted by almost every researcher, the current practice of downloading data to local compute resources for analysis results in much duplication and inefficiency. CWB leverages Cloud infrastructure to provide a central location for data used by an entire science team, thereby eliminating much of this duplication and waste. Furthermore, use of CWB in concert with this same Cloud infrastructure enables co-located analysis with data where opportunities of data-parallelism can be better exploited, thereby further improving efficiency. With its collaboration-enabling features apposite to steps throughout the scientific process, we expect CWB to fundamentally transform research collaboration and realize maximum science productivity.

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

    ERIC Educational Resources Information Center

    O'Connor, Eileen A.; Domingo, Jelia

    2017-01-01

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

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

    NASA Astrophysics Data System (ADS)

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

    1997-01-01

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

  16. The Fidelity of ’Feel’: Emotional Affordance in Virtual Environments

    DTIC Science & Technology

    2005-07-01

    The Fidelity of “Feel”: Emotional Affordance in Virtual Environments Jacquelyn Ford Morie, Josh Williams, Aimee Dozois, Donat-Pierre Luigi... environment but also the participant. We do this with the focus on what emotional affordances this manipulation will provide. Our first evaluation scenario...emotionally affective VEs. Keywords: Immersive Environments , Virtual Environments , VEs, Virtual Reality, emotion , affordance, fidelity, presence

  17. Coercive Narratives, Motivation and Role Playing in Virtual Worlds

    DTIC Science & Technology

    2002-01-01

    resource for making immersive virtual environments highly engaging. Interaction also appeals to our natural desire to discover. Reading a book contains...participation in an open-ended Virtual Environment (VE). I intend to take advantage of a participants’ natural tendency to prefer interaction when possible...I hope this work will expand the potential of experience within virtual worlds. K e y w o r d s : Immersive Environments , Virtual Environments

  18. Fieldwork Skills in Virtual Worlds

    NASA Astrophysics Data System (ADS)

    Craven, Benjamin; Lloyd, Geoffrey; Gordon, Clare; Houghton, Jacqueline; Morgan, Daniel

    2017-04-01

    Virtual reality has an increasingly significant role to play in teaching and research, but for geological applications realistic landscapes are required that contain sufficient detail to prove viable for investigation by both inquisitive students and critical researchers. To create such virtual landscapes, we combine DTM data with digitally modelled outcrops in the game engine Unity. Our current landscapes are fictional worlds, invented to focus on generation techniques and the strategic and spatial immersion within a digital environment. These have proved very successful in undergraduate teaching; however, we are now moving onto recreating real landscapes for more advanced teaching and research. The first of these is focussed on Rhoscolyn, situated within the Ynys Mon Geopark on Anglesey, UK. It is a popular area for both teaching and research in structural geology so has a wide usage demographic. The base of the model is created from DTM data, both 1 m LiDAR and 5 m GPS point data, and manipulated with QGIS before import to Unity. Substance is added to the world via models of architectural elements (e.g. walls and buildings) and appropriate flora and fauna, including sounds. Texturing of these models is performed using 25 cm aerial imagery and field photographs. Whilst such elements enhance immersion, it is the use of digital outcrop models that fully completes the experience. From fieldwork, we have a library of photogrammetric outcrops that can be modelled into 3D features using free (VisualSFM and MeshLab) and non-free (AgiSoft Photoscan) tools. These models are then refined and converted in Maya to create models for better insertion into the Unity environment. The finished product is a virtual landscape; a Rhoscolyn `world' that is sufficiently detailed to provide a base not only for geological teaching and training but also for geological research. Additionally, the `Rhoscolyn World' represents a significant tool for those students who are unable to attend conventional field classes and really enhances their learning experience. This project is part of the larger Virtual Landscapes project, which is a collaboration between The University of Leeds and Leeds College of Art, UK. All our current virtual landscapes are freely available online at www.see.leeds.ac.uk/virtual-landscapes/.

  19. Cyber-Physical System Security With Deceptive Virtual Hosts for Industrial Control Networks

    DOE PAGES

    Vollmer, Todd; Manic, Milos

    2014-05-01

    A challenge facing industrial control network administrators is protecting the typically large number of connected assets for which they are responsible. These cyber devices may be tightly coupled with the physical processes they control and human induced failures risk dire real-world consequences. Dynamic virtual honeypots are effective tools for observing and attracting network intruder activity. This paper presents a design and implementation for self-configuring honeypots that passively examine control system network traffic and actively adapt to the observed environment. In contrast to prior work in the field, six tools were analyzed for suitability of network entity information gathering. Ettercap, anmore » established network security tool not commonly used in this capacity, outperformed the other tools and was chosen for implementation. Utilizing Ettercap XML output, a novel four-step algorithm was developed for autonomous creation and update of a Honeyd configuration. This algorithm was tested on an existing small campus grid and sensor network by execution of a collaborative usage scenario. Automatically created virtual hosts were deployed in concert with an anomaly behavior (AB) system in an attack scenario. Virtual hosts were automatically configured with unique emulated network stack behaviors for 92% of the targeted devices. The AB system alerted on 100% of the monitored emulated devices.« less

  20. 3D Medical Collaboration Technology to Enhance Emergency Healthcare

    PubMed Central

    Welch, Greg; Sonnenwald, Diane H; Fuchs, Henry; Cairns, Bruce; Mayer-Patel, Ketan; Söderholm, Hanna M.; Yang, Ruigang; State, Andrei; Towles, Herman; Ilie, Adrian; Ampalam, Manoj; Krishnan, Srinivas; Noel, Vincent; Noland, Michael; Manning, James E.

    2009-01-01

    Two-dimensional (2D) videoconferencing has been explored widely in the past 15–20 years to support collaboration in healthcare. Two issues that arise in most evaluations of 2D videoconferencing in telemedicine are the difficulty obtaining optimal camera views and poor depth perception. To address these problems, we are exploring the use of a small array of cameras to reconstruct dynamic three-dimensional (3D) views of a remote environment and of events taking place within. The 3D views could be sent across wired or wireless networks to remote healthcare professionals equipped with fixed displays or with mobile devices such as personal digital assistants (PDAs). The remote professionals’ viewpoints could be specified manually or automatically (continuously) via user head or PDA tracking, giving the remote viewers head-slaved or hand-slaved virtual cameras for monoscopic or stereoscopic viewing of the dynamic reconstructions. We call this idea remote 3D medical collaboration. In this article we motivate and explain the vision for 3D medical collaboration technology; we describe the relevant computer vision, computer graphics, display, and networking research; we present a proof-of-concept prototype system; and we present evaluation results supporting the general hypothesis that 3D remote medical collaboration technology could offer benefits over conventional 2D videoconferencing in emergency healthcare. PMID:19521951

  1. 3D medical collaboration technology to enhance emergency healthcare.

    PubMed

    Welch, Gregory F; Sonnenwald, Diane H; Fuchs, Henry; Cairns, Bruce; Mayer-Patel, Ketan; Söderholm, Hanna M; Yang, Ruigang; State, Andrei; Towles, Herman; Ilie, Adrian; Ampalam, Manoj K; Krishnan, Srinivas; Noel, Vincent; Noland, Michael; Manning, James E

    2009-04-19

    Two-dimensional (2D) videoconferencing has been explored widely in the past 15-20 years to support collaboration in healthcare. Two issues that arise in most evaluations of 2D videoconferencing in telemedicine are the difficulty obtaining optimal camera views and poor depth perception. To address these problems, we are exploring the use of a small array of cameras to reconstruct dynamic three-dimensional (3D) views of a remote environment and of events taking place within. The 3D views could be sent across wired or wireless networks to remote healthcare professionals equipped with fixed displays or with mobile devices such as personal digital assistants (PDAs). The remote professionals' viewpoints could be specified manually or automatically (continuously) via user head or PDA tracking, giving the remote viewers head-slaved or hand-slaved virtual cameras for monoscopic or stereoscopic viewing of the dynamic reconstructions. We call this idea remote 3D medical collaboration. In this article we motivate and explain the vision for 3D medical collaboration technology; we describe the relevant computer vision, computer graphics, display, and networking research; we present a proof-of-concept prototype system; and we present evaluation results supporting the general hypothesis that 3D remote medical collaboration technology could offer benefits over conventional 2D videoconferencing in emergency healthcare.

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

    NASA Astrophysics Data System (ADS)

    Nolan, M.

    2006-12-01

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

  3. Effects of Exercise in Immersive Virtual Environments on Cortical Neural Oscillations and Mental State

    PubMed Central

    Vogt, Tobias; Herpers, Rainer; Askew, Christopher D.; Scherfgen, David; Strüder, Heiko K.; Schneider, Stefan

    2015-01-01

    Virtual reality environments are increasingly being used to encourage individuals to exercise more regularly, including as part of treatment those with mental health or neurological disorders. The success of virtual environments likely depends on whether a sense of presence can be established, where participants become fully immersed in the virtual environment. Exposure to virtual environments is associated with physiological responses, including cortical activation changes. Whether the addition of a real exercise within a virtual environment alters sense of presence perception, or the accompanying physiological changes, is not known. In a randomized and controlled study design, moderate-intensity Exercise (i.e., self-paced cycling) and No-Exercise (i.e., automatic propulsion) trials were performed within three levels of virtual environment exposure. Each trial was 5 minutes in duration and was followed by posttrial assessments of heart rate, perceived sense of presence, EEG, and mental state. Changes in psychological strain and physical state were generally mirrored by neural activation patterns. Furthermore, these changes indicated that exercise augments the demands of virtual environment exposures and this likely contributed to an enhanced sense of presence. PMID:26366305

  4. Effects of Exercise in Immersive Virtual Environments on Cortical Neural Oscillations and Mental State.

    PubMed

    Vogt, Tobias; Herpers, Rainer; Askew, Christopher D; Scherfgen, David; Strüder, Heiko K; Schneider, Stefan

    2015-01-01

    Virtual reality environments are increasingly being used to encourage individuals to exercise more regularly, including as part of treatment those with mental health or neurological disorders. The success of virtual environments likely depends on whether a sense of presence can be established, where participants become fully immersed in the virtual environment. Exposure to virtual environments is associated with physiological responses, including cortical activation changes. Whether the addition of a real exercise within a virtual environment alters sense of presence perception, or the accompanying physiological changes, is not known. In a randomized and controlled study design, moderate-intensity Exercise (i.e., self-paced cycling) and No-Exercise (i.e., automatic propulsion) trials were performed within three levels of virtual environment exposure. Each trial was 5 minutes in duration and was followed by posttrial assessments of heart rate, perceived sense of presence, EEG, and mental state. Changes in psychological strain and physical state were generally mirrored by neural activation patterns. Furthermore, these changes indicated that exercise augments the demands of virtual environment exposures and this likely contributed to an enhanced sense of presence.

  5. Interaction mining and skill-dependent recommendations for multi-objective team composition

    PubMed Central

    Dorn, Christoph; Skopik, Florian; Schall, Daniel; Dustdar, Schahram

    2011-01-01

    Web-based collaboration and virtual environments supported by various Web 2.0 concepts enable the application of numerous monitoring, mining and analysis tools to study human interactions and team formation processes. The composition of an effective team requires a balance between adequate skill fulfillment and sufficient team connectivity. The underlying interaction structure reflects social behavior and relations of individuals and determines to a large degree how well people can be expected to collaborate. In this paper we address an extended team formation problem that does not only require direct interactions to determine team connectivity but additionally uses implicit recommendations of collaboration partners to support even sparsely connected networks. We provide two heuristics based on Genetic Algorithms and Simulated Annealing for discovering efficient team configurations that yield the best trade-off between skill coverage and team connectivity. Our self-adjusting mechanism aims to discover the best combination of direct interactions and recommendations when deriving connectivity. We evaluate our approach based on multiple configurations of a simulated collaboration network that features close resemblance to real world expert networks. We demonstrate that our algorithm successfully identifies efficient team configurations even when removing up to 40% of experts from various social network configurations. PMID:22298939

  6. Validating agent based models through virtual worlds.

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

    Lakkaraju, Kiran; Whetzel, Jonathan H.; Lee, Jina

    As the US continues its vigilance against distributed, embedded threats, understanding the political and social structure of these groups becomes paramount for predicting and dis- rupting their attacks. Agent-based models (ABMs) serve as a powerful tool to study these groups. While the popularity of social network tools (e.g., Facebook, Twitter) has provided extensive communication data, there is a lack of ne-grained behavioral data with which to inform and validate existing ABMs. Virtual worlds, in particular massively multiplayer online games (MMOG), where large numbers of people interact within a complex environ- ment for long periods of time provide an alternative sourcemore » of data. These environments provide a rich social environment where players engage in a variety of activities observed between real-world groups: collaborating and/or competing with other groups, conducting battles for scarce resources, and trading in a market economy. Strategies employed by player groups surprisingly re ect those seen in present-day con icts, where players use diplomacy or espionage as their means for accomplishing their goals. In this project, we propose to address the need for ne-grained behavioral data by acquiring and analyzing game data a commercial MMOG, referred to within this report as Game X. The goals of this research were: (1) devising toolsets for analyzing virtual world data to better inform the rules that govern a social ABM and (2) exploring how virtual worlds could serve as a source of data to validate ABMs established for analogous real-world phenomena. During this research, we studied certain patterns of group behavior to compliment social modeling e orts where a signi cant lack of detailed examples of observed phenomena exists. This report outlines our work examining group behaviors that underly what we have termed the Expression-To-Action (E2A) problem: determining the changes in social contact that lead individuals/groups to engage in a particular behavior. Results from our work indicate that virtual worlds have the potential for serving as a proxy in allocating and populating behaviors that would be used within further agent-based modeling studies.« less

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

    NASA Astrophysics Data System (ADS)

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

    2003-04-01

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

  8. Virtual Reality: The Future of Animated Virtual Instructor, the Technology and Its Emergence to a Productive E-Learning Environment.

    ERIC Educational Resources Information Center

    Jiman, Juhanita

    This paper discusses the use of Virtual Reality (VR) in e-learning environments where an intelligent three-dimensional (3D) virtual person plays the role of an instructor. With the existence of this virtual instructor, it is hoped that the teaching and learning in the e-environment will be more effective and productive. This virtual 3D animated…

  9. Cybersickness and Anxiety During Simulated Motion: Implications for VRET.

    PubMed

    Bruck, Susan; Watters, Paul

    2009-01-01

    Some clinicians have suggested using virtual reality environments to deliver psychological interventions to treat anxiety disorders. However, given a significant body of work on cybersickness symptoms which may arise in virtual environments - especially those involving simulated motion - we tested (a) whether being exposed to a virtual reality environment alone causes anxiety to increase, and (b) whether exposure to simulated motion in a virtual reality environment increases anxiety. Using a repeated measures design, we used Kim's Anxiety Scale questionnaire to compare baseline anxiety, anxiety after virtual environment exposure, and anxiety after simulated motion. While there was no significant effect on anxiety for being in a virtual environment with no simulated motion, the introduction of simulated motion caused anxiety to significantly increase, but not to a severe or extreme level. The implications of this work for virtual reality exposure therapy (VRET) are discussed.

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

    ERIC Educational Resources Information Center

    Berry, Gregory R.

    2011-01-01

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

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

    ERIC Educational Resources Information Center

    Lahti, Henna; Seitamaa-Hakkarainen, Pirita

    2014-01-01

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

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

    ERIC Educational Resources Information Center

    Roberts, Sara; Hunter, Dwight

    2011-01-01

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

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

    ERIC Educational Resources Information Center

    Abdallah, Salam; Douglas, Jamal

    2010-01-01

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

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

    ERIC Educational Resources Information Center

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

    2014-01-01

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

  15. Interweaving interactions in virtual worlds: a case study.

    PubMed

    Cantamesse, Matteo; Galimberti, Carlo; Giacoma, Gianandrea

    2011-01-01

    The aim of this study was to examine the effect of playing the online game World of Warcraft (WoW), both on adolescent's (effective) social interaction and on the competence they developed on it. Social interactions within the game environment have been investigated by integrating qualitative and quantitative methods: conversation analysis and social network analysis (SNA). From a psychosocial point of view, the in-game interactions, and in particular conversational exchanges, turn out to be a collaborative path of the joint definition of identities and social ties, with reflection on in-game processes and out-game relationship.

  16. Collaborative Problem Solving in Shared Space

    ERIC Educational Resources Information Center

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

    2015-01-01

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

  17. Media-Augmented Exercise Machines

    NASA Astrophysics Data System (ADS)

    Krueger, T.

    2002-01-01

    Cardio-vascular exercise has been used to mitigate the muscle and cardiac atrophy associated with adaptation to micro-gravity environments. Several hours per day may be required. In confined spaces and long duration missions this kind of exercise is inevitably repetitive and rapidly becomes uninteresting. At the same time, there are pressures to accomplish as much as possible given the cost- per-hour for humans occupying orbiting or interplanetary. Media augmentation provides a the means to overlap activities in time by supplementing the exercise with social, recreational, training or collaborative activities and thereby reducing time pressures. In addition, the machine functions as an interface to a wide range of digital environments allowing for spatial variety in an otherwise confined environment. We hypothesize that the adoption of media augmented exercise machines will have a positive effect on psycho-social well-being on long duration missions. By organizing and supplementing exercise machines, data acquisition hardware, computers and displays into an interacting system this proposal increases functionality with limited additional mass. This paper reviews preliminary work on a project to augment exercise equipment in a manner that addresses these issues and at the same time opens possibilities for additional benefits. A testbed augmented exercise machine uses a specialty built cycle trainer as both input to a virtual environment and as an output device from it using spatialized sound, and visual displays, vibration transducers and variable resistance. The resulting interactivity increases a sense of engagement in the exercise, provides a rich experience of the digital environments. Activities in the virtual environment and accompanying physiological and psychological indicators may be correlated to track and evaluate the health of the crew.

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

    PubMed

    Dunne, James R; McDonald, Claudia L

    2010-07-01

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

  19. Wiki as a tool for microbiology teaching, learning and assessment.

    PubMed

    Sampaio-Maia, B; Maia, J S; Leitão, S; Amaral, M; Vieira-Marques, P

    2014-05-01

    Evidence suggests that cooperative learning and peer-assessment fosters students' ability to work with others and may lead to better cognitive outcomes and higher achievement. This work aimed to assess the use of an online collaborative tool for the teaching/learning and assessment of Microbiology. A total of 144 students were grouped and assigned to create wiki entries as well as to peer review wikis created by colleagues (peer-assessment process) using the Wiki module from Moodle Virtual Learning Environment (MVLE). MVLE actions log was used for tracking students' activity. The number of student's actions within wiki did not present a strong correlation with wiki scores, so it should not be used as a heavy evaluation parameter. The amount of work developed between members of the same group differed significantly, suggesting that final scores should be attributed individually. When peer-assessment process was implemented, the number of editing actions increased, suggesting that the peer-assessment strategy encourages the development of a better work. The vast majority of students execute the work in the last 10% of the period assigned for task development, which can be counter-productive for a truly collaborative work. Wiki revealed to be a useful tool for Microbiology teaching/learning and assessment, promoting collaborative work, promoting virtual mobility and facilitating the real-time monitoring of the students' work. This pedagogical project promoted also the involvement of students in their assessment process, encouraging their critical sense and quest for Excellency. © 2013 John Wiley & Sons A/S. Published by John Wiley & Sons Ltd.

  20. Research on Collaborative Technology in Distributed Virtual Reality System

    NASA Astrophysics Data System (ADS)

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

    2018-01-01

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

  1. Collaboration in River Basin Management: The Great Rivers Project

    NASA Astrophysics Data System (ADS)

    Crowther, S.; Vridhachalam, M.; Tomala-Reyes, A.; Guerra, A.; Chu, H.; Eckman, B.

    2008-12-01

    The health of the world's freshwater ecosystems is fundamental to the health of people, plants and animals around the world. The sustainable use of the world's freshwater resources is recognized as one of the most urgent challenges facing society today. An estimated 1.3 billion people currently lack access to safe drinking water, an issue the United Nations specifically includes in its recently published Millennium Development Goals. IBM is collaborating with The Nature Conservancy and the Center for Sustainability and the Global Environment (SAGE) at the University of Wisconsin, Madison to build a Modeling Collaboration Framework and Decision Support System (DSS) designed to help policy makers and a variety of stakeholders (farmers, fish and wildlife managers, hydropower operators, et al.) to assess, come to consensus, and act on land use decisions representing effective compromises between human use and ecosystem preservation/restoration efforts. Initially focused on Brazil's Paraguay-Parana, China's Yangtze, and the Mississippi Basin in the US, the DSS integrates data and models from a wide variety of environmental sectors, including water balance, water quality, carbon balance, crop production, hydropower, and biodiversity. In this presentation we focus on the collaboration aspects of the DSS. The DSS is an open environment tool that allows scientists, policy makers, politicians, land owners, and anyone who desires to take ownership of their actions in support of the environment to work together to that end. The DSS supports a range of features that empower such a community to collaboratively work together. Supported collaboration mediums include peer reviews, live chat, static comments, and Web 2.0 functionality such as tagging. In addition, we are building a 3-D virtual world component which will allow users to experience and share system results, first-hand. Models and simulation results may be annotated with free-text comments and tags, whether unique or chosen from a predefined tag taxonomy. These comments and tag clouds may be used by the community to filter results and identify models or simulations of interest, e.g, by region, modeling approach, spatiotemporal resolution, etc. Users may discuss methods or results in real-time with a built-in chat feature. Separate user groups may be defined for logical groups of collaboration partners, e.g., expert modelers, land managers, policy makers, school children, or the general public, to optimize the collaboration signal-to-noise ratio for all.

  2. The Computing and Data Grid Approach: Infrastructure for Distributed Science Applications

    NASA Technical Reports Server (NTRS)

    Johnston, William E.

    2002-01-01

    With the advent of Grids - infrastructure for using and managing widely distributed computing and data resources in the science environment - there is now an opportunity to provide a standard, large-scale, computing, data, instrument, and collaboration environment for science that spans many different projects and provides the required infrastructure and services in a relatively uniform and supportable way. Grid technology has evolved over the past several years to provide the services and infrastructure needed for building 'virtual' systems and organizations. We argue that Grid technology provides an excellent basis for the creation of the integrated environments that can combine the resources needed to support the large- scale science projects located at multiple laboratories and universities. We present some science case studies that indicate that a paradigm shift in the process of science will come about as a result of Grids providing transparent and secure access to advanced and integrated information and technologies infrastructure: powerful computing systems, large-scale data archives, scientific instruments, and collaboration tools. These changes will be in the form of services that can be integrated with the user's work environment, and that enable uniform and highly capable access to these computers, data, and instruments, regardless of the location or exact nature of these resources. These services will integrate transient-use resources like computing systems, scientific instruments, and data caches (e.g., as they are needed to perform a simulation or analyze data from a single experiment); persistent-use resources. such as databases, data catalogues, and archives, and; collaborators, whose involvement will continue for the lifetime of a project or longer. While we largely address large-scale science in this paper, Grids, particularly when combined with Web Services, will address a broad spectrum of science scenarios. both large and small scale.

  3. Experimental Internet Environment Software Development

    NASA Technical Reports Server (NTRS)

    Maddux, Gary A.

    1998-01-01

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

  4. Spreading DIRT with Web Services

    NASA Astrophysics Data System (ADS)

    Pound, M. W.; Wolfire, M. G.; Amarnath, N. S.; Plante, R. L.

    2005-12-01

    Most of the systems currently used to analyze astronomical data were designed and implemented more than a decade ago. Although they still are very useful for analysis, one often would like a better interface to newer concepts like archives, Virtual Observatories and GRID. Further, incompatibilities between most of the current systems with respect to control language and semantics make it cumbersome to mix applications from different origins. An OPTICON Network, funded by the Sixth Framework Programme of the European Commission, started this year to discuss high-level needs for an astronomical data analysis environment which could provide a flexible access to both legacy applications and new astronomical resources. The main objective of the Network is to establish widely accepted requirements and basic design recommendations for such an environment. The hope is that this effort will help other projects, which consider to implement such systems, in collaborating and achieving a common environment.

  5. Reducing Time to Science: Unidata and JupyterHub Technology Using the Jetstream Cloud

    NASA Astrophysics Data System (ADS)

    Chastang, J.; Signell, R. P.; Fischer, J. L.

    2017-12-01

    Cloud computing can accelerate scientific workflows, discovery, and collaborations by reducing research and data friction. We describe the deployment of Unidata and JupyterHub technologies on the NSF-funded XSEDE Jetstream cloud. With the aid of virtual machines and Docker technology, we deploy a Unidata JupyterHub server co-located with a Local Data Manager (LDM), THREDDS data server (TDS), and RAMADDA geoscience content management system. We provide Jupyter Notebooks and the pre-built Python environments needed to run them. The notebooks can be used for instruction and as templates for scientific experimentation and discovery. We also supply a large quantity of NCEP forecast model results to allow data-proximate analysis and visualization. In addition, users can transfer data using Globus command line tools, and perform their own data-proximate analysis and visualization with Notebook technology. These data can be shared with others via a dedicated TDS server for scientific distribution and collaboration. There are many benefits of this approach. Not only is the cloud computing environment fast, reliable and scalable, but scientists can analyze, visualize, and share data using only their web browser. No local specialized desktop software or a fast internet connection is required. This environment will enable scientists to spend less time managing their software and more time doing science.

  6. Interventional radiology virtual simulator for liver biopsy.

    PubMed

    Villard, P F; Vidal, F P; ap Cenydd, L; Holbrey, R; Pisharody, S; Johnson, S; Bulpitt, A; John, N W; Bello, F; Gould, D

    2014-03-01

    Training in Interventional Radiology currently uses the apprenticeship model, where clinical and technical skills of invasive procedures are learnt during practice in patients. This apprenticeship training method is increasingly limited by regulatory restrictions on working hours, concerns over patient risk through trainees' inexperience and the variable exposure to case mix and emergencies during training. To address this, we have developed a computer-based simulation of visceral needle puncture procedures. A real-time framework has been built that includes: segmentation, physically based modelling, haptics rendering, pseudo-ultrasound generation and the concept of a physical mannequin. It is the result of a close collaboration between different universities, involving computer scientists, clinicians, clinical engineers and occupational psychologists. The technical implementation of the framework is a robust and real-time simulation environment combining a physical platform and an immersive computerized virtual environment. The face, content and construct validation have been previously assessed, showing the reliability and effectiveness of this framework, as well as its potential for teaching visceral needle puncture. A simulator for ultrasound-guided liver biopsy has been developed. It includes functionalities and metrics extracted from cognitive task analysis. This framework can be useful during training, particularly given the known difficulties in gaining significant practice of core skills in patients.

  7. CasCADe: A Novel 4D Visualization System for Virtual Construction Planning.

    PubMed

    Ivson, Paulo; Nascimento, Daniel; Celes, Waldemar; Barbosa, Simone Dj

    2018-01-01

    Building Information Modeling (BIM) provides an integrated 3D environment to manage large-scale engineering projects. The Architecture, Engineering and Construction (AEC) industry explores 4D visualizations over these datasets for virtual construction planning. However, existing solutions lack adequate visual mechanisms to inspect the underlying schedule and make inconsistencies readily apparent. The goal of this paper is to apply best practices of information visualization to improve 4D analysis of construction plans. We first present a review of previous work that identifies common use cases and limitations. We then consulted with AEC professionals to specify the main design requirements for such applications. These guided the development of CasCADe, a novel 4D visualization system where task sequencing and spatio-temporal simultaneity are immediately apparent. This unique framework enables the combination of diverse analytical features to create an information-rich analysis environment. We also describe how engineering collaborators used CasCADe to review the real-world construction plans of an Oil & Gas process plant. The system made evident schedule uncertainties, identified work-space conflicts and helped analyze other constructability issues. The results and contributions of this paper suggest new avenues for future research in information visualization for the AEC industry.

  8. NASA'S Solar System Exploration Research Virtual Institute: An international approach toward bringing science and human exploration together for mutual benefit

    NASA Astrophysics Data System (ADS)

    Schmidt, Gregory

    2016-07-01

    The NASA Solar System Exploration Research Virtual Institute (SSERVI) is a virtual institute focused on research at the intersection of science and explora-tion, training the next generation of lunar scientists, and community development. The institute is a hub for opportunities that engage the larger scientific and exploration communities in order to form new interdis-ciplinary, research-focused collaborations. Its relative-ly large domestic teams work together along with in-ternational partners in both traditional and virtual set-tings to bring disparate approaches together for mutual benefit. This talk will describe the research efforts of the nine domestic teams that constitute the U.S. com-plement of the Institute and how it is engaging the in-ternational science and exploration communities through workshops, conferences, online seminars and classes, student exchange programs and internships. The Institute is centered on the scientific aspects of exploration as they pertain to the Moon, Near Earth Asteroids (NEAs) and the moons of Mars. It focuses on interdisciplinary, exploration-related science cen-tered around all airless bodies targeted as potential human destinations. Areas of study reported here will represent the broad spectrum of lunar, NEA, and Mar-tian moon sciences encompassing investigations of the surface, interior, exosphere, and near-space environ-ments as well as science uniquely enabled from these bodies. The technical focus ranges from investigations of plasma physics, geology/geochemistry, technology integration, solar system origins/evolution, regolith geotechnical properties, analogues, volatiles, ISRU and exploration potential of the target bodies. SSERVI enhances the widening knowledgebase of planetary research by acting as a bridge between several differ-ent groups and bringing together researchers from the scientific and exploration communities, multiple disci-plines across the full range of planetary sciences, and domestic and international communities and partner-ships.

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

    NASA Astrophysics Data System (ADS)

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

    2017-12-01

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

  10. Virtual Education: Guidelines for Using Games Technology

    ERIC Educational Resources Information Center

    Schofield, Damian

    2014-01-01

    Advanced three-dimensional virtual environment technology, similar to that used by the film and computer games industry, can allow educational developers to rapidly create realistic online virtual environments. This technology has been used to generate a range of interactive Virtual Reality (VR) learning environments across a spectrum of…

  11. Using Concept Mapping to Develop a Conceptual Framework for Creating Virtual Communities of Practice to Translate Cancer Research into Practice

    PubMed Central

    2014-01-01

    Introduction Translating government-funded cancer research into clinical practice can be accomplished via virtual communities of practice that include key players in the process: researchers, health care practitioners, and intermediaries. This study, conducted from November 2012 through January 2013, examined issues that key stakeholders believed should be addressed to create and sustain government-sponsored virtual communities of practice to integrate cancer control research, practice, and policy and demonstrates how concept mapping can be used to present relevant issues. Methods Key stakeholders brainstormed statements describing what is needed to create and sustain virtual communities of practice for moving cancer control research into practice. Participants rated them on importance and feasibility, selected most relevant statements, and sorted them into clusters. I used concept mapping to examine the issues identified and multidimensional scaling analyses to create a 2-dimensional conceptual map of the statement clusters. Results Participants selected 70 statements and sorted them into 9 major clusters related to creating and sustaining virtual communities of practice: 1) standardization of best practices, 2) external validity, 3) funding and resources, 4) social learning and collaboration, 5) cooperation, 6) partnerships, 7) inclusiveness, 8) social determinants and cultural competency, and 9) preparing the environment. Researchers, health care practitioners, and intermediaries were in relative agreement regarding issues of importance for creating these communities. Conclusion Virtual communities of practice can be created to address the needs of researchers, health care practitioners, and intermediaries by using input from these key stakeholders. Increasing linkages between these subgroups can improve the translation of research into practice. Similarities and differences between groups can provide valuable information to assist the government in developing virtual communities of practice. PMID:24762532

  12. Using concept mapping to develop a conceptual framework for creating virtual communities of practice to translate cancer research into practice.

    PubMed

    Vinson, Cynthia A

    2014-04-24

    Translating government-funded cancer research into clinical practice can be accomplished via virtual communities of practice that include key players in the process: researchers, health care practitioners, and intermediaries. This study, conducted from November 2012 through January 2013, examined issues that key stakeholders believed should be addressed to create and sustain government-sponsored virtual communities of practice to integrate cancer control research, practice, and policy and demonstrates how concept mapping can be used to present relevant issues. Key stakeholders brainstormed statements describing what is needed to create and sustain virtual communities of practice for moving cancer control research into practice. Participants rated them on importance and feasibility, selected most relevant statements, and sorted them into clusters. I used concept mapping to examine the issues identified and multidimensional scaling analyses to create a 2-dimensional conceptual map of the statement clusters. Participants selected 70 statements and sorted them into 9 major clusters related to creating and sustaining virtual communities of practice: 1) standardization of best practices, 2) external validity, 3) funding and resources, 4) social learning and collaboration, 5) cooperation, 6) partnerships, 7) inclusiveness, 8) social determinants and cultural competency, and 9) preparing the environment. Researchers, health care practitioners, and intermediaries were in relative agreement regarding issues of importance for creating these communities. Virtual communities of practice can be created to address the needs of researchers, health care practitioners, and intermediaries by using input from these key stakeholders. Increasing linkages between these subgroups can improve the translation of research into practice. Similarities and differences between groups can provide valuable information to assist the government in developing virtual communities of practice.

  13. Reaction time for processing visual stimulus in a computer-assisted rehabilitation environment.

    PubMed

    Sanchez, Yerly; Pinzon, David; Zheng, Bin

    2017-10-01

    To examine the reaction time when human subjects process information presented in the visual channel under both a direct vision and a virtual rehabilitation environment when walking was performed. Visual stimulus included eight math problems displayed on the peripheral vision to seven healthy human subjects in a virtual rehabilitation training (computer-assisted rehabilitation environment (CAREN)) and a direct vision environment. Subjects were required to verbally report the results of these math calculations in a short period of time. Reaction time measured by Tobii Eye tracker and calculation accuracy were recorded and compared between the direct vision and virtual rehabilitation environment. Performance outcomes measured for both groups included reaction time, reading time, answering time and the verbal answer score. A significant difference between the groups was only found for the reaction time (p = .004). Participants had more difficulty recognizing the first equation of the virtual environment. Participants reaction time was faster in the direct vision environment. This reaction time delay should be kept in mind when designing skill training scenarios in virtual environments. This was a pilot project to a series of studies assessing cognition ability of stroke patients who are undertaking a rehabilitation program with a virtual training environment. Implications for rehabilitation Eye tracking is a reliable tool that can be employed in rehabilitation virtual environments. Reaction time changes between direct vision and virtual environment.

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

    ERIC Educational Resources Information Center

    Chanprasitchai, Ong-art; Khlaisang, Jintavee

    2016-01-01

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

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

    ERIC Educational Resources Information Center

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

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

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

    ERIC Educational Resources Information Center

    Gugliotti, Domenic

    2017-01-01

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

  17. Social Protocols for Agile Virtual Teams

    NASA Astrophysics Data System (ADS)

    Picard, Willy

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

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

    PubMed

    Green, Janet; Wyllie, Aileen; Jackson, Debra

    2014-01-01

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

  19. The Earth System CoG Collaboration Environment

    NASA Astrophysics Data System (ADS)

    DeLuca, C.; Murphy, S.; Cinquini, L.; Treshansky, A.; Wallis, J. C.; Rood, R. B.; Overeem, I.

    2013-12-01

    The Earth System CoG supports collaborative Earth science research and product development in virtual organizations that span multiple projects and communities. It provides access to data, metadata, and visualization services along with tools that support open project governance, and it can be used to host individual projects or to profile projects hosted elsewhere. All projects on CoG are described using a project ontology - an organized common vocabulary - that exposes information needed for collaboration and decision-making. Projects can be linked into a network, and the underlying ontology enables consolidated views of information across the network. This access to information promotes the creation of active and knowledgeable project governance, at both individual and aggregate project levels. CoG is being used to support software development projects, model intercomparison projects, training classes, and scientific programs. Its services and ontology are customizable by project. This presentation will provide an overview of CoG, review examples of current use, and discuss how CoG can be used as knowledge and coordination hub for networks of projects in the Earth Sciences.

  20. A cloud-based semantic wiki for user training in healthcare process management.

    PubMed

    Papakonstantinou, D; Poulymenopoulou, M; Malamateniou, F; Vassilacopoulos, G

    2011-01-01

    Successful healthcare process design requires active participation of users who are familiar with the cooperative and collaborative nature of healthcare delivery, expressed in terms of healthcare processes. Hence, a reusable, flexible, agile and adaptable training material is needed with the objective to enable users instill their knowledge and expertise in healthcare process management and (re)configuration activities. To this end, social software, such as a wiki, could be used as it supports cooperation and collaboration anytime, anywhere and combined with semantic web technology that enables structuring pieces of information for easy retrieval, reuse and exchange between different systems and tools. In this paper a semantic wiki is presented as a means for developing training material for healthcare providers regarding healthcare process management. The semantic wiki should act as a collective online memory containing training material that is accessible to authorized users, thus enhancing the training process with collaboration and cooperation capabilities. It is proposed that the wiki is stored in a secure virtual private cloud that is accessible from anywhere, be it an excessively open environment, while meeting the requirements of redundancy, high performance and autoscaling.

Top