A class Hierarchical, object-oriented approach to virtual memory management
NASA Technical Reports Server (NTRS)
Russo, Vincent F.; Campbell, Roy H.; Johnston, Gary M.
1989-01-01
The Choices family of operating systems exploits class hierarchies and object-oriented programming to facilitate the construction of customized operating systems for shared memory and networked multiprocessors. The software is being used in the Tapestry laboratory to study the performance of algorithms, mechanisms, and policies for parallel systems. Described here are the architectural design and class hierarchy of the Choices virtual memory management system. The software and hardware mechanisms and policies of a virtual memory system implement a memory hierarchy that exploits the trade-off between response times and storage capacities. In Choices, the notion of a memory hierarchy is captured by abstract classes. Concrete subclasses of those abstractions implement a virtual address space, segmentation, paging, physical memory management, secondary storage, and remote (that is, networked) storage. Captured in the notion of a memory hierarchy are classes that represent memory objects. These classes provide a storage mechanism that contains encapsulated data and have methods to read or write the memory object. Each of these classes provides specializations to represent the memory hierarchy.
Centrally managed unified shared virtual address space
DOE Office of Scientific and Technical Information (OSTI.GOV)
Wilkes, John
Systems, apparatuses, and methods for managing a unified shared virtual address space. A host may execute system software and manage a plurality of nodes coupled to the host. The host may send work tasks to the nodes, and for each node, the host may externally manage the node's view of the system's virtual address space. Each node may have a central processing unit (CPU) style memory management unit (MMU) with an internal translation lookaside buffer (TLB). In one embodiment, the host may be coupled to a given node via an input/output memory management unit (IOMMU) interface, where the IOMMU frontendmore » interface shares the TLB with the given node's MMU. In another embodiment, the host may control the given node's view of virtual address space via memory-mapped control registers.« less
Formal verification of a set of memory management units
NASA Technical Reports Server (NTRS)
Schubert, E. Thomas; Levitt, K.; Cohen, Gerald C.
1992-01-01
This document describes the verification of a set of memory management units (MMU). The verification effort demonstrates the use of hierarchical decomposition and abstract theories. The MMUs can be organized into a complexity hierarchy. Each new level in the hierarchy adds a few significant features or modifications to the lower level MMU. The units described include: (1) a page check translation look-aside module (TLM); (2) a page check TLM with supervisor line; (3) a base bounds MMU; (4) a virtual address translation MMU; and (5) a virtual address translation MMU with memory resident segment table.
NASA Astrophysics Data System (ADS)
Bamiah, Mervat Adib; Brohi, Sarfraz Nawaz; Chuprat, Suriayati
2012-01-01
Virtualization is one of the hottest research topics nowadays. Several academic researchers and developers from IT industry are designing approaches for solving security and manageability issues of Virtual Machines (VMs) residing on virtualized cloud infrastructures. Moving the application from a physical to a virtual platform increases the efficiency, flexibility and reduces management cost as well as effort. Cloud computing is adopting the paradigm of virtualization, using this technique, memory, CPU and computational power is provided to clients' VMs by utilizing the underlying physical hardware. Beside these advantages there are few challenges faced by adopting virtualization such as management of VMs and network traffic, unexpected additional cost and resource allocation. Virtual Machine Monitor (VMM) or hypervisor is the tool used by cloud providers to manage the VMs on cloud. There are several heterogeneous hypervisors provided by various vendors that include VMware, Hyper-V, Xen and Kernel Virtual Machine (KVM). Considering the challenge of VM management, this paper describes several techniques to monitor and manage virtualized cloud infrastructures.
Forensic Analysis of Window’s(Registered) Virtual Memory Incorporating the System’s Page-File
2008-12-01
Management and Budget, Paperwork Reduction Project (0704-0188) Washington DC 20503. 1. AGENCY USE ONLY (Leave blank) 2. REPORT DATE December...data in a meaningful way. One reason for this is how memory is managed by the operating system. Data belonging to one process can be distributed...way. One reason for this is how memory is managed by the operating system. Data belonging to one process can be distributed arbitrarily across
Chip architecture - A revolution brewing
NASA Astrophysics Data System (ADS)
Guterl, F.
1983-07-01
Techniques being explored by microchip designers and manufacturers to both speed up memory access and instruction execution while protecting memory are discussed. Attention is given to hardwiring control logic, pipelining for parallel processing, devising orthogonal instruction sets for interchangeable instruction fields, and the development of hardware for implementation of virtual memory and multiuser systems to provide memory management and protection. The inclusion of microcode in mainframes eliminated logic circuits that control timing and gating of the CPU. However, improvements in memory architecture have reduced access time to below that needed for instruction execution. Hardwiring the functions as a virtual memory enhances memory protection. Parallelism involves a redundant architecture, which allows identical operations to be performed simultaneously, and can be directed with microcode to avoid abortion of intermediate instructions once on set of instructions has been completed.
2000-04-01
be an extension of Utah’s nascent Quarks system, oriented to closely coupled cluster environments. However, the grant did not actually begin until... Intel x86, implemented ten virtual machine monitors and servers, including a virtual memory manager, a checkpointer, a process manager, a file server...Fluke, we developed a novel hierarchical processor scheduling frame- work called CPU inheritance scheduling [5]. This is a framework for scheduling
Configurable memory system and method for providing atomic counting operations in a memory device
Bellofatto, Ralph E.; Gara, Alan G.; Giampapa, Mark E.; Ohmacht, Martin
2010-09-14
A memory system and method for providing atomic memory-based counter operations to operating systems and applications that make most efficient use of counter-backing memory and virtual and physical address space, while simplifying operating system memory management, and enabling the counter-backing memory to be used for purposes other than counter-backing storage when desired. The encoding and address decoding enabled by the invention provides all this functionality through a combination of software and hardware.
Formal verification of an MMU and MMU cache
NASA Technical Reports Server (NTRS)
Schubert, E. T.
1991-01-01
We describe the formal verification of a hardware subsystem consisting of a memory management unit and a cache. These devices are verified independently and then shown to interact correctly when composed. The MMU authorizes memory requests and translates virtual addresses to real addresses. The cache improves performance by maintaining a LRU (least recently used) list from the memory resident segment table.
Memory Forensics: Review of Acquisition and Analysis Techniques
2013-11-01
Management Overview Processes running on modern multitasking operating systems operate on an abstraction of RAM, called virtual memory [7]. In these systems...information such as user names, email addresses and passwords [7]. Analysts also use tools such as WinHex to identify headers or other suspicious data within
Rambrain - a library for virtually extending physical memory
NASA Astrophysics Data System (ADS)
Imgrund, Maximilian; Arth, Alexander
2017-08-01
We introduce Rambrain, a user space library that manages memory consumption of your code. Using Rambrain you can overcommit memory over the size of physical memory present in the system. Rambrain takes care of temporarily swapping out data to disk and can handle multiples of the physical memory size present. Rambrain is thread-safe, OpenMP and MPI compatible and supports Asynchronous IO. The library was designed to require minimal changes to existing programs and to be easy to use.
The specificity of memory enhancement during interaction with a virtual environment.
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.
Implementation of relational data base management systems on micro-computers
DOE Office of Scientific and Technical Information (OSTI.GOV)
Huang, C.L.
1982-01-01
This dissertation describes an implementation of a Relational Data Base Management System on a microcomputer. A specific floppy disk based hardward called TERAK is being used, and high level query interface which is similar to a subset of the SEQUEL language is provided. The system contains sub-systems such as I/O, file management, virtual memory management, query system, B-tree management, scanner, command interpreter, expression compiler, garbage collection, linked list manipulation, disk space management, etc. The software has been implemented to fulfill the following goals: (1) it is highly modularized. (2) The system is physically segmented into 16 logically independent, overlayable segments,more » in a way such that a minimal amount of memory is needed at execution time. (3) Virtual memory system is simulated that provides the system with seemingly unlimited memory space. (4) A language translator is applied to recognize user requests in the query language. The code generation of this translator generates compact code for the execution of UPDATE, DELETE, and QUERY commands. (5) A complete set of basic functions needed for on-line data base manipulations is provided through the use of a friendly query interface. (6) To eliminate the dependency on the environment (both software and hardware) as much as possible, so that it would be easy to transplant the system to other computers. (7) To simulate each relation as a sequential file. It is intended to be a highly efficient, single user system suited to be used by small or medium sized organizations for, say, administrative purposes. Experiments show that quite satisfying results have indeed been achieved.« less
Strong homeostatic TCR signals induce formation of self-tolerant virtual memory CD8 T cells.
Drobek, Ales; Moudra, Alena; Mueller, Daniel; Huranova, Martina; Horkova, Veronika; Pribikova, Michaela; Ivanek, Robert; Oberle, Susanne; Zehn, Dietmar; McCoy, Kathy D; Draber, Peter; Stepanek, Ondrej
2018-05-11
Virtual memory T cells are foreign antigen-inexperienced T cells that have acquired memory-like phenotype and constitute 10-20% of all peripheral CD8 + T cells in mice. Their origin, biological roles, and relationship to naïve and foreign antigen-experienced memory T cells are incompletely understood. By analyzing T-cell receptor repertoires and using retrogenic monoclonal T-cell populations, we demonstrate that the virtual memory T-cell formation is a so far unappreciated cell fate decision checkpoint. We describe two molecular mechanisms driving the formation of virtual memory T cells. First, virtual memory T cells originate exclusively from strongly self-reactive T cells. Second, the stoichiometry of the CD8 interaction with Lck regulates the size of the virtual memory T-cell compartment via modulating the self-reactivity of individual T cells. Although virtual memory T cells descend from the highly self-reactive clones and acquire a partial memory program, they are not more potent in inducing experimental autoimmune diabetes than naïve T cells. These data underline the importance of the variable level of self-reactivity in polyclonal T cells for the generation of functional T-cell diversity. © 2018 The Authors. Published under the terms of the CC BY 4.0 license.
1983-06-01
previously stated requirements to construct the framework for a software soluticn. It is during this phase of design that lany cf the most critical...the linker would have to be deferred until the compiler was formalized and ir the implementation phase of design. The second problem involved...memory liait was encountered. At this point a segmentation occurred. The memory limits were reset and the combining process continued until another
Paging memory from random access memory to backing storage in a parallel computer
Archer, Charles J; Blocksome, Michael A; Inglett, Todd A; Ratterman, Joseph D; Smith, Brian E
2013-05-21
Paging memory from random access memory (`RAM`) to backing storage in a parallel computer that includes a plurality of compute nodes, including: executing a data processing application on a virtual machine operating system in a virtual machine on a first compute node; providing, by a second compute node, backing storage for the contents of RAM on the first compute node; and swapping, by the virtual machine operating system in the virtual machine on the first compute node, a page of memory from RAM on the first compute node to the backing storage on the second compute node.
NASA Technical Reports Server (NTRS)
Denning, P. J.
1986-01-01
Virtual memory was conceived as a way to automate overlaying of program segments. Modern computers have very large main memories, but need automatic solutions to the relocation and protection problems. Virtual memory serves this need as well and is thus useful in computers of all sizes. The history of the idea is traced, showing how it has become a widespread, little noticed feature of computers today.
Architectural design and simulation of a virtual memory
NASA Technical Reports Server (NTRS)
Kwok, G.; Chu, Y.
1971-01-01
Virtual memory is an imaginary main memory with a very large capacity which the programmer has at his disposal. It greatly contributes to the solution of the dynamic storage allocation problem. The architectural design of a virtual memory is presented which implements by hardware the idea of queuing and scheduling the page requests to a paging drum in such a way that the access of the paging drum is increased many times. With the design, an increase of up to 16 times in page transfer rate is achievable when the virtual memory is heavily loaded. This in turn makes feasible a great increase in the system throughput.
Memory access in shared virtual memory
DOE Office of Scientific and Technical Information (OSTI.GOV)
Berrendorf, R.
1992-01-01
Shared virtual memory (SVM) is a virtual memory layer with a single address space on top of a distributed real memory on parallel computers. We examine the behavior and performance of SVM running a parallel program with medium-grained, loop-level parallelism on top of it. A simulator for the underlying parallel architecture can be used to examine the behavior of SVM more deeply. The influence of several parameters, such as the number of processors, page size, cold or warm start, and restricted page replication, is studied.
Memory access in shared virtual memory
DOE Office of Scientific and Technical Information (OSTI.GOV)
Berrendorf, R.
1992-09-01
Shared virtual memory (SVM) is a virtual memory layer with a single address space on top of a distributed real memory on parallel computers. We examine the behavior and performance of SVM running a parallel program with medium-grained, loop-level parallelism on top of it. A simulator for the underlying parallel architecture can be used to examine the behavior of SVM more deeply. The influence of several parameters, such as the number of processors, page size, cold or warm start, and restricted page replication, is studied.
VIRTUAL FRAME BUFFER INTERFACE
NASA Technical Reports Server (NTRS)
Wolfe, T. L.
1994-01-01
Large image processing systems use multiple frame buffers with differing architectures and vendor supplied user interfaces. This variety of architectures and interfaces creates software development, maintenance, and portability problems for application programs. The Virtual Frame Buffer Interface program makes all frame buffers appear as a generic frame buffer with a specified set of characteristics, allowing programmers to write code which will run unmodified on all supported hardware. The Virtual Frame Buffer Interface converts generic commands to actual device commands. The virtual frame buffer consists of a definition of capabilities and FORTRAN subroutines that are called by application programs. The virtual frame buffer routines may be treated as subroutines, logical functions, or integer functions by the application program. Routines are included that allocate and manage hardware resources such as frame buffers, monitors, video switches, trackballs, tablets and joysticks; access image memory planes; and perform alphanumeric font or text generation. The subroutines for the various "real" frame buffers are in separate VAX/VMS shared libraries allowing modification, correction or enhancement of the virtual interface without affecting application programs. The Virtual Frame Buffer Interface program was developed in FORTRAN 77 for a DEC VAX 11/780 or a DEC VAX 11/750 under VMS 4.X. It supports ADAGE IK3000, DEANZA IP8500, Low Resolution RAMTEK 9460, and High Resolution RAMTEK 9460 Frame Buffers. It has a central memory requirement of approximately 150K. This program was developed in 1985.
Ouellet, Émilie; Boller, Benjamin; Corriveau-Lecavalier, Nick; Cloutier, Simon; Belleville, Sylvie
2018-06-01
Assessing and predicting memory performance in everyday life is a common assignment for neuropsychologists. However, most traditional neuropsychological tasks are not conceived to capture everyday memory performance. The Virtual Shop is a fully immersive task developed to assess memory in a more ecological way than traditional neuropsychological assessments. Two studies were undertaken to assess the feasibility of the Virtual Shop and to appraise its ecological and construct validity. In study 1, 20 younger and 19 older adults completed the Virtual Shop task to evaluate its level of difficulty and the way the participants interacted with the VR material. The construct validity was examined with the contrasted-group method, by comparing the performance of younger and older adults. In study 2, 35 individuals with subjective cognitive decline completed the Virtual Shop task. Performance was correlated with an existing questionnaire evaluating everyday memory in order to appraise its ecological validity. To add further support to its construct validity, performance was correlated with traditional episodic memory and executive tasks. All participants successfully completed the Virtual Shop. The task had an appropriate level of difficulty that helped differentiate younger and older adults, supporting the feasibility and construct validity of the task. The performance on the Virtual Shop was significantly and moderately correlated with the performance on the questionnaire and on the traditional memory and executive tasks. Results support the feasibility and both the ecological and construct validity of the Virtual Shop. Copyright © 2018 The Authors. Published by Elsevier B.V. All rights reserved.
2015-09-28
the performance of log-and- replay can degrade significantly for VMs configured with multiple virtual CPUs, since the shared memory communication...whether based on checkpoint replication or log-and- replay , existing HA ap- proaches use in- memory backups. The backup VM sits in the memory of a...efficiently. 15. SUBJECT TERMS High-availability virtual machines, live migration, memory and traffic overheads, application suspension, Java
A lightweight sensor network management system design
Yuan, F.; Song, W.-Z.; Peterson, N.; Peng, Y.; Wang, L.; Shirazi, B.; LaHusen, R.
2008-01-01
In this paper, we propose a lightweight and transparent management framework for TinyOS sensor networks, called L-SNMS, which minimizes the overhead of management functions, including memory usage overhead, network traffic overhead, and integration overhead. We accomplish this by making L-SNMS virtually transparent to other applications hence requiring minimal integration. The proposed L-SNMS framework has been successfully tested on various sensor node platforms, including TelosB, MICAz and IMote2. ?? 2008 IEEE.
Spontaneous Recovery of Human Spatial Memory in a Virtual Water Maze
ERIC Educational Resources Information Center
Luna, David; Martínez, Héctor
2015-01-01
The occurrence of spontaneous recovery in human spatial memory was assessed using a virtual environment. In Experiment 1, spatial memory was established by training participants to locate a hidden platform in a virtual water maze using a set of four distal landmarks. In Experiment 2, after learning about the location of a hidden platform, the…
Data communications in a parallel active messaging interface of a parallel computer
Blocksome, Michael A.; Ratterman, Joseph D.; Smith, Brian E.
2014-09-02
Eager send data communications in a parallel active messaging interface (`PAMI`) of a parallel computer, the PAMI composed of data communications endpoints that specify a client, a context, and a task, including receiving an eager send data communications instruction with transfer data disposed in a send buffer characterized by a read/write send buffer memory address in a read/write virtual address space of the origin endpoint; determining for the send buffer a read-only send buffer memory address in a read-only virtual address space, the read-only virtual address space shared by both the origin endpoint and the target endpoint, with all frames of physical memory mapped to pages of virtual memory in the read-only virtual address space; and communicating by the origin endpoint to the target endpoint an eager send message header that includes the read-only send buffer memory address.
Data communications in a parallel active messaging interface of a parallel computer
Blocksome, Michael A.; Ratterman, Joseph D.; Smith, Brian E.
2014-09-16
Eager send data communications in a parallel active messaging interface (`PAMI`) of a parallel computer, the PAMI composed of data communications endpoints that specify a client, a context, and a task, including receiving an eager send data communications instruction with transfer data disposed in a send buffer characterized by a read/write send buffer memory address in a read/write virtual address space of the origin endpoint; determining for the send buffer a read-only send buffer memory address in a read-only virtual address space, the read-only virtual address space shared by both the origin endpoint and the target endpoint, with all frames of physical memory mapped to pages of virtual memory in the read-only virtual address space; and communicating by the origin endpoint to the target endpoint an eager send message header that includes the read-only send buffer memory address.
C-MOS array design techniques: SUMC multiprocessor system study
NASA Technical Reports Server (NTRS)
Clapp, W. A.; Helbig, W. A.; Merriam, A. S.
1972-01-01
The current capabilities of LSI techniques for speed and reliability, plus the possibilities of assembling large configurations of LSI logic and storage elements, have demanded the study of multiprocessors and multiprocessing techniques, problems, and potentialities. Evaluated are three previous systems studies for a space ultrareliable modular computer multiprocessing system, and a new multiprocessing system is proposed that is flexibly configured with up to four central processors, four 1/0 processors, and 16 main memory units, plus auxiliary memory and peripheral devices. This multiprocessor system features a multilevel interrupt, qualified S/360 compatibility for ground-based generation of programs, virtual memory management of a storage hierarchy through 1/0 processors, and multiport access to multiple and shared memory units.
Out-of-Core Streamline Visualization on Large Unstructured Meshes
NASA Technical Reports Server (NTRS)
Ueng, Shyh-Kuang; Sikorski, K.; Ma, Kwan-Liu
1997-01-01
It's advantageous for computational scientists to have the capability to perform interactive visualization on their desktop workstations. For data on large unstructured meshes, this capability is not generally available. In particular, particle tracing on unstructured grids can result in a high percentage of non-contiguous memory accesses and therefore may perform very poorly with virtual memory paging schemes. The alternative of visualizing a lower resolution of the data degrades the original high-resolution calculations. This paper presents an out-of-core approach for interactive streamline construction on large unstructured tetrahedral meshes containing millions of elements. The out-of-core algorithm uses an octree to partition and restructure the raw data into subsets stored into disk files for fast data retrieval. A memory management policy tailored to the streamline calculations is used such that during the streamline construction only a very small amount of data are brought into the main memory on demand. By carefully scheduling computation and data fetching, the overhead of reading data from the disk is significantly reduced and good memory performance results. This out-of-core algorithm makes possible interactive streamline visualization of large unstructured-grid data sets on a single mid-range workstation with relatively low main-memory capacity: 5-20 megabytes. Our test results also show that this approach is much more efficient than relying on virtual memory and operating system's paging algorithms.
Managing coherence via put/get windows
Blumrich, Matthias A [Ridgefield, CT; Chen, Dong [Croton on Hudson, NY; Coteus, Paul W [Yorktown Heights, NY; Gara, Alan G [Mount Kisco, NY; Giampapa, Mark E [Irvington, NY; Heidelberger, Philip [Cortlandt Manor, NY; Hoenicke, Dirk [Ossining, NY; Ohmacht, Martin [Yorktown Heights, NY
2011-01-11
A method and apparatus for managing coherence between two processors of a two processor node of a multi-processor computer system. Generally the present invention relates to a software algorithm that simplifies and significantly speeds the management of cache coherence in a message passing parallel computer, and to hardware apparatus that assists this cache coherence algorithm. The software algorithm uses the opening and closing of put/get windows to coordinate the activated required to achieve cache coherence. The hardware apparatus may be an extension to the hardware address decode, that creates, in the physical memory address space of the node, an area of virtual memory that (a) does not actually exist, and (b) is therefore able to respond instantly to read and write requests from the processing elements.
Managing coherence via put/get windows
Blumrich, Matthias A [Ridgefield, CT; Chen, Dong [Croton on Hudson, NY; Coteus, Paul W [Yorktown Heights, NY; Gara, Alan G [Mount Kisco, NY; Giampapa, Mark E [Irvington, NY; Heidelberger, Philip [Cortlandt Manor, NY; Hoenicke, Dirk [Ossining, NY; Ohmacht, Martin [Yorktown Heights, NY
2012-02-21
A method and apparatus for managing coherence between two processors of a two processor node of a multi-processor computer system. Generally the present invention relates to a software algorithm that simplifies and significantly speeds the management of cache coherence in a message passing parallel computer, and to hardware apparatus that assists this cache coherence algorithm. The software algorithm uses the opening and closing of put/get windows to coordinate the activated required to achieve cache coherence. The hardware apparatus may be an extension to the hardware address decode, that creates, in the physical memory address space of the node, an area of virtual memory that (a) does not actually exist, and (b) is therefore able to respond instantly to read and write requests from the processing elements.
Machine Learning Feature Selection for Tuning Memory Page Swapping
2013-09-01
environments we set up. 13 Figure 4.1 Updated Feature Vector List. Features we added to the kernel are anno - tated with “(MLVM...Feb. 1966. [2] P. J . Denning, “The working set model for program behavior,” Communications of the ACM, vol. 11, no. 5, pp. 323–333, May 1968. [3] L. A...8] R. W. Cart and J . L. Hennessy, “WSClock — A simple and effective algorithm for virtual memory management,” M.S. thesis, Dept. Computer Science
Use of immersive virtual reality to assess episodic memory: A validation study in older adults.
Corriveau Lecavalier, Nick; Ouellet, Émilie; Boller, Benjamin; Belleville, Sylvie
2018-05-29
Virtual reality (VR) allows for the creation of ecological environments that could be used for cognitive assessment and intervention. This study comprises two parts that describe and assess an immersive VR task, the Virtual Shop, which can be used to measure episodic memory. Part 1 addresses its applicability in healthy older adults by measuring presence, motivation, and cybersickness symptoms. Part 2 addresses its construct validity by investigating correlations between performance in the VR task and on a traditional experimental memory task, and by measuring whether the VR task is sensitive to age-related memory differences. Fifty-seven older and 20 younger adults were assessed in the Virtual Shop, in which they memorised and fetched 12 familiar items. Part 1 showed high levels of presence, higher levels of motivation for the VR than for the traditional task, and negligible cybersickness symptoms. Part 2 indicates that memory performance in the VR task is positively correlated with performance on a traditional memory task for both age groups, and age-related differences were found on the VR and traditional memory tasks. Thus, the use of VR is feasible in older adults and the Virtual Shop is a valid task to assess and train episodic memory in this population.
Mohammadi, Alireza; Hesami, Ehsan; Kargar, Mahmoud; Shams, Jamal
2018-04-01
Present evidence suggests that the use of virtual reality has great advantages in evaluating visuospatial navigation and memory for the diagnosis of psychiatric or other neurological disorders. There are a few virtual reality studies on allocentric and egocentric memories in schizophrenia, but studies on both memories in bipolar disorder are lacking. The objective of this study was to compare the performance of allocentric and egocentric memories in patients with schizophrenia and bipolar disorder. For this resolve, an advanced virtual reality navigation task (VRNT) was presented to distinguish the navigational performances of these patients. Twenty subjects with schizophrenia and 20 bipolar disorder patients were compared with 20 healthy-matched controls on the newly developed VRNT consisting of a virtual neighbourhood (allocentric memory) and a virtual maze (egocentric memory). The results demonstrated that schizophrenia patients were significantly impaired on all allocentric, egocentric, visual, and verbal memory tasks compared with patients with bipolar disorder and normal subjects. Dissimilarly, the performance of patients with bipolar disorder was slightly lower than that of control subjects in all these abilities, but no significant differences were observed. It was concluded that allocentric and egocentric navigation deficits are detectable in patients with schizophrenia and bipolar disorder using VRNT, and this task along with RAVLT and ROCFT can be used as a valid clinical tool for distinguishing these patients from normal subjects.
ERIC Educational Resources Information Center
Plancher, G.; Tirard, A.; Gyselinck, V.; Nicolas, S.; Piolino, P.
2012-01-01
Most neuropsychological assessments of episodic memory bear little similarity to the events that patients actually experience as memories in daily life. The first aim of this study was to use a virtual environment to characterize episodic memory profiles in an ecological fashion, which includes memory for central and perceptual details,…
Magic cards: a new augmented-reality approach.
Demuynck, Olivier; Menendez, José Manuel
2013-01-01
Augmented reality (AR) commonly uses markers for detection and tracking. Such multimedia applications associate each marker with a virtual 3D model stored in the memory of the camera-equipped device running the application. Application users are limited in their interactions, which require knowing how to design and program 3D objects. This generally prevents them from developing their own entertainment AR applications. The Magic Cards application solves this problem by offering an easy way to create and manage an unlimited number of virtual objects that are encoded on special markers.
The use of virtual reality in memory rehabilitation: current findings and future directions.
Brooks, B M; Rose, F D
2003-01-01
There is considerable potential for using virtual reality (VR) in memory rehabilitation which is only just beginning to be realized. PC-based virtual environments are probably better suited for this purpose than more immersive virtual environments because they are relatively inexpensive and portable, and less frightening to patients. Those exploratory studies that have so far been performed indicate that VR involvement would be usefully directed towards improving assessments of memory impairments and in memory remediation using reorganization techniques. In memory assessment, the use of VR could provide more comprehensive, ecologically-valid, and controlled evaluations of prospective, incidental, and spatial memory in a rehabilitation setting than is possible using standardized assessment tests. The additional knowledge gained from these assessments could more effectively direct rehabilitation towards specific impairments of individual patients. In memory remediation, VR training has been found to promote procedural learning in people with memory impairments, and this learning has been found to transfer to improved real-world performance. Future research should investigate ways in which the procedural knowledge gained during VR interaction can be adapted to offset the many disabilities which result from different forms of memory impairment.
How does schema theory apply to real versus virtual memories?
Flannery, Kathleen A; Walles, Rena
2003-04-01
Schemas are cognitive frameworks that guide memory, aide in the interpretation of events, and influence how we retrieve stored memories. The purpose of this study was to explore how schemas operate in a well-known environment and to examine whether or not schemas operate differently in real versus virtual environments. Twenty-four undergraduate students from a small liberal arts college in the northeast participated for course credit. Two identical offices (a real office and a virtual office) were created and filled with eight consistent and eight inconsistent items. Each participant explored either the real office or the virtual office for 20 seconds without any knowledge that their memory would be tested. After leaving the office, participants completed a recognition task and a short demographic questionnaire. Overall sensitivity and higher confidence in recognition memory scores was found for inconsistent compared to consistent items. Greater support for the consistency effect was observed in this study and interpreted in terms of the dynamic memory model and the schema-plus-correction model. The results also demonstrate that virtual reality paradigms may produce similar outcomes compared to the real world in terms of some memory processes, but additional design factors must be considered if the researcher's goal is to create equivalent paradigms.
NASA Astrophysics Data System (ADS)
Bjorklund, E.
1994-12-01
In the 1970s, when computers were memory limited, operating system designers created the concept of "virtual memory", which gave users the ability to address more memory than physically existed. In the 1990s, many large control systems have the potential of becoming data limited. We propose that many of the principles behind virtual memory systems (working sets, locality, caching and clustering) can also be applied to data-limited systems, creating, in effect, "virtual data systems". At the Los Alamos National Laboratory's Clinton P. Anderson Meson Physics Facility (LAMPF), we have applied these principles to a moderately sized (10 000 data points) data acquisition and control system. To test the principles, we measured the system's performance during tune-up, production, and maintenance periods. In this paper, we present a general discussion of the principles of a virtual data system along with some discussion of our own implementation and the results of our performance measurements.
The road to virtual: the Sauls Memorial Virtual Library journey.
Waddell, Stacie; Harkness, Amy; Cohen, Mark L
2014-01-01
The Sauls Memorial Virtual Library closed its physical space in 2012. This article outlines the reasons for this change and how the library staff and hospital leadership planned and executed the enormous undertaking. Outcomes of the change and lessons learned from the process are discussed.
Simplifying and speeding the management of intra-node cache coherence
Blumrich, Matthias A [Ridgefield, CT; Chen, Dong [Croton on Hudson, NY; Coteus, Paul W [Yorktown Heights, NY; Gara, Alan G [Mount Kisco, NY; Giampapa, Mark E [Irvington, NY; Heidelberger, Phillip [Cortlandt Manor, NY; Hoenicke, Dirk [Ossining, NY; Ohmacht, Martin [Yorktown Heights, NY
2012-04-17
A method and apparatus for managing coherence between two processors of a two processor node of a multi-processor computer system. Generally the present invention relates to a software algorithm that simplifies and significantly speeds the management of cache coherence in a message passing parallel computer, and to hardware apparatus that assists this cache coherence algorithm. The software algorithm uses the opening and closing of put/get windows to coordinate the activated required to achieve cache coherence. The hardware apparatus may be an extension to the hardware address decode, that creates, in the physical memory address space of the node, an area of virtual memory that (a) does not actually exist, and (b) is therefore able to respond instantly to read and write requests from the processing elements.
Managing coherence via put/get windows
DOE Office of Scientific and Technical Information (OSTI.GOV)
Blumrich, Matthias A; Chen, Dong; Coteus, Paul W
A method and apparatus for managing coherence between two processors of a two processor node of a multi-processor computer system. Generally the present invention relates to a software algorithm that simplifies and significantly speeds the management of cache coherence in a message passing parallel computer, and to hardware apparatus that assists this cache coherence algorithm. The software algorithm uses the opening and closing of put/get windows to coordinate the activated required to achieve cache coherence. The hardware apparatus may be an extension to the hardware address decode, that creates, in the physical memory address space of the node, an areamore » of virtual memory that (a) does not actually exist, and (b) is therefore able to respond instantly to read and write requests from the processing elements.« less
Cognitive training on stroke patients via virtual reality-based serious games.
Gamito, Pedro; Oliveira, Jorge; Coelho, Carla; Morais, Diogo; Lopes, Paulo; Pacheco, José; Brito, Rodrigo; Soares, Fabio; Santos, Nuno; Barata, Ana Filipa
2017-02-01
Use of virtual reality environments in cognitive rehabilitation offers cost benefits and other advantages. In order to test the effectiveness of a virtual reality application for neuropsychological rehabilitation, a cognitive training program using virtual reality was applied to stroke patients. A virtual reality-based serious games application for cognitive training was developed, with attention and memory tasks consisting of daily life activities. Twenty stroke patients were randomly assigned to two conditions: exposure to the intervention, and waiting list control. The results showed significant improvements in attention and memory functions in the intervention group, but not in the controls. Overall findings provide further support for the use of VR cognitive training applications in neuropsychological rehabilitation. Implications for Rehabilitation Improvements in memory and attention functions following a virtual reality-based serious games intervention. Training of daily-life activities using a virtual reality application. Accessibility to training contents.
Compilation of Abstracts of Theses Submitted by Candidates for Degrees.
1984-06-01
Management System for the TI - 59 Programmable Calculator Kersh, T. B. Signal Processor Interface 65 CPT, USA Simulation of the AN/SPY-lA Radar...DESIGN AND IMPLEMENTATION OF A BASIC CROSS-COMPILER AND VIRTUAL MEMORY MANAGEMENT SYSTEM FOR THE TI - 59 PROGRAMMABLE CALCULATOR Mark R. Kindl Captain...Academy, 1974 The instruction set of the TI - 59 Programmable Calculator bears a close similarity to that of an assembler. Though most of the calculator
Ecological validity of virtual environments to assess human navigation ability
van der Ham, Ineke J. M.; Faber, Annemarie M. E.; Venselaar, Matthijs; van Kreveld, Marc J.; Löffler, Maarten
2015-01-01
Route memory is frequently assessed in virtual environments. These environments can be presented in a fully controlled manner and are easy to use. Yet they lack the physical involvement that participants have when navigating real environments. For some aspects of route memory this may result in reduced performance in virtual environments. We assessed route memory performance in four different environments: real, virtual, virtual with directional information (compass), and hybrid. In the hybrid environment, participants walked the route outside on an open field, while all route information (i.e., path, landmarks) was shown simultaneously on a handheld tablet computer. Results indicate that performance in the real life environment was better than in the virtual conditions for tasks relying on survey knowledge, like pointing to start and end point, and map drawing. Performance in the hybrid condition however, hardly differed from real life performance. Performance in the virtual environment did not benefit from directional information. Given these findings, the hybrid condition may offer the best of both worlds: the performance level is comparable to that of real life for route memory, yet it offers full control of visual input during route learning. PMID:26074831
ERIC Educational Resources Information Center
Picard, Laurence; Abram, Maria; Orriols, Eric; Piolino, Pascale
2017-01-01
The majority of episodic memory (EM) tests are far removed from what we experience in daily life and from the definition of this type of memory. This study examines the developmental trajectory of the main aspects of episodic memory--what, where, and when--and of feature binding in a naturalistic virtual environment. A population of 125…
Optimizing TLB entries for mixed page size storage in contiguous memory
Chen, Dong; Gara, Alan; Giampapa, Mark E.; Heidelberger, Philip; Kriegel, Jon K.; Ohmacht, Martin; Steinmacher-Burow, Burkhard
2013-04-30
A system and method for accessing memory are provided. The system comprises a lookup buffer for storing one or more page table entries, wherein each of the one or more page table entries comprises at least a virtual page number and a physical page number; a logic circuit for receiving a virtual address from said processor, said logic circuit for matching the virtual address to the virtual page number in one of the page table entries to select the physical page number in the same page table entry, said page table entry having one or more bits set to exclude a memory range from a page.
Plancher, G; Tirard, A; Gyselinck, V; Nicolas, S; Piolino, P
2012-04-01
Most neuropsychological assessments of episodic memory bear little similarity to the events that patients actually experience as memories in daily life. The first aim of this study was to use a virtual environment to characterize episodic memory profiles in an ecological fashion, which includes memory for central and perceptual details, spatiotemporal contextual elements, and binding. This study included subjects from three different populations: healthy older adults, patients with amnestic mild cognitive impairment (aMCI) and patients with early to moderate Alzheimer's disease (AD). Second, we sought to determine whether environmental factors that can affect encoding (active vs. passive exploration) influence memory performance in pathological aging. Third, we benchmarked the results of our virtual reality episodic memory test against a classical memory test and a subjective daily memory complaint scale. Here, the participants were successively immersed in two virtual environments; the first, as the driver of a virtual car (active exploration) and the second, as the passenger of that car (passive exploration). Subjects were instructed to encode all elements of the environment as well as the associated spatiotemporal contexts. Following each immersion, we assessed the patient's recall and recognition of central information (i.e., the elements of the environment), contextual information (i.e., temporal, egocentric and allocentric spatial information) and lastly, the quality of binding. We found that the AD patients' performances were inferior to that of the aMCI and even more to that of the healthy aged groups, in line with the progression of hippocampal atrophy reported in the literature. Spatial allocentric memory assessments were found to be particularly useful for distinguishing aMCI patients from healthy older adults. Active exploration yielded enhanced recall of central and allocentric spatial information, as well as binding in all groups. This led aMCI patients to achieve better performance scores on immediate temporal memory tasks. Finally, the patients' daily memory complaints were more highly correlated with the performances on the virtual test than with their performances on the classical memory test. Taken together, these results highlight specific cognitive differences found between these three populations that may provide additional insight into the early diagnosis and rehabilitation of pathological aging. In particular, neuropsychological studies would benefit to use virtual tests and a multi-component approach to assess episodic memory, and encourage active encoding of information in patients suffering from mild or severe age-related memory impairment. The beneficial effect of active encoding on episodic memory in aMCI and early to moderate AD is discussed in the context of relatively preserved frontal and motor brain functions implicated in self-referential effects and procedural abilities. Copyright © 2011 Elsevier Ltd. All rights reserved.
Direct access inter-process shared memory
Brightwell, Ronald B; Pedretti, Kevin; Hudson, Trammell B
2013-10-22
A technique for directly sharing physical memory between processes executing on processor cores is described. The technique includes loading a plurality of processes into the physical memory for execution on a corresponding plurality of processor cores sharing the physical memory. An address space is mapped to each of the processes by populating a first entry in a top level virtual address table for each of the processes. The address space of each of the processes is cross-mapped into each of the processes by populating one or more subsequent entries of the top level virtual address table with the first entry in the top level virtual address table from other processes.
Associative programming language and virtual associative access manager
NASA Technical Reports Server (NTRS)
Price, C.
1978-01-01
APL provides convenient associative data manipulation functions in a high level language. Six statements were added to PL/1 via a preprocessor: CREATE, INSERT, FIND, FOR EACH, REMOVE, and DELETE. They allow complete control of all data base operations. During execution, data base management programs perform the functions required to support the APL language. VAAM is the data base management system designed to support the APL language. APL/VAAM is used by CADANCE, an interactive graphic computer system. VAAM is designed to support heavily referenced files. Virtual memory files, which utilize the paging mechanism of the operating system, are used. VAAM supports a full network data structure. The two basic blocks in a VAAM file are entities and sets. Entities are the basic information element and correspond to PL/1 based structures defined by the user. Sets contain the relationship information and are implemented as arrays.
A three phase optimization method for precopy based VM live migration.
Sharma, Sangeeta; Chawla, Meenu
2016-01-01
Virtual machine live migration is a method of moving virtual machine across hosts within a virtualized datacenter. It provides significant benefits for administrator to manage datacenter efficiently. It reduces service interruption by transferring the virtual machine without stopping at source. Transfer of large number of virtual machine memory pages results in long migration time as well as downtime, which also affects the overall system performance. This situation becomes unbearable when migration takes place over slower network or a long distance migration within a cloud. In this paper, precopy based virtual machine live migration method is thoroughly analyzed to trace out the issues responsible for its performance drops. In order to address these issues, this paper proposes three phase optimization (TPO) method. It works in three phases as follows: (i) reduce the transfer of memory pages in first phase, (ii) reduce the transfer of duplicate pages by classifying frequently and non-frequently updated pages, and (iii) reduce the data sent in last iteration of migration by applying the simple RLE compression technique. As a result, each phase significantly reduces total pages transferred, total migration time and downtime respectively. The proposed TPO method is evaluated using different representative workloads on a Xen virtualized environment. Experimental results show that TPO method reduces total pages transferred by 71 %, total migration time by 70 %, downtime by 3 % for higher workload, and it does not impose significant overhead as compared to traditional precopy method. Comparison of TPO method with other methods is also done for supporting and showing its effectiveness. TPO method and precopy methods are also tested at different number of iterations. The TPO method gives better performance even with less number of iterations.
Multiprocessor architectural study
NASA Technical Reports Server (NTRS)
Kosmala, A. L.; Stanten, S. F.; Vandever, W. H.
1972-01-01
An architectural design study was made of a multiprocessor computing system intended to meet functional and performance specifications appropriate to a manned space station application. Intermetrics, previous experience, and accumulated knowledge of the multiprocessor field is used to generate a baseline philosophy for the design of a future SUMC* multiprocessor. Interrupts are defined and the crucial questions of interrupt structure, such as processor selection and response time, are discussed. Memory hierarchy and performance is discussed extensively with particular attention to the design approach which utilizes a cache memory associated with each processor. The ability of an individual processor to approach its theoretical maximum performance is then analyzed in terms of a hit ratio. Memory management is envisioned as a virtual memory system implemented either through segmentation or paging. Addressing is discussed in terms of various register design adopted by current computers and those of advanced design.
Developmental gender differences in children in a virtual spatial memory task.
León, Irene; Cimadevilla, José Manuel; Tascón, Laura
2014-07-01
Behavioral achievements are the product of brain maturation. During postnatal development, the medial temporal lobe completes its maturation, and children acquire new memory abilities. In recent years, virtual reality-based tasks have been introduced in the neuropsychology field to assess different cognitive functions. In this work, desktop virtual reality tasks are combined with classic psychometric tests to assess spatial abilities in 4- to 10-year-old children. Fifty boys and 50 girls 4-10-years of age participated in this study. Spatial reference memory and spatial working memory were assessed using a desktop virtual reality-based task. Other classic psychometric tests were also included in this work (e.g., the Corsi Block Tapping Test, digit tests, 10/36 Spatial Recall Test). In general terms, 4- and 5-year-old groups showed poorer performance than the older groups. However, 5-year-old children showed basic spatial navigation abilities with little difficulty. In addition, boys outperformed girls from the 6-8-year-old groups. Gender differences only emerged in the reference-memory version of the spatial task, whereas both sexes displayed similar performances in the working-memory version. There was general improvement in the performance of different tasks in children older than 5 years. However, results also suggest that brain regions involved in allocentric memory are functional even at the age of 5. In addition, the brain structures underlying reference memory mature later in girls than those required for the working memory.
Tielman, Myrthe L; Neerincx, Mark A; Bidarra, Rafael; Kybartas, Ben; Brinkman, Willem-Paul
2017-08-01
Although post-traumatic stress disorder (PTSD) is well treatable, many people do not get the desired treatment due to barriers to care (such as stigma and cost). This paper presents a system that bridges this gap by enabling patients to follow therapy at home. A therapist is only involved remotely, to monitor progress and serve as a safety net. With this system, patients can recollect their memories in a digital diary and recreate them in a 3D WorldBuilder. Throughout the therapy, a virtual agent is present to inform and guide patients through the sessions, employing an ontology-based question module for recollecting traumatic memories to further elicit a detailed memory recollection. In a usability study with former PTSD patients (n = 4), these questions were found useful for memory recollection. Moreover, the usability of the whole system was rated positively. This system has the potential to be a valuable addition to the spectrum of PTSD treatments, offering a novel type of home therapy assisted by a virtual agent.
ERIC Educational Resources Information Center
Sarirete, Akila; Chikh, Azeddine; Noble, Elizabeth
2011-01-01
Purpose: The purpose of this paper is to define a community memory for a virtual communities of practice (CoP) based on organizational learning (OL) concept and ontologies. Design/methodology/approach: The paper focuses on applying the OL concept to virtual CoP and proposes a framework for building the CoP memory by identifying several layers of…
Individual Differences in a Spatial-Semantic Virtual Environment.
ERIC Educational Resources Information Center
Chen, Chaomei
2000-01-01
Presents two empirical case studies concerning the role of individual differences in searching through a spatial-semantic virtual environment. Discusses information visualization in information systems; cognitive factors, including associative memory, spatial ability, and visual memory; user satisfaction; and cognitive abilities and search…
Saidel-Goley, Isaac N; Albiero, Erin E; Flannery, Kathleen A
2012-02-01
Dissociation is a mental process resulting in the disruption of memory, perception, and sometimes identity. At a nonclinical level, only mild dissociative experiences occur. The nature of nonclinical dissociation is disputed in the literature, with some asserting that it is a beneficial information processing style and others positing that it is a psychopathological phenomenon. The purpose of this study was to further the understanding of nonclinical dissociation with respect to memory and attention, by including a more ecologically valid virtual reality (VR) memory task along with standard neuropsychological tasks. Forty-five undergraduate students from a small liberal arts college in the northeast participated for course credit. The participants completed a battery of tasks including two standard memory tasks, a standard attention task, and an experimental VR memory task; the VR task included immersion in a virtual apartment, followed by incidental object-location recall for objects in the virtual apartment. Support for the theoretical model portraying nonclinical dissociation as a beneficial information processing style was found in this study. Dissociation scores were positively correlated with working memory scores and attentional processing scores on the standard neuropsychological tasks. In terms of the VR task, dissociation scores were positively correlated with more false positive memories that could be the result of a tendency of nonclinical highly dissociative individuals to create more elaborative schemas. This study also demonstrates that VR paradigms add to the prediction of cognitive functioning in testing protocols using standard neuropsychological tests, while simultaneously increasing ecological validity.
The influence of action on episodic memory: a virtual reality study.
Plancher, Gaën; Barra, Julien; Orriols, Eric; Piolino, Pascale
2013-01-01
A range of empirical findings suggest that active learning is important for memory. However, few studies have focused on the mechanisms underlying this enactment effect in episodic memory using complex environments. Research using virtual reality has yielded inconsistent results. We postulated that the effect of action depends on the degree of interaction with the environment and freedom in the planning of an itinerary. To test these hypotheses, we disentangled the interaction and planning components of action to investigate whether each enhances factual and spatial memory. Seventy-two participants (36 male and 36 female) explored a virtual town in one of three experimental conditions: (a) a passive condition where participants were immersed as passenger of the car (no interaction, no planning); (b) a planning-only condition (the subject chose the itinerary but did not drive the car); (c) an interaction-only condition (the subject drove the car but the itinerary was fixed). We found that itinerary choice and motor control both enhanced spatial memory, while factual memory was impaired by online motor control. The role of action in memory is discussed.
Design and implementation of a 3D ocean virtual reality and visualization engine
NASA Astrophysics Data System (ADS)
Chen, Ge; Li, Bo; Tian, Fenglin; Ji, Pengbo; Li, Wenqing
2012-12-01
In this study, a 3D virtual reality and visualization engine for rendering the ocean, named VV-Ocean, is designed for marine applications. The design goals of VV-Ocean aim at high fidelity simulation of ocean environment, visualization of massive and multidimensional marine data, and imitation of marine lives. VV-Ocean is composed of five modules, i.e. memory management module, resources management module, scene management module, rendering process management module and interaction management module. There are three core functions in VV-Ocean: reconstructing vivid virtual ocean scenes, visualizing real data dynamically in real time, imitating and simulating marine lives intuitively. Based on VV-Ocean, we establish a sea-land integration platform which can reproduce drifting and diffusion processes of oil spilling from sea bottom to surface. Environment factors such as ocean current and wind field have been considered in this simulation. On this platform oil spilling process can be abstracted as movements of abundant oil particles. The result shows that oil particles blend with water well and the platform meets the requirement for real-time and interactive rendering. VV-Ocean can be widely used in ocean applications such as demonstrating marine operations, facilitating maritime communications, developing ocean games, reducing marine hazards, forecasting the weather over oceans, serving marine tourism, and so on. Finally, further technological improvements of VV-Ocean are discussed.
Sweeney, Siobhan; Kersel, Denyse; Morris, Robin G; Manly, Tom; Evans, Jonathan J
2010-04-01
Executive functions have been argued to be the most vulnerable to brain injury. In providing an analogue of everyday situations amenable to control and management virtual reality (VR) may offer better insights into planning deficits consequent upon brain injury. Here 17 participants with a non-progressive brain injury and reported executive difficulties in everyday life were asked to perform a VR task (working in a furniture storage unit) that emphasised planning, rule following and prospective memory tasks. When compared with an age and IQ-matched control group, the patients were significantly poorer in terms of their strategy, their time-based prospective memory, the overall time required and their propensity to break rules. An examination of sensitivity and specificity of the VR task to group membership (brain-injured or control) showed that, with specificity set at maximum, sensitivity was only modest (at just over 50%). A second component to the study investigated whether the patients' performance could be improved by periodic auditory alerts. Previous studies have demonstrated that such cues can improve performance on laboratory tests, executive tests and everyday prospective memory tasks. Here, no significant changes in performance were detected. Potential reasons for this finding are discussed, including symptom severity and differences in the tasks employed in previous studies.
Age effect on components of episodic memory and feature binding: A virtual reality study.
Plancher, Gaën; Gyselinck, Valerie; Nicolas, Serge; Piolino, Pascale
2010-05-01
The aims were (1) to explore the effects of normal aging on the main aspects of episodic memory--what, where, and when,--and on feature binding in a virtual environment; (2) to explore the influence of the mode of learning, intentional versus incidental; and (3) to benchmark virtual environment findings collected with older adults against data recorded in classical neuropsychological tests. We tested a population of 82 young adults and 78 older adults without dementia (they participated in a short battery of neuropsychological tests). All the participants drove a car in an urban virtual environment composing of 9 turns and specific areas. Half of the participants were told to drive through the virtual town; the other half were asked to drive and to memorize the environment (itinerary, elements, etc.). All aspects of episodic memory were then assessed (what, where, when, and binding). The older participants had less recollection of the spatiotemporal context of events than the younger with intentional encoding (p < .001), but similar recollection with incidental encoding (except for verbal spatial aspect). The younger participants showed better binding than older ones regardless of the type of encoding (p < .001). For the older participants the virtual test was sensitive to mnesic complaints as well as general cognitive changes (p < .05 to p < .01). We view these results as an indication that virtual environments could provide helpful standard tools for assessing age effects on the main aspects of episodic memory.
NASA Astrophysics Data System (ADS)
Ho, Wan Ching; Dautenhahn, Kerstin; Nehaniv, Chrystopher
2008-03-01
In this paper, we discuss the concept of autobiographic agent and how memory may extend an agent's temporal horizon and increase its adaptability. These concepts are applied to an implementation of a scenario where agents are interacting in a complex virtual artificial life environment. We present computational memory architectures for autobiographic virtual agents that enable agents to retrieve meaningful information from their dynamic memories which increases their adaptation and survival in the environment. The design of the memory architectures, the agents, and the virtual environment are described in detail. Next, a series of experimental studies and their results are presented which show the adaptive advantage of autobiographic memory, i.e. from remembering significant experiences. Also, in a multi-agent scenario where agents can communicate via stories based on their autobiographic memory, it is found that new adaptive behaviours can emerge from an individual's reinterpretation of experiences received from other agents whereby higher communication frequency yields better group performance. An interface is described that visualises the memory contents of an agent. From an observer perspective, the agents' behaviours can be understood as individually structured, and temporally grounded, and, with the communication of experience, can be seen to rely on emergent mixed narrative reconstructions combining the experiences of several agents. This research leads to insights into how bottom-up story-telling and autobiographic reconstruction in autonomous, adaptive agents allow temporally grounded behaviour to emerge. The article concludes with a discussion of possible implications of this research direction for future autobiographic, narrative agents.
Virtual reality-based prospective memory training program for people with acquired brain injury.
Yip, Ben C B; Man, David W K
2013-01-01
Acquired brain injuries (ABI) may display cognitive impairments and lead to long-term disabilities including prospective memory (PM) failure. Prospective memory serves to remember to execute an intended action in the future. PM problems would be a challenge to an ABI patient's successful community reintegration. While retrospective memory (RM) has been extensively studied, treatment programs for prospective memory are rarely reported. The development of a treatment program for PM, which is considered timely, can be cost-effective and appropriate to the patient's environment. A 12-session virtual reality (VR)-based cognitive rehabilitation program was developed using everyday PM activities as training content. 37 subjects were recruited to participate in a pretest-posttest control experimental study to evaluate its treatment effectiveness. Results suggest that significantly better changes were seen in both VR-based and real-life PM outcome measures, related cognitive attributes such as frontal lobe functions and semantic fluency. VR-based training may be well accepted by ABI patients as encouraging improvement has been shown. Large-scale studies of a virtual reality-based prospective memory (VRPM) training program are indicated.
NASA Technical Reports Server (NTRS)
Burleigh, Scott C.
2011-01-01
Sptrace is a general-purpose space utilization tracing system that is conceptually similar to the commercial Purify product used to detect leaks and other memory usage errors. It is designed to monitor space utilization in any sort of heap, i.e., a region of data storage on some device (nominally memory; possibly shared and possibly persistent) with a flat address space. This software can trace usage of shared and/or non-volatile storage in addition to private RAM (random access memory). Sptrace is implemented as a set of C function calls that are invoked from within the software that is being examined. The function calls fall into two broad classes: (1) functions that are embedded within the heap management software [e.g., JPL's SDR (Simple Data Recorder) and PSM (Personal Space Management) systems] to enable heap usage analysis by populating a virtual time-sequenced log of usage activity, and (2) reporting functions that are embedded within the application program whose behavior is suspect. For ease of use, these functions may be wrapped privately inside public functions offered by the heap management software. Sptrace can be used for VxWorks or RTEMS realtime systems as easily as for Linux or OS/X systems.
Declarative virtual water maze learning and emotional fear conditioning in primary insomnia.
Kuhn, Marion; Hertenstein, Elisabeth; Feige, Bernd; Landmann, Nina; Spiegelhalder, Kai; Baglioni, Chiara; Hemmerling, Johanna; Durand, Diana; Frase, Lukas; Klöppel, Stefan; Riemann, Dieter; Nissen, Christoph
2018-05-02
Healthy sleep restores the brain's ability to adapt to novel input through memory formation based on activity-dependent refinements of the strength of neural transmission across synapses (synaptic plasticity). In line with this framework, patients with primary insomnia often report subjective memory impairment. However, investigations of memory performance did not produce conclusive results. The aim of this study was to further investigate memory performance in patients with primary insomnia in comparison to healthy controls, using two well-characterized learning tasks, a declarative virtual water maze task and emotional fear conditioning. Twenty patients with primary insomnia according to DSM-IV criteria (17 females, three males, 43.5 ± 13.0 years) and 20 good sleeper controls (17 females, three males, 41.7 ± 12.8 years) were investigated in a parallel-group study. All participants completed a hippocampus-dependent virtual Morris water maze task and amygdala-dependent classical fear conditioning. Patients with insomnia showed significantly delayed memory acquisition in the virtual water maze task, but no significant difference in fear acquisition compared with controls. These findings are consistent with the notion that memory processes that emerge from synaptic refinements in a hippocampal-neocortical network are particularly sensitive to chronic disruptions of sleep, while those in a basic emotional amygdala-dependent network may be more resilient. © 2018 European Sleep Research Society.
[Memory assessment by means of virtual reality: its present and future].
Diaz-Orueta, Unai; Climent, Gema; Cardas-Ibanez, Jaione; Alonso, Laura; Olmo-Osa, Juan; Tirapu-Ustarroz, Javier
2016-01-16
The human memory is a complex cognitive system whose close relationship with executive functions implies that, in many occasions, a mnemonic deficit comprises difficulties to operate with correctly stored contents. Traditional memory tests, more focused in the information storage than in its processing, may be poorly sensitive both to subjects' daily life functioning and to changes originated by rehabilitation programs. In memory assessment, there is plenty evidence with regards to the need of improving it by means of tests which offer a higher ecological validity, with information that may be presented in various sensorial modalities and produced in a simultaneous way. Virtual reality reproduces three-dimensional environments with which the patient interacts in a dynamic way, with a sense of immersion in the environment similar to the presence and exposure to a real environment, and in which presentation of such stimuli, distractors and other variables may be systematically controlled. The current review aims to go deeply into the trajectory of neuropsychological assessment of memory based in virtual reality environments, making a tour through existing tests designed for assessing learning, prospective, episodic and spatial memory, as well as the most recent attempts to perform a comprehensive evaluation of all memory components.
Piber, Dominique; Schultebraucks, Katharina; Mueller, Sven C; Deuter, Christian Eric; Wingenfeld, Katja; Otte, Christian
2016-12-01
Stress hormones such as cortisol are known to influence a wide range of cognitive functions, including hippocampal based spatial memory. In the brain, cortisol acts via two different receptors: the glucocorticoid (GR) and the mineralocorticoid receptor (MR). As the MR has a high density in the hippocampus, we examined the effects of pharmacological MR stimulation on spatial memory. Eighty healthy participants (40 women, 40 men, mean age=23.9years±SD=3.3) completed the virtual Morris Water Maze (vMWM) task to test spatial encoding and spatial memory retrieval after receiving 0.4mg fludrocortisone, a MR agonist, or placebo. There was no effect of MR stimulation on spatial encoding during the vMWM task. However, participants who received fludrocortisone exhibited improved spatial memory retrieval performance. There was neither a main effect of sex nor a sex-by-treatment interaction. In young healthy participants, MR stimulation improved hippocampal based spatial memory retrieval in a virtual Morris Water Maze task. Our study not only confirms the importance of MR function in spatial memory, but suggests beneficial effects of acute MR stimulation on spatial memory retrieval in humans. Copyright © 2016 Elsevier Inc. All rights reserved.
Mohammadi, Alireza; Kargar, Mahmoud; Hesami, Ehsan
2018-03-01
Spatial disorientation is a hallmark of amnestic mild cognitive impairment (aMCI) and Alzheimer's disease. Our aim was to use virtual reality to determine the allocentric and egocentric memory deficits of subjects with single-domain aMCI (aMCIsd) and multiple-domain aMCI (aMCImd). For this purpose, we introduced an advanced virtual reality navigation task (VRNT) to distinguish these deficits in mild Alzheimer's disease (miAD), aMCIsd, and aMCImd. The VRNT performance of 110 subjects, including 20 with miAD, 30 with pure aMCIsd, 30 with pure aMCImd, and 30 cognitively normal controls was compared. Our newly developed VRNT consists of a virtual neighbourhood (allocentric memory) and virtual maze (egocentric memory). Verbal and visuospatial memory impairments were also examined with Rey Auditory-Verbal Learning Test and Rey-Osterrieth Complex Figure Test, respectively. We found that miAD and aMCImd subjects were impaired in both allocentric and egocentric memory, but aMCIsd subjects performed similarly to the normal controls on both tasks. The miAD, aMCImd, and aMCIsd subjects performed worse on finding the target or required more time in the virtual environment than the aMCImd, aMCIsd, and normal controls, respectively. Our findings indicated the aMCImd and miAD subjects, as well as the aMCIsd subjects, were more impaired in egocentric orientation than allocentric orientation. We concluded that VRNT can distinguish aMCImd subjects, but not aMCIsd subjects, from normal elderly subjects. The VRNT, along with the Rey Auditory-Verbal Learning Test and Rey-Osterrieth Complex Figure Test, can be used as a valid diagnostic tool for properly distinguishing different forms of aMCI. © 2018 Japanese Psychogeriatric Society.
Evaluating open-source cloud computing solutions for geosciences
NASA Astrophysics Data System (ADS)
Huang, Qunying; Yang, Chaowei; Liu, Kai; Xia, Jizhe; Xu, Chen; Li, Jing; Gui, Zhipeng; Sun, Min; Li, Zhenglong
2013-09-01
Many organizations start to adopt cloud computing for better utilizing computing resources by taking advantage of its scalability, cost reduction, and easy to access characteristics. Many private or community cloud computing platforms are being built using open-source cloud solutions. However, little has been done to systematically compare and evaluate the features and performance of open-source solutions in supporting Geosciences. This paper provides a comprehensive study of three open-source cloud solutions, including OpenNebula, Eucalyptus, and CloudStack. We compared a variety of features, capabilities, technologies and performances including: (1) general features and supported services for cloud resource creation and management, (2) advanced capabilities for networking and security, and (3) the performance of the cloud solutions in provisioning and operating the cloud resources as well as the performance of virtual machines initiated and managed by the cloud solutions in supporting selected geoscience applications. Our study found that: (1) no significant performance differences in central processing unit (CPU), memory and I/O of virtual machines created and managed by different solutions, (2) OpenNebula has the fastest internal network while both Eucalyptus and CloudStack have better virtual machine isolation and security strategies, (3) Cloudstack has the fastest operations in handling virtual machines, images, snapshots, volumes and networking, followed by OpenNebula, and (4) the selected cloud computing solutions are capable for supporting concurrent intensive web applications, computing intensive applications, and small-scale model simulations without intensive data communication.
NASA Astrophysics Data System (ADS)
Sik Lányi, Cecília
We describe an investigation of memory colours. For this investigation Flash test software was developed. 75 observers used this test software in 4 groups: average elementary school children (aged: 8-9 years), intellectually disabled children (age: 9-15), virtual game addict university students (average age: 20) and university students who play with VR games rarely or never (average age: 20). In this pilot test we investigated the difference of memory colours of these 4 groups.
Tactical Operations Analysis Support Facility.
1981-05-01
Punch/Reader 2 DMC-11AR DDCMP Micro Processor 2 DMC-11DA Network Link Line Unit 2 DL-11E Async Serial Line Interface 4 Intel IN-1670 448K Words MOS Memory...86 5.3 VIRTUAL PROCESSORS - VAX-11/750 ........................... 89 5.4 A RELATIONAL DATA MANAGEMENT SYSTEM - ORACLE...Central Processing Unit (CPU) is a 16 bit processor for high-speed, real time applications, and for large multi-user, multi- task, time shared
NASA Astrophysics Data System (ADS)
Johnson, W. N.; Herrick, W. V.; Grundmann, W. J.
1984-10-01
For the first time, VLSI technology is used to compress the full functinality and comparable performance of the VAX 11/780 super-minicomputer into a 1.2 M transistor microprocessor chip set. There was no subsetting of the 304 instruction set and the 17 data types, nor reduction in hardware support for the 4 Gbyte virtual memory management architecture. The chipset supports an integral 8 kbyte memory cache, a 13.3 Mbyte/s system bus, and sophisticated multiprocessing. High performance is achieved through microcode optimizations afforded by the large control store, tightly coupled address and data caches, the use of internal and external 32 bit datapaths, the extensive aplication of both microlevel and macrolevel pipelining, and the use of specialized hardware assists.
Working Memory in Wayfinding--A Dual Task Experiment in a Virtual City
ERIC Educational Resources Information Center
Meilinger, Tobias; Knauff, Markus; Bulthoff, Heinrich H.
2008-01-01
This study examines the working memory systems involved in human wayfinding. In the learning phase, 24 participants learned two routes in a novel photorealistic virtual environment displayed on a 220 degrees screen while they were disrupted by a visual, a spatial, a verbal, or--in a control group--no secondary task. In the following wayfinding…
Gilgamesh: A Multithreaded Processor-In-Memory Architecture for Petaflops Computing
NASA Technical Reports Server (NTRS)
Sterling, T. L.; Zima, H. P.
2002-01-01
Processor-in-Memory (PIM) architectures avoid the von Neumann bottleneck in conventional machines by integrating high-density DRAM and CMOS logic on the same chip. Parallel systems based on this new technology are expected to provide higher scalability, adaptability, robustness, fault tolerance and lower power consumption than current MPPs or commodity clusters. In this paper we describe the design of Gilgamesh, a PIM-based massively parallel architecture, and elements of its execution model. Gilgamesh extends existing PIM capabilities by incorporating advanced mechanisms for virtualizing tasks and data and providing adaptive resource management for load balancing and latency tolerance. The Gilgamesh execution model is based on macroservers, a middleware layer which supports object-based runtime management of data and threads allowing explicit and dynamic control of locality and load balancing. The paper concludes with a discussion of related research activities and an outlook to future work.
ERIC Educational Resources Information Center
Wright, Richard A.
2013-01-01
The purpose of this research was to investigate the effects of virtual reality training on the development of cognitive memory and handgun accuracy by law enforcement neophytes. One hundred and six academy students from 6 different academy classes were divided into two groups, experimental and control. The experimental group was exposed to virtual…
Investigating Ground Swarm Robotics Using Agent Based Simulation
2006-12-01
Incorporation of virtual pheromones as a shared memory map is modeled as an additional capability that is found to enhance the robustness and reliability of the...virtual pheromones as a shared memory map is modeled as an additional capability that is found to enhance the robustness and reliability of the swarm... PHEROMONES .......................................... 42 1. Repel Friends under Inorganic SA.................................................. 45 2. Max
Analysis towards VMEM File of a Suspended Virtual Machine
NASA Astrophysics Data System (ADS)
Song, Zheng; Jin, Bo; Sun, Yongqing
With the popularity of virtual machines, forensic investigators are challenged with more complicated situations, among which discovering the evidences in virtualized environment is of significant importance. This paper mainly analyzes the file suffixed with .vmem in VMware Workstation, which stores all pseudo-physical memory into an image. The internal file structure of .vmem file is studied and disclosed. Key information about processes and threads of a suspended virtual machine is revealed. Further investigation into the Windows XP SP3 heap contents is conducted and a proof-of-concept tool is provided. Different methods to obtain forensic memory images are introduced, with both advantages and limits analyzed. We conclude with an outlook.
Virtual Doppelgangers: Psychological Effects of Avatars Who Ignore Their Owners
NASA Astrophysics Data System (ADS)
Bailenson, Jeremy N.; Segovia, Kathryn Y.
For a decade, the Virtual Human Interaction Lab has been creating doppelgangers, virtual versions of the self, for research purposes. This chapter considers how humans may be affected by confrontation with virtual versions of themselves, on the basis of well-established psychological theories, including social cognitive theory (social learning theory), media richness theory (information richness theory), and self-perception theory. Experiments carried out in the Lab, and informed by these theories, have explored such notable topics as health communication, marketing, and false memories. The findings of one series of studies suggest that doppelgangerscan show the rewards of exercise and proper eating habits, changing people's health-related behavior as a result. Other studies showed that doppelgangers are powerful marketing agents and can be used in advertisements to create favorable brand impressions among consumers. Other research documented that children have difficulty in distinguishing between an actual memory elicited by a physical world event and a false memory elicited by mental image or doppelganger.
Predicting Remembering: Judgments of Prospective Memory After Traumatic Brain Injury.
O'Brien, Katy H; Kennedy, Mary R T
2018-06-19
Adults with traumatic brain injuries (TBIs) often struggle with prospective memory (PM), the ability to remember to complete tasks in the future, such as taking medicines on a schedule. Metamemory judgments (or how well we think we will do at remembering) are linked to strategy use and are critical for managing demands of daily living. The current project used an Internet-based virtual reality tool to assess metamemory judgments of PM following TBI. Eighteen adults with moderate to severe TBI and 20 healthy controls (HCs) played Tying the String, a virtual reality game with PM items embedded across the course of a virtual work week. Participants studied PM items and made two judgments of learning about the likelihood of recognizing the CUE, that is, when the task should be done, and of recalling the TASK, that is, what needed to be done. Participants with TBI adjusted their metamemory expectations downward, but not enough to account for poorer recall performance. Absolute difference scores of metamemory accuracy showed that healthy adults were underconfident across PM components, whereas adults with TBI were markedly overconfident about their ability to recall TASKs. Adults with TBI appear to have a general knowledge that PM tasks will be difficult but are poor monitors of actual levels of success. Because metamemory monitoring is linked to strategy use, future work should examine using this link to direct PM intervention approaches.
Virtual Worlds? "Outlook Good"
ERIC Educational Resources Information Center
Kelton, AJ
2008-01-01
Many people believed that virtual worlds would end up like the eight-track audiotape: a memory of something no longer used (or useful). Yet today there are hundreds of higher education institutions represented in three-dimensional (3D) virtual worlds such as Active Worlds and Second Life. The movement toward the virtual realm as a viable teaching…
ERIC Educational Resources Information Center
Fassbender, Eric; Richards, Deborah; Bilgin, Ayse; Thompson, William Forde; Heiden, Wolfgang
2012-01-01
Game technology has been widely used for educational applications, however, despite the common use of background music in games, its effect on learning has been largely unexplored. This paper discusses how music played in the background of a computer-animated history lesson affected participants' memory for facts. A virtual history lesson was…
Virtual memory support for distributed computing environments using a shared data object model
NASA Astrophysics Data System (ADS)
Huang, F.; Bacon, J.; Mapp, G.
1995-12-01
Conventional storage management systems provide one interface for accessing memory segments and another for accessing secondary storage objects. This hinders application programming and affects overall system performance due to mandatory data copying and user/kernel boundary crossings, which in the microkernel case may involve context switches. Memory-mapping techniques may be used to provide programmers with a unified view of the storage system. This paper extends such techniques to support a shared data object model for distributed computing environments in which good support for coherence and synchronization is essential. The approach is based on a microkernel, typed memory objects, and integrated coherence control. A microkernel architecture is used to support multiple coherence protocols and the addition of new protocols. Memory objects are typed and applications can choose the most suitable protocols for different types of object to avoid protocol mismatch. Low-level coherence control is integrated with high-level concurrency control so that the number of messages required to maintain memory coherence is reduced and system-wide synchronization is realized without severely impacting the system performance. These features together contribute a novel approach to the support for flexible coherence under application control.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Gala, Alan; Ohmacht, Martin
A multiprocessor system includes nodes. Each node includes a data path that includes a core, a TLB, and a first level cache implementing disambiguation. The system also includes at least one second level cache and a main memory. For thread memory access requests, the core uses an address associated with an instruction format of the core. The first level cache uses an address format related to the size of the main memory plus an offset corresponding to hardware thread meta data. The second level cache uses a physical main memory address plus software thread meta data to store the memorymore » access request. The second level cache accesses the main memory using the physical address with neither the offset nor the thread meta data after resolving speculation. In short, this system includes mapping of a virtual address to a different physical addresses for value disambiguation for different threads.« less
Practice of aerobic sports is associated with better spatial memory in adults and older men.
Sánchez-Horcajo, Rubén; Llamas-Alonso, Juan; Cimadevilla, José Manuel
2015-01-01
BACKGROUND/STUDY CONTEXT: Cognitive abilities experience diverse age-related changes. Memory complaints are common in aging. The practice of sports is known to benefit brain functioning, improving memory among other abilities. Introduction of virtual reality tasks makes it possible to easily assess cognitive functions such as spatial memory, a hippocampus-dependent cognitive ability. In this study, the authors applied a virtual reality-based task to study spatial reference memory in two groups of men, sportsmen (n=28) and sedentary (n=28), across three different age groups: 50-59, 60-69, and 70-77 years. The data showed that sportsmen outperformed sedentary participants. In addition, there was also a significant effect of the factor age. Hence, older men (70-77 years old) displayed a poorer performance in comparison with the other age groups. These results support the beneficial effect of habitual physical activity in spatial memory.
NASA Astrophysics Data System (ADS)
Nelson, H. Roice
1997-06-01
A virtual seminar (SM) is an economic and effective instructional tool for teaching students who are at a distance from their instructor. Like conventional class room teaching, a virtual seminar requires an instructor, a student, and a method of communication. Teleconferencing, video conferencing, intranets and the Internet give learners in a Virtual Seminar the ability to interact immediately with their mentors and receive real and relevant answers. This paper shows how industry and academia can benefit from using methods developed and experience gained in presenting the first virtual seminars to academic and petroleum industry participants in mid-1996. The information explosion in industry means that business or technical information is worthless until it is assimilated into a corporate knowledge management system. A search for specific information often turns into a filtering exercise or an attempt to find patterns and classify retrieved material. In the setting of an interactive corporate information system, virtual seminars meet the need for a productive new relationship between creative people and the flux of corporate knowledge. Experience shows that it is more efficient to circulate timesensitive and confidential information electronically through a virtual seminar. Automating the classification of information and removing that task from the usual work load creates an electronic corporate memory and enhances the value of the knowledge to both users and a corporation. Catalogued benchmarks, best-practice standards, and Knowledge Maps (SM) of experience serve as key aids to communicating knowledge through virtual seminars and converting that knowledge into a profit-making asset.
ERIC Educational Resources Information Center
Kraemer, David J. M.; Schinazi, Victor R.; Cawkwell, Philip B.; Tekriwal, Anand; Epstein, Russell A.; Thompson-Schill, Sharon L.
2017-01-01
Using novel virtual cities, we investigated the influence of verbal and visual strategies on the encoding of navigation-relevant information in a large-scale virtual environment. In 2 experiments, participants watched videos of routes through 4 virtual cities and were subsequently tested on their memory for observed landmarks and their ability to…
1992-06-01
system capabilities \\Jch as memory management and network communications are provided by a virtual machine-type operating environment. Various human ...thinking. The elements of this substrate include representational formality, genericity, a method of formal analysis, and augmentation of human analytical...the form of identifying: the data entity itself; its aliases (including how the data is presented th programs or human users in the form of copy
DOE Office of Scientific and Technical Information (OSTI.GOV)
Jared Stimson
FORENSIC ANALYSIS OF WINDOW’S® VIRTUAL MEMORY INCORPORATING THE SYSTEM’S PAGEFILE Computer Forensics is concerned with the use of computer investigation and analysis techniques in order to collect evidence suitable for presentation in court. The examination of volatile memory is a relatively new but important area in computer forensics. More recently criminals are becoming more forensically aware and are now able to compromise computers without accessing the hard disk of the target computer. This means that traditional incident response practice of pulling the plug will destroy the only evidence of the crime. While some techniques are available for acquiring the contentsmore » of main memory, few exist which can analyze these data in a meaningful way. One reason for this is how memory is managed by the operating system. Data belonging to one process can be distributed arbitrarily across physical memory or the hard disk, making it very difficult to recover useful information. This report will focus on how these disparate sources of information can be combined to give a single, contiguous address space for each process. Using address translation a tool is developed to reconstruct the virtual address space of a process by combining a physical memory dump with the page-file on the hard disk. COUNTERINTELLIGENCE THROUGH MALICIOUS CODE ANALYSIS As computer network technology continues to grow so does the reliance on this technology for everyday business functionality. To appeal to customers and employees alike, businesses are seeking an increased online prescience, and to increase productivity the same businesses are computerizing their day-to-day operations. The combination of a publicly accessible interface to the businesses network, and the increase in the amount of intellectual property present on these networks presents serious risks. All of this intellectual property now faces constant attacks from a wide variety of malicious software that is intended to uncover company and government secrets. Every year billions of dollars are invested in preventing and recovering from the introduction of malicious code into a system. However, there is little research being done on leveraging these attacks for counterintelligence opportunities. With the ever-increasing number of vulnerable computers on the Internet the task of attributing these attacks to an organization or a single person is a daunting one. This thesis will demonstrate the idea of intentionally running a piece of malicious code in a secure environment in order to gain counterintelligence on an attacker.« less
Taillade, Mathieu; Sauzéon, Hélène; Dejos, Marie; Pala, Prashant Arvind; Larrue, Florian; Wallet, Grégory; Gross, Christian; N'Kaoua, Bernard
2013-01-01
The aim of this study was to evaluate in large-scale spaces wayfinding and spatial learning difficulties for older adults in relation to the executive and memory decline associated with aging. We compared virtual reality (VR)-based wayfinding and spatial memory performances between young and older adults. Wayfinding and spatial memory performances were correlated with classical measures of executive and visuo-spatial memory functions, but also with self-reported estimates of wayfinding difficulties. We obtained a significant effect of age on wayfinding performances but not on spatial memory performances. The overall correlations showed significant correlations between the wayfinding performances and the classical measures of both executive and visuo-spatial memory, but only when the age factor was not partialled out. Also, older adults underestimated their wayfinding difficulties. A significant relationship between the wayfinding performances and self-reported wayfinding difficulty estimates is found, but only when the age effect was partialled out. These results show that, even when older adults have an equivalent spatial knowledge to young adults, they had greater difficulties with the wayfinding task, supporting an executive decline view in age-related wayfinding difficulties. However, the correlation results are in favor of both the memory and executive decline views as mediators of age-related differences in wayfinding performances. This is discussed in terms of the relationships between memory and executive functioning in wayfinding task orchestration. Our results also favor the use of objective assessments of everyday navigation difficulties in virtual applications, instead of self-reported questionnaires, since older adults showed difficulties in estimating their everyday wayfinding problems.
Sutherland, Robert J
2010-06-01
The article by Goodrich-Hunsaker and Hopkins (2010, this issue) takes up an important place among in the recent contributions on the role of the hippocampus in memory. They evaluate the effect of bilateral damage to the hippocampus on performance by human participants in a virtual 8-arm radial maze. The hippocampal damage appears to be highly selective and nearly complete. Exactly as with selective hippocampal damage in rats, the human participants showed a deficit in accurately choosing rewarded versus never-rewarded arms and a deficit in avoiding reentering recently visited arms. The results are triply significant: (1) They provide good support for the idea that the wealth of neurobiological information, from network to synapse to gene, on spatial memory in the rat may apply as a whole to the human hippocampal memory system; (2) They affirm the utility of human virtual task models of rat spatial memory tasks; (3) They support one interpretation of the dampening of the hippocampal functional MRI (fMRI) blood oxygen level-dependent (BOLD) signal during performance of the virtual radial arm maze observed by Astur et al. (2005).
Rodriguez-Andres, David; Mendez-Lopez, Magdalena; Juan, M-Carmen; Perez-Hernandez, Elena
2018-01-01
The use of virtual reality-based tasks for studying memory has increased considerably. Most of the studies that have looked at child population factors that influence performance on such tasks have been focused on cognitive variables. However, little attention has been paid to the impact of non-cognitive skills. In the present paper, we tested 52 typically-developing children aged 5-12 years in a virtual object-location task. The task assessed their spatial short-term memory for the location of three objects in a virtual city. The virtual task environment was presented using a 3D application consisting of a 120″ stereoscopic screen and a gamepad interface. Measures of learning and displacement indicators in the virtual environment, 3D perception, satisfaction, and usability were obtained. We assessed the children's videogame experience, their visuospatial span, their ability to build blocks, and emotional and behavioral outcomes. The results indicate that learning improved with age. Significant effects on the speed of navigation were found favoring boys and those more experienced with videogames. Visuospatial skills correlated mainly with ability to recall object positions, but the correlation was weak. Longer paths were related with higher scores of withdrawal behavior, attention problems, and a lower visuospatial span. Aggressiveness and experience with the device used for interaction were related with faster navigation. However, the correlations indicated only weak associations among these variables.
Cameron, Jan; Rendell, Peter G; Ski, Chantal F; Kure, Christina E; McLennan, Skye N; Rose, Nathan S; Prior, David L; Thompson, David R
2015-04-29
Cognitive impairment is seen in up to three quarters of heart failure (HF) patients and has a significant negative impact on patients' health outcomes. Prospective memory, which is defined as memory to carry out future intentions, is important for functional independence in older adults and involves application of multiple cognitive processes that are often impaired in HF patients. The objective of this study is to examine the effects of prospective memory training on patients' engagement in HF self-care and health outcomes, carer strain and quality of life. The proposed study is a randomised, controlled trial in which 200 patients diagnosed with HF, and their carers will be recruited from 3 major hospitals across Melbourne. Eligible patients with HF will be randomised to receive either: 1) The Virtual Week Training Program - a computerised prospective memory (PM) training program (intervention) or 2) non-adaptive computer-based word puzzles (active control). HF patients' baseline cognitive function will be compared to a healthy control group (n = 60) living independently in the community. Patients will undergo a comprehensive assessment of PM, neuropsychological functioning, self-care, physical, and emotional functioning. Assessments will take place at baseline, 4 weeks and 12 months following intervention. Carers will complete measures assessing quality of life, strain, perceived control in the management of the patients' HF symptoms, and ratings of the patients' level of engagement in HF self-care behaviours. If the Virtual Week Training Program is effective in improving: 1) prospective memory; 2) self-care behaviours, and 3) wellbeing in HF patients, this study will enhance our understanding of impaired cognitive processes in HF and potentially is a mechanism to reduce healthcare costs. Australian New Zealand Clinical Trials Registry #366376; 27 May 2014. https://www.anzctr.org.au/Trial/Registration/TrialReview.aspx?id=366376&isClinicalTrial=False .
Application-Controlled Demand Paging for Out-of-Core Visualization
NASA Technical Reports Server (NTRS)
Cox, Michael; Ellsworth, David; Kutler, Paul (Technical Monitor)
1997-01-01
In the area of scientific visualization, input data sets are often very large. In visualization of Computational Fluid Dynamics (CFD) in particular, input data sets today can surpass 100 Gbytes, and are expected to scale with the ability of supercomputers to generate them. Some visualization tools already partition large data sets into segments, and load appropriate segments as they are needed. However, this does not remove the problem for two reasons: 1) there are data sets for which even the individual segments are too large for the largest graphics workstations, 2) many practitioners do not have access to workstations with the memory capacity required to load even a segment, especially since the state-of-the-art visualization tools tend to be developed by researchers with much more powerful machines. When the size of the data that must be accessed is larger than the size of memory, some form of virtual memory is simply required. This may be by segmentation, paging, or by paged segments. In this paper we demonstrate that complete reliance on operating system virtual memory for out-of-core visualization leads to poor performance. We then describe a paged segment system that we have implemented, and explore the principles of memory management that can be employed by the application for out-of-core visualization. We show that application control over some of these can significantly improve performance. We show that sparse traversal can be exploited by loading only those data actually required. We show also that application control over data loading can be exploited by 1) loading data from alternative storage format (in particular 3-dimensional data stored in sub-cubes), 2) controlling the page size. Both of these techniques effectively reduce the total memory required by visualization at run-time. We also describe experiments we have done on remote out-of-core visualization (when pages are read by demand from remote disk) whose results are promising.
A discrete Fourier transform for virtual memory machines
NASA Technical Reports Server (NTRS)
Galant, David C.
1992-01-01
An algebraic theory of the Discrete Fourier Transform is developed in great detail. Examination of the details of the theory leads to a computationally efficient fast Fourier transform for the use on computers with virtual memory. Such an algorithm is of great use on modern desktop machines. A FORTRAN coded version of the algorithm is given for the case when the sequence of numbers to be transformed is a power of two.
Censor, Nitzan; Dimyan, Michael A; Cohen, Leonardo G
2010-09-14
One of the most challenging tasks of the brain is to constantly update the internal neural representations of existing memories. Animal studies have used invasive methods such as direct microfusion of protein inhibitors to designated brain areas, in order to study the neural mechanisms underlying modification of already existing memories after their reactivation during recall [1-4]. Because such interventions are not possible in humans, it is not known how these neural processes operate in the human brain. In a series of experiments we show here that when an existing human motor memory is reactivated during recall, modification of the memory is blocked by virtual lesion [5] of the related primary cortical human brain area. The virtual lesion was induced by noninvasive repetitive transcranial magnetic stimulation guided by a frameless stereotactic brain navigation system and each subject's brain image. The results demonstrate that primary cortical processing in the human brain interacting with pre-existing reactivated memory traces is critical for successful modification of the existing related memory. Modulation of reactivated memories by noninvasive cortical stimulation may have important implications for human memory research and have far-reaching clinical applications. Copyright © 2010 Elsevier Ltd. All rights reserved.
Out of One's Mind: A Study of Involuntary Semantic Memories
ERIC Educational Resources Information Center
Kvavilashvili, Lia; Mandler, George
2004-01-01
The study of memories that pop into one's mind without any conscious attempt to retrieve them began only recently. While there are some studies on involuntary autobiographical memories (e.g., Berntsen, 1996, 1998) research on involuntary semantic memories or mind-popping is virtually non-existent. The latter is defined as an involuntary conscious…
Virtual Reality and Special Needs
ERIC Educational Resources Information Center
Jeffs, Tara L.
2009-01-01
The use of virtual environments for special needs is as diverse as the field of Special Education itself and the individuals it serves. Individuals with special needs often face challenges with attention, language, spatial abilities, memory, higher reasoning and knowledge acquisition. Research in the use of Virtual Learning Environments (VLE)…
Sex effects on spatial learning but not on spatial memory retrieval in healthy young adults.
Piber, Dominique; Nowacki, Jan; Mueller, Sven C; Wingenfeld, Katja; Otte, Christian
2018-01-15
Sex differences have been found in spatial learning and spatial memory, with several studies indicating that males outperform females. We tested in the virtual Morris Water Maze (vMWM) task, whether sex differences in spatial cognitive processes are attributable to differences in spatial learning or spatial memory retrieval in a large student sample. We tested 90 healthy students (45 women and 45 men) with a mean age of 23.5 years (SD=3.5). Spatial learning and spatial memory retrieval were measured by using the vMWM task, during which participants had to search a virtual pool for a hidden platform, facilitated by visual cues surrounding the pool. Several learning trials assessed spatial learning, while a separate probe trial assessed spatial memory retrieval. We found a significant sex effect during spatial learning, with males showing shorter latency and shorter path length, as compared to females (all p<0.001). Yet, there was no significant sex effect in spatial memory retrieval (p=0.615). Furthermore, post-hoc analyses revealed significant sex differences in spatial search strategies (p<0.05), but no difference in the number of platform crossings (p=0.375). Our results indicate that in healthy young adults, males show faster spatial learning in a virtual environment, as compared to females. Interestingly, we found no significant sex differences during spatial memory retrieval. Our study raises the question, whether men and women use different learning strategies, which nevertheless result in equal performances of spatial memory retrieval. Copyright © 2017 Elsevier B.V. All rights reserved.
ViPAR: a software platform for the Virtual Pooling and Analysis of Research Data.
Carter, Kim W; Francis, Richard W; Carter, K W; Francis, R W; Bresnahan, M; Gissler, M; Grønborg, T K; Gross, R; Gunnes, N; Hammond, G; Hornig, M; Hultman, C M; Huttunen, J; Langridge, A; Leonard, H; Newman, S; Parner, E T; Petersson, G; Reichenberg, A; Sandin, S; Schendel, D E; Schalkwyk, L; Sourander, A; Steadman, C; Stoltenberg, C; Suominen, A; Surén, P; Susser, E; Sylvester Vethanayagam, A; Yusof, Z
2016-04-01
Research studies exploring the determinants of disease require sufficient statistical power to detect meaningful effects. Sample size is often increased through centralized pooling of disparately located datasets, though ethical, privacy and data ownership issues can often hamper this process. Methods that facilitate the sharing of research data that are sympathetic with these issues and which allow flexible and detailed statistical analyses are therefore in critical need. We have created a software platform for the Virtual Pooling and Analysis of Research data (ViPAR), which employs free and open source methods to provide researchers with a web-based platform to analyse datasets housed in disparate locations. Database federation permits controlled access to remotely located datasets from a central location. The Secure Shell protocol allows data to be securely exchanged between devices over an insecure network. ViPAR combines these free technologies into a solution that facilitates 'virtual pooling' where data can be temporarily pooled into computer memory and made available for analysis without the need for permanent central storage. Within the ViPAR infrastructure, remote sites manage their own harmonized research dataset in a database hosted at their site, while a central server hosts the data federation component and a secure analysis portal. When an analysis is initiated, requested data are retrieved from each remote site and virtually pooled at the central site. The data are then analysed by statistical software and, on completion, results of the analysis are returned to the user and the virtually pooled data are removed from memory. ViPAR is a secure, flexible and powerful analysis platform built on open source technology that is currently in use by large international consortia, and is made publicly available at [http://bioinformatics.childhealthresearch.org.au/software/vipar/]. © The Author 2015. Published by Oxford University Press on behalf of the International Epidemiological Association.
Wilkins, Leanne K; Girard, Todd A; Konishi, Kyoko; King, Matthew; Herdman, Katherine A; King, Jelena; Christensen, Bruce; Bohbot, Veronique D
2013-11-01
Spatial memory is impaired among persons with schizophrenia (SCZ). However, different strategies may be used to solve most spatial memory and navigation tasks. This study investigated the hypothesis that participants with schizophrenia-spectrum disorders (SSD) would demonstrate differential impairment during acquisition and retrieval of target locations when using a hippocampal-dependent spatial strategy, but not a response strategy, which is more associated with caudate function. Healthy control (CON) and SSD participants were tested using the 4-on-8 virtual maze (4/8VM), a virtual navigation task designed to differentiate between participants' use of spatial and response strategies. Consistent with our predictions, SSD participants demonstrated a differential deficit such that those who navigated using a spatial strategy made more errors and took longer to locate targets. In contrast, SSD participants who spontaneously used a response strategy performed as well as CON participants. The differential pattern of spatial-memory impairment in SSD provides only indirect support for underlying hippocampal dysfunction. These findings emphasize the importance of considering individual strategies when investigating SSD-related memory and navigation performance. Future cognitive intervention protocols may harness SSD participants' intact ability to navigate using a response strategy and/or train the deficient ability to navigate using a spatial strategy to improve navigation and memory abilities in participants with SSD. Copyright © 2013 Wiley Periodicals, Inc.
Sosinowski, Tomasz; White, Jason T.; Cross, Eric; Haluszczak, Catherine; Marrack, Philippa; Gapin, Laurent; Kedl, Ross M.
2013-01-01
Various populations of memory phenotype CD8+ T cells have been described over the last 15–20 years, all of which possess elevated effector functions relative to naïve phenotype cells. Using a technique for isolating antigen specific cells from unprimed hosts, we recently identified a new subset of cells, specific for nominal antigen, but phenotypically and functionally similar to memory cells arising as a result of homeostatic proliferation (HP). We show here that these “Virtual Memory” cells are independent of previously identified “innate memory” cells, arising as a result of their response to IL-15 trans-presentation by lymphoid tissue-resident CD8α+ DCs in the periphery. The absence of IL-15, CD8+ T cell expression of either CD122 or Eomes, or of CD8a+ DCs all lead to the loss of Virtual Memory cells in the host. Our results show that CD8+ T cell homeostatic expansion is an active process within the non-lymphopenic environment, is mediated by IL-15, and produces antigen inexperienced memory cells which retain the capacity to respond to nominal antigen with memory-like function. Preferential engagement of these “Virtual Memory” T cells into a vaccine response could dramatically enhance the rate by which immune protection develops. PMID:23355737
Directions in parallel programming: HPF, shared virtual memory and object parallelism in pC++
NASA Technical Reports Server (NTRS)
Bodin, Francois; Priol, Thierry; Mehrotra, Piyush; Gannon, Dennis
1994-01-01
Fortran and C++ are the dominant programming languages used in scientific computation. Consequently, extensions to these languages are the most popular for programming massively parallel computers. We discuss two such approaches to parallel Fortran and one approach to C++. The High Performance Fortran Forum has designed HPF with the intent of supporting data parallelism on Fortran 90 applications. HPF works by asking the user to help the compiler distribute and align the data structures with the distributed memory modules in the system. Fortran-S takes a different approach in which the data distribution is managed by the operating system and the user provides annotations to indicate parallel control regions. In the case of C++, we look at pC++ which is based on a concurrent aggregate parallel model.
Detecting Hardware-assisted Hypervisor Rootkits within Nested Virtualized Environments
2012-06-14
least the minimum required for the guest OS and click “Next”. For 64-bit Windows 7 the minimum required is 2048 MB (Figure 66). Figure 66. Memory...prompted for Memory, allocate at least the minimum required for the guest OS, for 64-bit Windows 7 the minimum required is 2048 MB (Figure 79...130 21. Within the virtual disk creation wizard, select VDI for the file type (Figure 81). Figure 81. Select File Type 22. Select Dynamically
NASA Technical Reports Server (NTRS)
Chow, Edward T.; Schatzel, Donald V.; Whitaker, William D.; Sterling, Thomas
2008-01-01
A Spaceborne Processor Array in Multifunctional Structure (SPAMS) can lower the total mass of the electronic and structural overhead of spacecraft, resulting in reduced launch costs, while increasing the science return through dynamic onboard computing. SPAMS integrates the multifunctional structure (MFS) and the Gilgamesh Memory, Intelligence, and Network Device (MIND) multi-core in-memory computer architecture into a single-system super-architecture. This transforms every inch of a spacecraft into a sharable, interconnected, smart computing element to increase computing performance while simultaneously reducing mass. The MIND in-memory architecture provides a foundation for high-performance, low-power, and fault-tolerant computing. The MIND chip has an internal structure that includes memory, processing, and communication functionality. The Gilgamesh is a scalable system comprising multiple MIND chips interconnected to operate as a single, tightly coupled, parallel computer. The array of MIND components shares a global, virtual name space for program variables and tasks that are allocated at run time to the distributed physical memory and processing resources. Individual processor- memory nodes can be activated or powered down at run time to provide active power management and to configure around faults. A SPAMS system is comprised of a distributed Gilgamesh array built into MFS, interfaces into instrument and communication subsystems, a mass storage interface, and a radiation-hardened flight computer.
Static Memory Deduplication for Performance Optimization in Cloud Computing.
Jia, Gangyong; Han, Guangjie; Wang, Hao; Yang, Xuan
2017-04-27
In a cloud computing environment, the number of virtual machines (VMs) on a single physical server and the number of applications running on each VM are continuously growing. This has led to an enormous increase in the demand of memory capacity and subsequent increase in the energy consumption in the cloud. Lack of enough memory has become a major bottleneck for scalability and performance of virtualization interfaces in cloud computing. To address this problem, memory deduplication techniques which reduce memory demand through page sharing are being adopted. However, such techniques suffer from overheads in terms of number of online comparisons required for the memory deduplication. In this paper, we propose a static memory deduplication (SMD) technique which can reduce memory capacity requirement and provide performance optimization in cloud computing. The main innovation of SMD is that the process of page detection is performed offline, thus potentially reducing the performance cost, especially in terms of response time. In SMD, page comparisons are restricted to the code segment, which has the highest shared content. Our experimental results show that SMD efficiently reduces memory capacity requirement and improves performance. We demonstrate that, compared to other approaches, the cost in terms of the response time is negligible.
Static Memory Deduplication for Performance Optimization in Cloud Computing
Jia, Gangyong; Han, Guangjie; Wang, Hao; Yang, Xuan
2017-01-01
In a cloud computing environment, the number of virtual machines (VMs) on a single physical server and the number of applications running on each VM are continuously growing. This has led to an enormous increase in the demand of memory capacity and subsequent increase in the energy consumption in the cloud. Lack of enough memory has become a major bottleneck for scalability and performance of virtualization interfaces in cloud computing. To address this problem, memory deduplication techniques which reduce memory demand through page sharing are being adopted. However, such techniques suffer from overheads in terms of number of online comparisons required for the memory deduplication. In this paper, we propose a static memory deduplication (SMD) technique which can reduce memory capacity requirement and provide performance optimization in cloud computing. The main innovation of SMD is that the process of page detection is performed offline, thus potentially reducing the performance cost, especially in terms of response time. In SMD, page comparisons are restricted to the code segment, which has the highest shared content. Our experimental results show that SMD efficiently reduces memory capacity requirement and improves performance. We demonstrate that, compared to other approaches, the cost in terms of the response time is negligible. PMID:28448434
NASA Astrophysics Data System (ADS)
Laird, John E.
2009-05-01
Our long-term goal is to develop autonomous robotic systems that have the cognitive abilities of humans, including communication, coordination, adapting to novel situations, and learning through experience. Our approach rests on the recent integration of the Soar cognitive architecture with both virtual and physical robotic systems. Soar has been used to develop a wide variety of knowledge-rich agents for complex virtual environments, including distributed training environments and interactive computer games. For development and testing in robotic virtual environments, Soar interfaces to a variety of robotic simulators and a simple mobile robot. We have recently made significant extensions to Soar that add new memories and new non-symbolic reasoning to Soar's original symbolic processing, which should significantly improve Soar abilities for control of robots. These extensions include episodic memory, semantic memory, reinforcement learning, and mental imagery. Episodic memory and semantic memory support the learning and recalling of prior events and situations as well as facts about the world. Reinforcement learning provides the ability of the system to tune its procedural knowledge - knowledge about how to do things. Mental imagery supports the use of diagrammatic and visual representations that are critical to support spatial reasoning. We speculate on the future of unmanned systems and the need for cognitive robotics to support dynamic instruction and taskability.
Herting, Megan M; Nagel, Bonnie J
2012-08-01
In rodents, exercise increases hippocampal neurogenesis and allows for better learning and memory performance on water maze tasks. While exercise has also been shown to be beneficial for the brain and behavior in humans, no study has examined how exercise impacts spatial learning using a directly translational water maze task, or if these relationships exist during adolescence--a developmental period which the animal literature has shown to be especially vulnerable to exercise effects. In this study, we investigated the influence of aerobic fitness on hippocampal size and subsequent learning and memory, including visuospatial memory using a human analogue of the Morris Water Task, in 34 adolescents. Results showed that higher aerobic fitness predicted better learning on the virtual Morris Water Task and larger hippocampal volumes. No relationship between virtual Morris Water Task memory recall and aerobic fitness was detected. Aerobic fitness, however, did not relate to global brain volume or verbal learning, which might suggest some specificity of the influence of aerobic fitness on the adolescent brain. This study provides a direct translational approach to the existing animal literature on exercise, as well as adds to the sparse research that exists on how aerobic exercise impacts the developing human brain and memory. Published by Elsevier B.V.
Herting, Megan M.; Nagel, Bonnie J.
2012-01-01
In rodents, exercise increases hippocampal neurogenesis and allows for better learning and memory performance on water maze tasks. While exercise has also been shown to be beneficial for the brain and behavior in humans, no study has examined how exercise impacts spatial learning using a directly translational water maze task, or if these relationships exist during adolescence – a developmental period which the animal literature has shown to be especially vulnerable to exercise effects. In this study, we investigated the influence of aerobic fitness on hippocampal size and subsequent learning and memory, including visuospatial memory using a human analogue of the Morris Water Task, in 34 adolescents. Results showed that higher aerobic fitness predicted better learning on the virtual Morris Water Task and larger hippocampal volumes. No relationship between virtual Morris Water Task memory recall and aerobic fitness was detected. Aerobic fitness, however, did not relate to global brain volume, or verbal learning, which might suggest some specificity of the influence of aerobic fitness on the adolescent brain. This study provides a direct translational approach to the existing animal literature on exercise, as well as adds to the sparse research that exists on how aerobic exercise impacts the developing human brain and memory. PMID:22610054
Rodriguez-Andres, David; Mendez-Lopez, Magdalena; Juan, M.-Carmen; Perez-Hernandez, Elena
2018-01-01
The use of virtual reality-based tasks for studying memory has increased considerably. Most of the studies that have looked at child population factors that influence performance on such tasks have been focused on cognitive variables. However, little attention has been paid to the impact of non-cognitive skills. In the present paper, we tested 52 typically-developing children aged 5–12 years in a virtual object-location task. The task assessed their spatial short-term memory for the location of three objects in a virtual city. The virtual task environment was presented using a 3D application consisting of a 120″ stereoscopic screen and a gamepad interface. Measures of learning and displacement indicators in the virtual environment, 3D perception, satisfaction, and usability were obtained. We assessed the children’s videogame experience, their visuospatial span, their ability to build blocks, and emotional and behavioral outcomes. The results indicate that learning improved with age. Significant effects on the speed of navigation were found favoring boys and those more experienced with videogames. Visuospatial skills correlated mainly with ability to recall object positions, but the correlation was weak. Longer paths were related with higher scores of withdrawal behavior, attention problems, and a lower visuospatial span. Aggressiveness and experience with the device used for interaction were related with faster navigation. However, the correlations indicated only weak associations among these variables. PMID:29674988
ERIC Educational Resources Information Center
Brainerd, C. J.; Reyna, V. F.; Howe, M. L.
2009-01-01
One of the most extensively investigated topics in the adult memory literature, dual memory processes, has had virtually no impact on the study of early memory development. The authors remove the key obstacles to such research by formulating a trichotomous theory of recall that combines the traditional dual processes of recollection and…
Lin, Cheng-Shih; Jeng, Mei-Yuan; Yeh, Tsu-Ming
2018-04-03
This study uses means-end chain (MEC) techniques to examine the awareness, decision-making procedure, and personal values of the elderly with regard to virtual reality leisure activities. The results of the study show that elderly respondents value virtual reality leisure activities that are fun, safe, and easy. In terms of outcome benefits, elderly respondents value feeling physically and mentally healthy, firsthand experience, and satisfied curiosity. In value terms, elderly respondents hope that their chosen virtual reality leisure activities improve not only their relationships with others, but also their enjoyment, quality of life, and sense of belonging. The results show that, while consumers with different awarenesses of virtual reality leisure activities have different decision-making processes, they share creating "good memories" as the terminal value with the most significant effect. This presents a potential opportunity to promote virtual reality leisure activities. Relevant bodies or enterprises can seek to create good memories in consumers by developing activities that are safe and fun, promote good health, and provide good service, thereby attracting the interest of elderly consumers.
Interfacing laboratory instruments to multiuser, virtual memory computers
NASA Technical Reports Server (NTRS)
Generazio, Edward R.; Stang, David B.; Roth, Don J.
1989-01-01
Incentives, problems and solutions associated with interfacing laboratory equipment with multiuser, virtual memory computers are presented. The major difficulty concerns how to utilize these computers effectively in a medium sized research group. This entails optimization of hardware interconnections and software to facilitate multiple instrument control, data acquisition and processing. The architecture of the system that was devised, and associated programming and subroutines are described. An example program involving computer controlled hardware for ultrasonic scan imaging is provided to illustrate the operational features.
Lawrence, Daphne
2009-03-01
Blade servers and virtualization can reduce infrastructure, maintenance, heating, electric, cooling and equipment costs. Blade server technology is evolving and some elements may become obsolete. There is very little interoperability between blades. Hospitals can virtualize 40 to 60 percent of their servers, and old servers can be reused for testing. Not all applications lend themselves to virtualization--especially those with high memory requirements. CIOs should engage their vendors in virtualization discussions.
Location-based prospective memory.
O'Rear, Andrea E; Radvansky, Gabriel A
2018-02-01
This study explores location-based prospective memory. People often have to remember to do things when in a particular location, such as buying tissues the next time they are in the supermarket. For event cognition theory, location is important for structuring events. However, because event cognition has not been used to examine prospective memory, the question remains of how multiple events will influence prospective memory performance. In our experiments, people delivered messages from store to store in a virtual shopping mall as an ongoing task. The prospective tasks were to do certain activities in certain stores. For Experiment 1, each trial involved one prospective memory task to be done in a single location at one of three delays. The virtual environment and location cues were effective for prospective memory, and performance was unaffected by delay. For Experiment 2, each trial involved two prospective memory tasks, given in either one or two instruction locations, and to be done in either one or two store locations. There was improved performance when people received instructions from two locations and did both tasks in one location relative to other combinations. This demonstrates that location-based event structure influences how well people perform on prospective memory tasks.
Effect of virtual memory on efficient solution of two model problems
NASA Technical Reports Server (NTRS)
Lambiotte, J. J., Jr.
1977-01-01
Computers with virtual memory architecture allow programs to be written as if they were small enough to be contained in memory. Two types of problems are investigated to show that this luxury can lead to quite an inefficient performance if the programmer does not interact strongly with the characteristics of the operating system when developing the program. The two problems considered are the simultaneous solutions of a large linear system of equations by Gaussian elimination and a model three-dimensional finite-difference problem. The Control Data STAR-100 computer runs are made to demonstrate the inefficiencies of programming the problems in the manner one would naturally do if the problems were indeed, small enough to be contained in memory. Program redesigns are presented which achieve large improvements in performance through changes in the computational procedure and the data base arrangement.
Plancher, Gaën; Gyselinck, Valérie; Piolino, Pascale
2018-01-01
Memory is one of the most important cognitive functions in a person's life as it is essential for recalling personal memories and performing many everyday tasks. Although a huge number of studies have been conducted in the field, only a few of them investigated memory in realistic situations, due to methodological issues. The various tools that have been developed using virtual environments (VEs) have gained popularity in cognitive psychology and neuropsychology because they enable to create naturalistic and controlled situations, and are thus particularly adapted to the study of episodic memory (EM), for which an ecological evaluation is of prime importance. EM is the conscious recollection of personal events combined with their phenomenological and spatiotemporal encoding contexts. Using an original paradigm in a VE, the objective of the present study was to characterize the construction of episodic memories. While the concept of working memory has become central in the understanding of a wide range of cognitive functions, its role in the integration of episodic memories has seldom been assessed in an ecological context. This experiment aimed at filling this gap by studying how EM is affected by concurrent tasks requiring working memory resources in a realistic situation. Participants navigated in a virtual town and had to memorize as many elements in their spatiotemporal context as they could. During learning, participants had either to perform a concurrent task meant to prevent maintenance through the phonological loop, or a task aimed at preventing maintenance through the visuospatial sketchpad, or no concurrent task. EM was assessed in a recall test performed after learning through various scores measuring the what, where and when of the memories. Results showed that, compared to the control condition with no concurrent task, the prevention of maintenance through the phonological loop had a deleterious impact only on the encoding of central elements. By contrast, the prevention of visuo-spatial maintenance interfered both with the encoding of the temporal context and with the binding. These results suggest that the integration of realistic episodic memories relies on different working memory processes that depend on the nature of the traces.
Analysis of a virtual memory model for maintaining database views
NASA Technical Reports Server (NTRS)
Kinsley, Kathryn C.; Hughes, Charles E.
1992-01-01
This paper presents an analytical model for predicting the performance of a new support strategy for database views. This strategy, called the virtual method, is compared with traditional methods for supporting views. The analytical model's predictions of improved performance by the virtual method are then validated by comparing these results with those achieved in an experimental implementation.
Exploring a novel environment improves motivation and promotes recall of words.
Schomaker, Judith; van Bronkhorst, Marthe L V; Meeter, Martijn
2014-01-01
Active exploration of novel environments is known to increase plasticity in animals, promoting long-term potentiation in the hippocampus and enhancing memory formation. These effects can occur during as well as after exploration. In humans novelty's effects on memory have been investigated with other methods, but never in an active exploration paradigm. We therefore investigated whether active spatial exploration of a novel compared to a previously familiarized virtual environment promotes performance on an unrelated word learning task. Exploration of the novel environment enhanced recall, generally thought to be hippocampus-dependent, but not recognition, believed to rely less on the hippocampus. Recall was better for participants that gave higher presence ratings for their experience in the virtual environment. These ratings were higher for the novel compared to the familiar virtual environment, suggesting that novelty increased attention for the virtual rather than real environment; however, this did not explain the effect of novelty on recall.
Improving prospective memory in persons with Parkinson disease: A randomized controlled trial
Foster, Erin R.; McDaniel, Mark A.; Rendell, Peter G.
2017-01-01
Background Prospective memory is essential for productive and independent living and necessary for compliance with prescribed health behaviors. Parkinson disease (PD) can cause prospective memory deficits that are associated with activity limitations and reduced quality of life. Forming implementation intentions is an encoding strategy that may improve prospective memory in this population. Objective To determine the effect of implementation intentions on prospective memory performance in PD. Methods This was a laboratory-based randomized controlled trial. Participants with mild to moderate PD without dementia (N = 62) performed a computerized prospective memory test (Virtual Week) under standard instructions. One week later they were randomly allocated to perform it again while using either implementation intentions or a rehearsal encoding strategy. Results Prospective memory performance was better with the use of both strategies relative to standard instructions. This effect was larger for tasks with event-based compared to time-based cues. In addition, implementation intentions resulted in a larger effect than rehearsal for the non-repeated tasks. Conclusions Strategies that support full encoding of prospective memory cues and actions can improve prospective memory performance among people with PD, particularly for tasks with cues that are readily available in the environment. Implementation intentions may be more effective than rehearsal for non-repeated tasks, but this finding warrants verification. Future work should address transfer of strategy use from the laboratory to everyday life. Targeted strategies to manage prospective memory impairment could improve function and quality of life and significantly impact clinical care for people with PD. (NCT01469741) PMID:28176547
A Preliminary Empirical Evaluation of Virtual Reality as a Training Tool for Visual-Spatial Tasks
1993-05-01
Hillsdale, NJ: Lawrence Erlbaum Associates. Craik , F.I.M., & Lockhart , R.S. (1972). Levels of processing ; A framework for memory research. Journal of...short-term memory (Bower, 1972; Kanigel, 1981), elaborative rehearsai in short-term memory, and subsequent retrieval from long-term memory ( Craik ... Lockhart , 1972; Chase & Ericsson, 1981), ?nd the superiority of gist over verbatim recall of sentences (Bransford & Franks, 1971). Even memory for simple
Operating systems. [of computers
NASA Technical Reports Server (NTRS)
Denning, P. J.; Brown, R. L.
1984-01-01
A counter operating system creates a hierarchy of levels of abstraction, so that at a given level all details concerning lower levels can be ignored. This hierarchical structure separates functions according to their complexity, characteristic time scale, and level of abstraction. The lowest levels include the system's hardware; concepts associated explicitly with the coordination of multiple tasks appear at intermediate levels, which conduct 'primitive processes'. Software semaphore is the mechanism controlling primitive processes that must be synchronized. At higher levels lie, in rising order, the access to the secondary storage devices of a particular machine, a 'virtual memory' scheme for managing the main and secondary memories, communication between processes by way of a mechanism called a 'pipe', access to external input and output devices, and a hierarchy of directories cataloguing the hardware and software objects to which access must be controlled.
Prospective memory impairment in "ecstasy" (MDMA) users.
Rendell, Peter G; Gray, Timothy J; Henry, Julie D; Tolan, Anne
2007-11-01
Considerable research indicates that "ecstasy" users perceive their memory for future intentions (prospective memory) to be impaired. However, only one empirical study to date has directly tested how this capacity is affected by ecstasy use, and this study provided relatively limited information regarding the extent, scope, or implications of problems experienced. The present study assessed prospective performance on a laboratory measure of prospective memory that closely represents the types of prospective memory tasks that actually occur in everyday life and provides an opportunity to investigate the different sorts of prospective memory failures that occur ("Virtual Week"). Ecstasy user group (27 current users and 34 nonusers) was between participants, and prospective memory task (regular, irregular, time-check) was within participants. A measure sensitive to specific aspects of psychopathology was also administered. Ecstasy users were significantly impaired on Virtual Week, and these deficits were of a comparable magnitude irrespective of the specific prospective memory task demands. The pattern of results was unchanged after controlling for marijuana use, level of psychopathology, and sleep quality. Further, prospective memory was shown to be significantly impaired for both relatively infrequent and relatively frequent ecstasy users, although for the latter group the magnitude of this deficit was greater. Prospective memory performance is sensitive to regular and even moderate ecstasy use. Importantly, ecstasy users experience generalized difficulties with prospective memory, suggesting that these deficits are likely to have important implications for day-to-day functioning.
Aging Memory Is "Not" a Limiting Factor for Lifelong Learning
ERIC Educational Resources Information Center
Lalovic, Dejan; Gvozdenovic, Vasilije
2015-01-01
Efficient memory is one of the necessary cognitive potentials required for virtually every form of lifelong learning. In this contribution we first briefly review and summarize state of the art of knowledge on memory and related cognitive functions in normal aging. Then we critically discuss a relatively short inventory of clinical, psychometric,…
DOE Office of Scientific and Technical Information (OSTI.GOV)
Moreland, Kenneth D.
The FY17Q2 milestone of the ECP/VTK-m project, which is the first milestone, includes the completion of design documents for the introduction of virtual methods into the VTK-m framework. Specifically, the ability from within the code of a device (e.g. GPU or Xeon Phi) to jump to a virtual method specified at run time. This change will enable us to drastically reduce the compile time and the executable code size for the VTK-m library. Our first design introduced the idea of adding virtual functions to classes that are used during algorithm execution. (Virtual methods were previously banned from the so calledmore » execution environment.) The design was straightforward. VTK-m already has the generic concepts of an “array handle” that provides a uniform interface to memory of different structures and an “array portal” that provides generic access to said memory. These array handles and portals use C++ templating to adjust them to different memory structures. This composition provides a powerful ability to adapt to data sources, but requires knowing static types. The proposed design creates a template specialization of an array portal that decorates another array handle while hiding its type. In this way we can wrap any type of static array handle and then feed it to a single compiled instance of a function. The second design focused on the mechanics of implementing virtual methods on parallel devices with a focus on CUDA. Our initial experiments on CUDA showed a very large overhead for using virtual C++ classes with virtual methods, the standard approach. Instead, we are using an alternate method provided by C that uses function pointers. With the completion of this milestone, we are able to move to the implementation of objects with virtual (like) methods. The upshot will be much faster compile times and much smaller library/executable sizes.« less
10 Management Controller for Time and Space Partitioning Architectures
NASA Astrophysics Data System (ADS)
Lachaize, Jerome; Deredempt, Marie-Helene; Galizzi, Julien
2015-09-01
The Integrated Modular Avionics (IMA) has been industrialized in aeronautical domain to enable the independent qualification of different application softwares from different suppliers on the same generic computer, this latter computer being a single terminal in a deterministic network. This concept allowed to distribute efficiently and transparently the different applications across the network, sizing accurately the HW equipments to embed on the aircraft, through the configuration of the virtual computers and the virtual network. , This concept has been studied for space domain and requirements issued [D04],[D05]. Experiments in the space domain have been done, for the computer level, through ESA and CNES initiatives [D02] [D03]. One possible IMA implementation may use Time and Space Partitioning (TSP) technology. Studies on Time and Space Partitioning [D02] for controlling resources access such as CPU and memories and studies on hardware/software interface standardization [D01] showed that for space domain technologies where I/O components (or IP) do not cover advanced features such as buffering, descriptors or virtualization, CPU overhead in terms of performances is mainly due to shared interface management in the execution platform, and to the high frequency of I/O accesses, these latter leading to an important number of context switches. This paper will present a solution to reduce this execution overhead with an open, modular and configurable controller.
Performance analysis and kernel size study of the Lynx real-time operating system
NASA Technical Reports Server (NTRS)
Liu, Yuan-Kwei; Gibson, James S.; Fernquist, Alan R.
1993-01-01
This paper analyzes the Lynx real-time operating system (LynxOS), which has been selected as the operating system for the Space Station Freedom Data Management System (DMS). The features of LynxOS are compared to other Unix-based operating system (OS). The tools for measuring the performance of LynxOS, which include a high-speed digital timer/counter board, a device driver program, and an application program, are analyzed. The timings for interrupt response, process creation and deletion, threads, semaphores, shared memory, and signals are measured. The memory size of the DMS Embedded Data Processor (EDP) is limited. Besides, virtual memory is not suitable for real-time applications because page swap timing may not be deterministic. Therefore, the DMS software, including LynxOS, has to fit in the main memory of an EDP. To reduce the LynxOS kernel size, the following steps are taken: analyzing the factors that influence the kernel size; identifying the modules of LynxOS that may not be needed in an EDP; adjusting the system parameters of LynxOS; reconfiguring the device drivers used in the LynxOS; and analyzing the symbol table. The reductions in kernel disk size, kernel memory size and total kernel size reduction from each step mentioned above are listed and analyzed.
Does virtual reality have a future for the study of episodic memory in aging?
Abichou, Kouloud; La Corte, Valentina; Piolino, Pascale
2017-03-01
Episodic memory is the memory of personally lived events located in time and space, it shapes our identity and allows us to project ourselves into the past and the future. This form of memory is vulnerable to the effects of age and its alteration, hindering the autonomy of the subjects, can predict the evolution towards neurodegenerative disorders. Hence, a better understanding of this type of memory is a priority in the field of public health. Actually, traditional neuropsychological tools are often decontextualized, using simplistic situations that did not require the mobilization of all the characteristics of episodic memory, thus they just offer a partial measure of this complex mnemonic capacity. Nowadays, the virtual reality (VR) is a tool allowing the immersion of subjects in simulations of real situations, rich in spatial and temporal naturalistic contexts. Due to its many characteristics, the VR allows to solve several limitations of the traditional tests. The purpose of this review is to expose studies that investigated episodic memory in normal and Alzheimer's disease using VR in order to address its relevance as a new tool in the future practice of neuropsychology of aging.
Feasibility of Virtual Machine and Cloud Computing Technologies for High Performance Computing
2014-05-01
Hat Enterprise Linux SaaS software as a service VM virtual machine vNUMA virtual non-uniform memory access WRF weather research and forecasting...previously mentioned in Chapter I Section B1 of this paper, which is used to run the weather research and forecasting ( WRF ) model in their experiments...against a VMware virtualization solution of WRF . The experiment consisted of running WRF in a standard configuration between the D-VTM and VMware while
NASA Astrophysics Data System (ADS)
Mohammad, Atif Farid; Straub, Jeremy
2015-05-01
A multi-craft asteroid survey has significant data synchronization needs. Limited communication speeds drive exacting performance requirements. Tables have been used in Relational Databases, which are structure; however, DOMBA (Distributed Objects Management Based Articulation) deals with data in terms of collections. With this, no read/write roadblocks to the data exist. A master/slave architecture is created by utilizing the Gossip protocol. This facilitates expanding a mission that makes an important discovery via the launch of another spacecraft. The Open Space Box Framework facilitates the foregoing while also providing a virtual caching layer to make sure that continuously accessed data is available in memory and that, upon closing the data file, recharging is applied to the data.
Benoit, Michel; Guerchouche, Rachid; Petit, Pierre-David; Chapoulie, Emmanuelle; Manera, Valeria; Chaurasia, Gaurav; Drettakis, George; Robert, Philippe
2015-01-01
Virtual reality (VR) opens up a vast number of possibilities in many domains of therapy. The primary objective of the present study was to evaluate the acceptability for elderly subjects of a VR experience using the image-based rendering virtual environment (IBVE) approach and secondly to test the hypothesis that visual cues using VR may enhance the generation of autobiographical memories. Eighteen healthy volunteers (mean age 68.2 years) presenting memory complaints with a Mini-Mental State Examination score higher than 27 and no history of neuropsychiatric disease were included. Participants were asked to perform an autobiographical fluency task in four conditions. The first condition was a baseline grey screen, the second was a photograph of a well-known location in the participant's home city (FamPhoto), and the last two conditions displayed VR, ie, a familiar image-based virtual environment (FamIBVE) consisting of an image-based representation of a known landmark square in the center of the city of experimentation (Nice) and an unknown image-based virtual environment (UnknoIBVE), which was captured in a public housing neighborhood containing unrecognizable building fronts. After each of the four experimental conditions, participants filled in self-report questionnaires to assess the task acceptability (levels of emotion, motivation, security, fatigue, and familiarity). CyberSickness and Presence questionnaires were also assessed after the two VR conditions. Autobiographical memory was assessed using a verbal fluency task and quality of the recollection was assessed using the "remember/know" procedure. All subjects completed the experiment. Sense of security and fatigue were not significantly different between the conditions with and without VR. The FamPhoto condition yielded a higher emotion score than the other conditions (P<0.05). The CyberSickness questionnaire showed that participants did not experience sickness during the experiment across the VR conditions. VR stimulates autobiographical memory, as demonstrated by the increased total number of responses on the autobiographical fluency task and the increased number of conscious recollections of memories for familiar versus unknown scenes (P<0.01). The study indicates that VR using the FamIBVE system is well tolerated by the elderly. VR can also stimulate recollections of autobiographical memory and convey familiarity of a given scene, which is an essential requirement for use of VR during reminiscence therapy.
Benoit, Michel; Guerchouche, Rachid; Petit, Pierre-David; Chapoulie, Emmanuelle; Manera, Valeria; Chaurasia, Gaurav; Drettakis, George; Robert, Philippe
2015-01-01
Background Virtual reality (VR) opens up a vast number of possibilities in many domains of therapy. The primary objective of the present study was to evaluate the acceptability for elderly subjects of a VR experience using the image-based rendering virtual environment (IBVE) approach and secondly to test the hypothesis that visual cues using VR may enhance the generation of autobiographical memories. Methods Eighteen healthy volunteers (mean age 68.2 years) presenting memory complaints with a Mini-Mental State Examination score higher than 27 and no history of neuropsychiatric disease were included. Participants were asked to perform an autobiographical fluency task in four conditions. The first condition was a baseline grey screen, the second was a photograph of a well-known location in the participant’s home city (FamPhoto), and the last two conditions displayed VR, ie, a familiar image-based virtual environment (FamIBVE) consisting of an image-based representation of a known landmark square in the center of the city of experimentation (Nice) and an unknown image-based virtual environment (UnknoIBVE), which was captured in a public housing neighborhood containing unrecognizable building fronts. After each of the four experimental conditions, participants filled in self-report questionnaires to assess the task acceptability (levels of emotion, motivation, security, fatigue, and familiarity). CyberSickness and Presence questionnaires were also assessed after the two VR conditions. Autobiographical memory was assessed using a verbal fluency task and quality of the recollection was assessed using the “remember/know” procedure. Results All subjects completed the experiment. Sense of security and fatigue were not significantly different between the conditions with and without VR. The FamPhoto condition yielded a higher emotion score than the other conditions (P<0.05). The CyberSickness questionnaire showed that participants did not experience sickness during the experiment across the VR conditions. VR stimulates autobiographical memory, as demonstrated by the increased total number of responses on the autobiographical fluency task and the increased number of conscious recollections of memories for familiar versus unknown scenes (P<0.01). Conclusion The study indicates that VR using the FamIBVE system is well tolerated by the elderly. VR can also stimulate recollections of autobiographical memory and convey familiarity of a given scene, which is an essential requirement for use of VR during reminiscence therapy. PMID:25834437
Virtual Network Configuration Management System for Data Center Operations and Management
NASA Astrophysics Data System (ADS)
Okita, Hideki; Yoshizawa, Masahiro; Uehara, Keitaro; Mizuno, Kazuhiko; Tarui, Toshiaki; Naono, Ken
Virtualization technologies are widely deployed in data centers to improve system utilization. However, they increase the workload for operators, who have to manage the structure of virtual networks in data centers. A virtual-network management system which automates the integration of the configurations of the virtual networks is provided. The proposed system collects the configurations from server virtualization platforms and VLAN-supported switches, and integrates these configurations according to a newly developed XML-based management information model for virtual-network configurations. Preliminary evaluations show that the proposed system helps operators by reducing the time to acquire the configurations from devices and correct the inconsistency of operators' configuration management database by about 40 percent. Further, they also show that the proposed system has excellent scalability; the system takes less than 20 minutes to acquire the virtual-network configurations from a large scale network that includes 300 virtual machines. These results imply that the proposed system is effective for improving the configuration management process for virtual networks in data centers.
The Other Intelligences (Oy Vey!).
ERIC Educational Resources Information Center
Chase, Kim
1998-01-01
A middle-school teacher humorously observes seven other intelligences of students: random thinking; virtual memory void (erasing entire sections of personal memory); antigravity (balancing on two chair legs); intravacancy (achieving perfect, effortless aplomb); inter-Origami (intricate note-folding); stealth-kinesthetic (peashooting spitballs…
Mobile, Virtual Enhancements for Rehabilitation (MOVER)
2013-11-28
Modeling Autobiographical Memory for Believable Agents, AIIDE, Boston, MA. 2013. From the abstract: “We present a multi-layer hierarchical...connectionist network model for simulating human autobiographical memory in believable agents. Grounded in psychological theory, this model improves on...previous attempts to model agents’ event knowledge by providing a more dynamic and nondeterministic representation of autobiographical memories .” This
ERIC Educational Resources Information Center
Christman, Stephen D.; Butler, Michael
2011-01-01
The existence of handedness differences in the retrieval of episodic memories is well-documented, but virtually all have been obtained under conditions of intentional learning. Two experiments are reported that extend the presence of such handedness differences to memory retrieval under conditions of incidental learning. Experiment 1 used Craik…
Tier identification (TID) for tiered memory characteristics
Chang, Jichuan; Lim, Kevin T; Ranganathan, Parthasarathy
2014-03-25
A tier identification (TID) is to indicate a characteristic of a memory region associated with a virtual address in a tiered memory system. A thread may be serviced according to a first path based on the TID indicating a first characteristic. The thread may be serviced according to a second path based on the TID indicating a second characteristic.
Working memory in wayfinding-a dual task experiment in a virtual city.
Meilinger, Tobias; Knauff, Markus; Bülthoff, Heinrich H
2008-06-01
This study examines the working memory systems involved in human wayfinding. In the learning phase, 24 participants learned two routes in a novel photorealistic virtual environment displayed on a 220° screen while they were disrupted by a visual, a spatial, a verbal, or-in a control group-no secondary task. In the following wayfinding phase, the participants had to find and to "virtually walk" the two routes again. During this wayfinding phase, a number of dependent measures were recorded. This research shows that encoding wayfinding knowledge interfered with the verbal and with the spatial secondary task. These interferences were even stronger than the interference of wayfinding knowledge with the visual secondary task. These findings are consistent with a dual-coding approach of wayfinding knowledge. 2008 Cognitive Science Society, Inc.
Shema-Shiratzky, Shirley; Brozgol, Marina; Cornejo-Thumm, Pablo; Geva-Dayan, Karen; Rotstein, Michael; Leitner, Yael; Hausdorff, Jeffrey M; Mirelman, Anat
2018-05-17
To examine the feasibility and efficacy of a combined motor-cognitive training using virtual reality to enhance behavior, cognitive function and dual-tasking in children with Attention-Deficit/Hyperactivity Disorder (ADHD). Fourteen non-medicated school-aged children with ADHD, received 18 training sessions during 6 weeks. Training included walking on a treadmill while negotiating virtual obstacles. Behavioral symptoms, cognition and gait were tested before and after the training and at 6-weeks follow-up. Based on parental report, there was a significant improvement in children's social problems and psychosomatic behavior after the training. Executive function and memory were improved post-training while attention was unchanged. Gait regularity significantly increased during dual-task walking. Long-term training effects were maintained in memory and executive function. Treadmill-training augmented with virtual-reality is feasible and may be an effective treatment to enhance behavior, cognitive function and dual-tasking in children with ADHD.
Virtual reality-based cognitive training for drug abusers: A randomised controlled trial.
Man, David W K
2018-05-08
Non-pharmacological means are being developed to enhance cognitive abilities in drug abusers. This study evaluated virtual reality (VR) as an intervention tool for enhancing cognitive and vocational outcomes in 90 young ketamine users (KU) randomly assigned to a treatment group (virtual reality group, VRG; tutor-administered group, TAG) or wait-listed control group (CG). Two training programmes with similar content but different delivery modes (VR-based and manual-based) were applied using a virtual boutique as a training scenario. Outcome assessments comprised the Digit Vigilance Test, Rivermead Behavioural Memory Test, Wisconsin Cart Sorting Test, work-site test and self-efficacy pre- and post-test and during 3- and 6-month follow-ups. The VRG exhibited significant improvements in attention and improvements in memory that were maintained after 3 months. Both the VRG and TAG exhibited significantly improved vocational skills after training which were maintained during follow-up, and improved self-efficacy. VR-based cognitive training might target cognitive problems in KU.
Opportunities for leveraging OS virtualization in high-end supercomputing.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Bridges, Patrick G.; Pedretti, Kevin Thomas Tauke
2010-11-01
This paper examines potential motivations for incorporating virtualization support in the system software stacks of high-end capability supercomputers. We advocate that this will increase the flexibility of these platforms significantly and enable new capabilities that are not possible with current fixed software stacks. Our results indicate that compute, virtual memory, and I/O virtualization overheads are low and can be further mitigated by utilizing well-known techniques such as large paging and VMM bypass. Furthermore, since the addition of virtualization support does not affect the performance of applications using the traditional native environment, there is essentially no disadvantage to its addition.
Efficient Checkpointing of Virtual Machines using Virtual Machine Introspection
DOE Office of Scientific and Technical Information (OSTI.GOV)
Aderholdt, Ferrol; Han, Fang; Scott, Stephen L
Cloud Computing environments rely heavily on system-level virtualization. This is due to the inherent benefits of virtualization including fault tolerance through checkpoint/restart (C/R) mechanisms. Because clouds are the abstraction of large data centers and large data centers have a higher potential for failure, it is imperative that a C/R mechanism for such an environment provide minimal latency as well as a small checkpoint file size. Recently, there has been much research into C/R with respect to virtual machines (VM) providing excellent solutions to reduce either checkpoint latency or checkpoint file size. However, these approaches do not provide both. This papermore » presents a method of checkpointing VMs by utilizing virtual machine introspection (VMI). Through the usage of VMI, we are able to determine which pages of memory within the guest are used or free and are better able to reduce the amount of pages written to disk during a checkpoint. We have validated this work by using various benchmarks to measure the latency along with the checkpoint size. With respect to checkpoint file size, our approach results in file sizes within 24% or less of the actual used memory within the guest. Additionally, the checkpoint latency of our approach is up to 52% faster than KVM s default method.« less
McDaniel, Mark A.; Binder, Ellen F.; Bugg, Julie M.; Waldum, Emily R.; Dufault, Carolyn; Meyer, Amanda; Johanning, Jennifer; Zheng, Jie; Schechtman, Kenneth B.; Kudelka, Chris
2015-01-01
We investigated the potential benefits of a novel cognitive training protocol and an aerobic exercise intervention, both individually and in concert, on older adults’ performances in laboratory simulations of select real-world tasks. The cognitive training focused on a range of cognitive processes, including attentional coordination, prospective memory, and retrospective-memory retrieval, processes that are likely involved in many everyday tasks, and that decline with age. Primary outcome measures were three laboratory tasks that simulated everyday activities: Cooking Breakfast, Virtual Week, and Memory for Health Information. Two months of cognitive training improved older adults’ performance on prospective memory tasks embedded in Virtual Week. Cognitive training, either alone or in combination with six months of aerobic exercise, did not significantly improve Cooking Breakfast or Memory for Health Information. Although gains in aerobic power were comparable to previous reports, aerobic exercise did not produce improvements for the primary outcome measures. Discussion focuses on the possibility that cognitive training programs that include explicit strategy instruction and varied practice contexts may confer gains to older adults for performance on cognitively challenging everyday tasks. PMID:25244489
File System Virtual Appliances: Portable File System Implementations
2009-05-01
Mobile Computing Systems and Applications, Santa Cruz, CA, 1994. IEEE. [10] Michael Eisler , Peter Corbett, Michael Kazar, Daniel S. Nydick, and...Gingell, Joseph P. Moran, and William A. Shannon. Virtual Memory Architec- ture in SunOS. In USENIX Summer Conference, pages 81–94, Berkeley, CA, 1987
NASA Astrophysics Data System (ADS)
Shu, Feng; Liu, Xingwen; Li, Min
2018-05-01
Memory is an important factor on the evolution of cooperation in spatial structure. For evolutionary biologists, the problem is often how cooperation acts can emerge in an evolving system. In the case of snowdrift game, it is found that memory can boost cooperation level for large cost-to-benefit ratio r, while inhibit cooperation for small r. Thus, how to enlarge the range of r for the purpose of enhancing cooperation becomes a hot issue recently. This paper addresses a new memory-based approach and its core lies in: Each agent applies the given rule to compare its own historical payoffs in a certain memory size, and take the obtained maximal one as virtual payoff. In order to get the optimal strategy, each agent randomly selects one of its neighbours to compare their virtual payoffs, which can lead to the optimal strategy. Both constant-size memory and size-varying memory are investigated by means of a scenario of asynchronous updating algorithm on regular lattices with different sizes. Simulation results show that this approach effectively enhances cooperation level in spatial structure and makes the high cooperation level simultaneously emerge for both small and large r. Moreover, it is discovered that population sizes have a significant influence on the effects of cooperation.
Hippocampus-Dependent Goal Localization by Head-Fixed Mice in Virtual Reality.
Sato, Masaaki; Kawano, Masako; Mizuta, Kotaro; Islam, Tanvir; Lee, Min Goo; Hayashi, Yasunori
2017-01-01
The demonstration of the ability of rodents to navigate in virtual reality (VR) has made it an important behavioral paradigm for studying spatially modulated neuronal activity in these animals. However, their behavior in such simulated environments remains poorly understood. Here, we show that encoding and retrieval of goal location memory in mice head-fixed in VR depends on the postsynaptic scaffolding protein Shank2 and the dorsal hippocampus. In our newly developed virtual cued goal location task, a head-fixed mouse moves from one end of a virtual linear track to seek rewards given at a target location along the track. The mouse needs to visually recognize the target location and stay there for a short period of time to receive the reward. Transient pharmacological blockade of fast glutamatergic synaptic transmission in the dorsal hippocampus dramatically and reversibly impaired performance of this task. Encoding and updating of virtual cued goal location memory was impaired in mice deficient in the postsynaptic scaffolding protein Shank2, a mouse model of autism that exhibits impaired spatial learning in a real environment. These results highlight the crucial roles of the dorsal hippocampus and postsynaptic protein complexes in spatial learning and navigation in VR.
Hippocampus-Dependent Goal Localization by Head-Fixed Mice in Virtual Reality
Kawano, Masako; Mizuta, Kotaro; Islam, Tanvir; Lee, Min Goo; Hayashi, Yasunori
2017-01-01
Abstract The demonstration of the ability of rodents to navigate in virtual reality (VR) has made it an important behavioral paradigm for studying spatially modulated neuronal activity in these animals. However, their behavior in such simulated environments remains poorly understood. Here, we show that encoding and retrieval of goal location memory in mice head-fixed in VR depends on the postsynaptic scaffolding protein Shank2 and the dorsal hippocampus. In our newly developed virtual cued goal location task, a head-fixed mouse moves from one end of a virtual linear track to seek rewards given at a target location along the track. The mouse needs to visually recognize the target location and stay there for a short period of time to receive the reward. Transient pharmacological blockade of fast glutamatergic synaptic transmission in the dorsal hippocampus dramatically and reversibly impaired performance of this task. Encoding and updating of virtual cued goal location memory was impaired in mice deficient in the postsynaptic scaffolding protein Shank2, a mouse model of autism that exhibits impaired spatial learning in a real environment. These results highlight the crucial roles of the dorsal hippocampus and postsynaptic protein complexes in spatial learning and navigation in VR. PMID:28484738
File System Virtual Appliances: Portable File System Implementations
2010-04-01
com- puting. Santa Cruz, CA, 1994. [12] Michael Eisler , Peter Corbett, Michael Kazar, Daniel S. Nydick, and Christopher Wagner. Data ontap gx: a...fuse.sourceforge.net. [15] R. A. Gingell, J. P. Moran, and W. A. Shannon. Virtual memory architecture in sunos. USENIX ATC, pages 81–94, 1987 . [16
Degrading emotional memories induced by a virtual reality paradigm.
Cuperus, Anne A; Laken, Maarten; van den Hout, Marcel A; Engelhard, Iris M
2016-09-01
In Eye Movement and Desensitization and Reprocessing (EMDR) therapy, a dual-task approach is used: patients make horizontal eye movements while they recall aversive memories. Studies showed that this reduces memory vividness and/or emotionality. A strong explanation is provided by working memory theory, which suggests that other taxing dual-tasks are also effective. Experiment 1 tested whether a visuospatial task which was carried out while participants were blindfolded taxes working memory. Experiment 2 tested whether this task degrades negative memories induced by a virtual reality (VR) paradigm. In experiment 1, participants responded to auditory cues with or without simultaneously carrying out the visuospatial task. In experiment 2, participants recalled negative memories induced by a VR paradigm. The experimental group simultaneously carried out the visuospatial task, and a control group merely recalled the memories. Changes in self-rated memory vividness and emotionality were measured. The slowing down of reaction times due to the visuospatial task indicated that its cognitive load was greater than the load of the eye movements task in previous studies. The task also led to reductions in emotionality (but not vividness) of memories induced by the VR paradigm. Weaknesses are that only males were tested in experiment 1, and the effectiveness of the VR fear/trauma induction was not assessed with ratings of mood or intrusions in experiment 2. The results suggest that the visuospatial task may be applicable in clinical settings, and the VR paradigm may provide a useful method of inducing negative memories. Copyright © 2016 Elsevier Ltd. All rights reserved.
MnemoCity Task: Assessment of Childrens Spatial Memory Using Stereoscopy and Virtual Environments.
Rodríguez-Andrés, David; Juan, M-Carmen; Méndez-López, Magdalena; Pérez-Hernández, Elena; Lluch, Javier
2016-01-01
This paper presents the MnemoCity task, which is a 3D application that introduces the user into a totally 3D virtual environment to evaluate spatial short-term memory. A study has been carried out to validate the MnemoCity task for the assessment of spatial short-term memory in children, by comparing the children's performance in the developed task with current approaches. A total of 160 children participated in the study. The task incorporates two types of interaction: one based on standard interaction and another one based on natural interaction involving physical movement by the user. There were no statistically significant differences in the results of the task using the two types of interaction. Furthermore, statistically significant differences were not found in relation to gender. The correlations between scores were obtained using the MnemoCity task and a traditional procedure for assessing spatial short-term memory. Those results revealed that the type of interaction used did not affect the performance of children in the MnemoCity task.
Comparison of two paradigms for distributed shared memory
DOE Office of Scientific and Technical Information (OSTI.GOV)
Levelt, W.G.; Kaashoek, M.F.; Bal, H.E.
1990-08-01
The paper compares two paradigms for Distributed Shared Memory on loosely coupled computing systems: the shared data-object model as used in Orca, a programming language specially designed for loosely coupled computing systems and the Shared Virtual Memory model. For both paradigms the authors have implemented two systems, one using only point-to-point messages, the other using broadcasting as well. They briefly describe these two paradigms and their implementations. Then they compare their performance on four applications: the traveling salesman problem, alpha-beta search, matrix multiplication and the all pairs shortest paths problem. The measurements show that both paradigms can be used efficientlymore » for programming large-grain parallel applications. Significant speedups were obtained on all applications. The unstructured Shared Virtual Memory paradigm achieves the best absolute performance, although this is largely due to the preliminary nature of the Orca compiler used. The structured shared data-object model achieves the highest speedups and is much easier to program and to debug.« less
García-Montes, José Manuel; Noguera, Carmen; Alvarez, Dolores; Ruiz, Marina; Cimadevilla Redondo, José Manuel
2014-01-01
Schizotypy is a psychological construct related to schizophrenia. The exact relationship between both entities is not clear. In recent years, schizophrenia has been associated with hippocampal abnormalities and spatial memory problems. The aim of this study was to determine possible links between high schizotypy (HS) and low schizotypy (LS) and spatial abilities, using virtual reality tasks. We hypothesised that the HS group would exhibit a lower performance in spatial memory tasks than the LS group. Two groups of female students were formed according to their score on the ESQUIZO-Q-A questionnaire. HS and LS subjects were tested on two different tasks: the Boxes Room task, a spatial memory task sensitive to hippocampal alterations and a spatial recognition task. Data showed that both groups mastered both tasks. Groups differed in personality features but not in spatial performance. These results provide valuable information about the schizotypy-schizophrenia connections. Schizotypal subjects are not impaired on spatial cognition and, accordingly, the schizotypy-schizophrenia relationship is not straightforward.
Urgent Virtual Machine Eviction with Enlightened Post-Copy
2015-12-01
memory is in use, almost all of which is by Memcached. MySQL : The VMs run MySQL 5.6, and the clients execute OLTPBenchmark [3] using the Twitter...workload with scale factor of 960. The VMs are each allocated 16 cores and 30 GB of memory, and MySQL is configured with a 16 GB buffer pool in memory. The...operation mix for 5 minutes as a warm-up. At the time of migration, MySQL uses approximately 17 GB of memory, and almost all of the 30 GB memory is
PANDA: A distributed multiprocessor operating system
DOE Office of Scientific and Technical Information (OSTI.GOV)
Chubb, P.
1989-01-01
PANDA is a design for a distributed multiprocessor and an operating system. PANDA is designed to allow easy expansion of both hardware and software. As such, the PANDA kernel provides only message passing and memory and process management. The other features needed for the system (device drivers, secondary storage management, etc.) are provided as replaceable user tasks. The thesis presents PANDA's design and implementation, both hardware and software. PANDA uses multiple 68010 processors sharing memory on a VME bus, each such node potentially connected to others via a high speed network. The machine is completely homogeneous: there are no differencesmore » between processors that are detectable by programs running on the machine. A single two-processor node has been constructed. Each processor contains memory management circuits designed to allow processors to share page tables safely. PANDA presents a programmers' model similar to the hardware model: a job is divided into multiple tasks, each having its own address space. Within each task, multiple processes share code and data. Tasks can send messages to each other, and set up virtual circuits between themselves. Peripheral devices such as disc drives are represented within PANDA by tasks. PANDA divides secondary storage into volumes, each volume being accessed by a volume access task, or VAT. All knowledge about the way that data is stored on a disc is kept in its volume's VAT. The design is such that PANDA should provide a useful testbed for file systems and device drivers, as these can be installed without recompiling PANDA itself, and without rebooting the machine.« less
Dzieciol, Anna M.; Gadian, David G.; Jentschke, Sebastian; Doeller, Christian F.; Burgess, Neil; Mishkin, Mortimer
2015-01-01
The extent to which navigational spatial memory depends on hippocampal integrity in humans is not well documented. We investigated allocentric spatial recall using a virtual environment in a group of patients with severe hippocampal damage (SHD), a group of patients with “moderate” hippocampal damage (MHD), and a normal control group. Through four learning blocks with feedback, participants learned the target locations of four different objects in a circular arena. Distal cues were present throughout the experiment to provide orientation. A circular boundary as well as an intra-arena landmark provided spatial reference frames. During a subsequent test phase, recall of all four objects was tested with only the boundary or the landmark being present. Patients with SHD were impaired in both phases of this task. Across groups, performance on both types of spatial recall was highly correlated with memory quotient (MQ), but not with intelligence quotient (IQ), age, or sex. However, both measures of spatial recall separated experimental groups beyond what would be expected based on MQ, a widely used measure of general memory function. Boundary-based and landmark-based spatial recall were both strongly related to bilateral hippocampal volumes, but not to volumes of the thalamus, putamen, pallidum, nucleus accumbens, or caudate nucleus. The results show that boundary-based and landmark-based allocentric spatial recall are similarly impaired in patients with SHD, that both types of recall are impaired beyond that predicted by MQ, and that recall deficits are best explained by a reduction in bilateral hippocampal volumes. SIGNIFICANCE STATEMENT In humans, bilateral hippocampal atrophy can lead to profound impairments in episodic memory. Across species, perhaps the most well-established contribution of the hippocampus to memory is not to episodic memory generally but to allocentric spatial memory. However, the extent to which navigational spatial memory depends on hippocampal integrity in humans is not well documented. We investigated spatial recall using a virtual environment in two groups of patients with hippocampal damage (moderate/severe) and a normal control group. The results showed that patients with severe hippocampal damage are impaired in learning and recalling allocentric spatial information. Furthermore, hippocampal volume reduction impaired allocentric navigation beyond what can be predicted by memory quotient as a widely used measure of general memory function. PMID:26490854
Guderian, Sebastian; Dzieciol, Anna M; Gadian, David G; Jentschke, Sebastian; Doeller, Christian F; Burgess, Neil; Mishkin, Mortimer; Vargha-Khadem, Faraneh
2015-10-21
The extent to which navigational spatial memory depends on hippocampal integrity in humans is not well documented. We investigated allocentric spatial recall using a virtual environment in a group of patients with severe hippocampal damage (SHD), a group of patients with "moderate" hippocampal damage (MHD), and a normal control group. Through four learning blocks with feedback, participants learned the target locations of four different objects in a circular arena. Distal cues were present throughout the experiment to provide orientation. A circular boundary as well as an intra-arena landmark provided spatial reference frames. During a subsequent test phase, recall of all four objects was tested with only the boundary or the landmark being present. Patients with SHD were impaired in both phases of this task. Across groups, performance on both types of spatial recall was highly correlated with memory quotient (MQ), but not with intelligence quotient (IQ), age, or sex. However, both measures of spatial recall separated experimental groups beyond what would be expected based on MQ, a widely used measure of general memory function. Boundary-based and landmark-based spatial recall were both strongly related to bilateral hippocampal volumes, but not to volumes of the thalamus, putamen, pallidum, nucleus accumbens, or caudate nucleus. The results show that boundary-based and landmark-based allocentric spatial recall are similarly impaired in patients with SHD, that both types of recall are impaired beyond that predicted by MQ, and that recall deficits are best explained by a reduction in bilateral hippocampal volumes. In humans, bilateral hippocampal atrophy can lead to profound impairments in episodic memory. Across species, perhaps the most well-established contribution of the hippocampus to memory is not to episodic memory generally but to allocentric spatial memory. However, the extent to which navigational spatial memory depends on hippocampal integrity in humans is not well documented. We investigated spatial recall using a virtual environment in two groups of patients with hippocampal damage (moderate/severe) and a normal control group. The results showed that patients with severe hippocampal damage are impaired in learning and recalling allocentric spatial information. Furthermore, hippocampal volume reduction impaired allocentric navigation beyond what can be predicted by memory quotient as a widely used measure of general memory function. Copyright © 2015 Guderian et al.
Altered Brain Dynamics in Patients With Type 1 Diabetes During Working Memory Processing.
Embury, Christine M; Wiesman, Alex I; Proskovec, Amy L; Heinrichs-Graham, Elizabeth; McDermott, Timothy J; Lord, Grace H; Brau, Kaitlin L; Drincic, Andjela T; Desouza, Cyrus V; Wilson, Tony W
2018-06-01
It is now generally accepted that diabetes increases the risk for cognitive impairment, but the precise mechanisms are poorly understood. A critical problem in linking diabetes to cognitive impairment is that patients often have multiple comorbidities (e.g., obesity, hypertension) that have been independently linked to cognitive deficits. In the study reported here we focused on young adults with and without type 1 diabetes who were virtually free of such comorbidities. The two groups were matched on major health and demographic factors, and all participants completed a verbal working memory task during magnetoencephalographic brain imaging. We hypothesized that patients would have altered neural dynamics in verbal working memory processing and that these differences would directly relate to clinical disease measures. Accordingly, we found that patients had significantly stronger neural responses in the superior parietal cortices during memory encoding and significantly weaker activity in parietal-occipital regions during maintenance compared with control subjects. Moreover, disease duration and glycemic control were both significantly correlated with neural responses in various brain regions. In conclusion, young healthy adults with type 1 diabetes already have aberrant neural processing relative to their peers without diabetes, using compensatory responses to perform the task, and glucose management and duration may play a central role. © 2018 by the American Diabetes Association.
Grewe, P; Lahr, D; Kohsik, A; Dyck, E; Markowitsch, H J; Bien, C G; Botsch, M; Piefke, M
2014-02-01
Ecological assessment and training of real-life cognitive functions such as visual-spatial abilities in patients with epilepsy remain challenging. Some studies have applied virtual reality (VR) paradigms, but external validity of VR programs has not sufficiently been proven. Patients with focal epilepsy (EG, n=14) accomplished an 8-day program in a VR supermarket, which consisted of learning and buying items on a shopping list. Performance of the EG was compared with that of healthy controls (HCG, n=19). A comprehensive neuropsychological examination was administered. Real-life performance was investigated in a real supermarket. Learning in the VR supermarket was significantly impaired in the EG on different VR measures. Delayed free recall of products did not differ between the EG and the HCG. Virtual reality scores were correlated with neuropsychological measures of visual-spatial cognition, subjective estimates of memory, and performance in the real supermarket. The data indicate that our VR approach allows for the assessment of real-life visual-spatial memory and cognition in patients with focal epilepsy. The multimodal, active, and complex VR paradigm may particularly enhance visual-spatial cognitive resources. Copyright © 2013 Elsevier Inc. All rights reserved.
Virtual Human Analogs to Rodent Spatial Pattern Separation and Completion Memory Tasks
ERIC Educational Resources Information Center
Paleja, Meera; Girard, Todd A.; Christensen, Bruce K.
2011-01-01
Spatial pattern separation (SPS) and spatial pattern completion (SPC) have played an increasingly important role in computational and rodent literatures as processes underlying associative memory. SPS and SPC are complementary processes, allowing the formation of unique representations and the reconstruction of complete spatial environments based…
Geometric Determinants of Human Spatial Memory
ERIC Educational Resources Information Center
Hartley, Tom; Trinkler, Iris; Burgess, Neil
2004-01-01
Geometric alterations to the boundaries of a virtual environment were used to investigate the representations underlying human spatial memory. Subjects encountered a cue object in a simple rectangular enclosure, with distant landmarks for orientation. After a brief delay, during which they were removed from the arena, subjects were returned to it…
When Do Objects Become Landmarks? A VR Study of the Effect of Task Relevance on Spatial Memory
Han, Xue; Byrne, Patrick; Kahana, Michael; Becker, Suzanna
2012-01-01
We investigated how objects come to serve as landmarks in spatial memory, and more specifically how they form part of an allocentric cognitive map. Participants performing a virtual driving task incidentally learned the layout of a virtual town and locations of objects in that town. They were subsequently tested on their spatial and recognition memory for the objects. To assess whether the objects were encoded allocentrically we examined pointing consistency across tested viewpoints. In three experiments, we found that spatial memory for objects at navigationally relevant locations was more consistent across tested viewpoints, particularly when participants had more limited experience of the environment. When participants’ attention was focused on the appearance of objects, the navigational relevance effect was eliminated, whereas when their attention was focused on objects’ locations, this effect was enhanced, supporting the hypothesis that when objects are processed in the service of navigation, rather than merely being viewed as objects, they engage qualitatively distinct attentional systems and are incorporated into an allocentric spatial representation. The results are consistent with evidence from the neuroimaging literature that when objects are relevant to navigation, they not only engage the ventral “object processing stream”, but also the dorsal stream and medial temporal lobe memory system classically associated with allocentric spatial memory. PMID:22586455
Pflueger, Marlon O; Stieglitz, Rolf-Dieter; Lemoine, Patrick; Leyhe, Thomas
2018-06-07
Since the advent of imaging techniques, the role of the neuropsychological assessment has changed. Questions concerning everyday functionality became primarily important and, thus, ecologically valid neuropsychological assessments are mandatory. Virtual reality (VR) environments might provide a way of implementing immersive cognitive assessments with a higher degree of everyday-life-related cognitive demands. We report on a VR-based episodic memory examination in N = 30 young and N = 18 healthy older adults (HOA) using a kitchen scene. The test procedure was designed to be structurally comparable to clinically used California Verbal Learning Test (CVLT) in terms of repeated learning trials as well as short and long delayed recall measures. The results showed that age-related learning and performance decrements were mainly evident in the CVLT but not in the VR-memory examination. The ecologically valid VR-memory examination might provide a more accurate "age-fair" estimation of everyday-life-related memory demands in HOA than the frequently and clinically used CVLT. We concluded this from our finding of context-related automatic and effortless activations of deeply experience based encoding and retrieval strategies with regard to everyday-life-related objects in the HOA, which might not be paralleled by learning arbitrary word associations. (PsycINFO Database Record (c) 2018 APA, all rights reserved).
Eye movements, visual search and scene memory, in an immersive virtual environment.
Kit, Dmitry; Katz, Leor; Sullivan, Brian; Snyder, Kat; Ballard, Dana; Hayhoe, Mary
2014-01-01
Visual memory has been demonstrated to play a role in both visual search and attentional prioritization in natural scenes. However, it has been studied predominantly in experimental paradigms using multiple two-dimensional images. Natural experience, however, entails prolonged immersion in a limited number of three-dimensional environments. The goal of the present experiment was to recreate circumstances comparable to natural visual experience in order to evaluate the role of scene memory in guiding eye movements in a natural environment. Subjects performed a continuous visual-search task within an immersive virtual-reality environment over three days. We found that, similar to two-dimensional contexts, viewers rapidly learn the location of objects in the environment over time, and use spatial memory to guide search. Incidental fixations did not provide obvious benefit to subsequent search, suggesting that semantic contextual cues may often be just as efficient, or that many incidentally fixated items are not held in memory in the absence of a specific task. On the third day of the experience in the environment, previous search items changed in color. These items were fixated upon with increased probability relative to control objects, suggesting that memory-guided prioritization (or Surprise) may be a robust mechanisms for attracting gaze to novel features of natural environments, in addition to task factors and simple spatial saliency.
Memory conformity and the perceived accuracy of self versus other.
Allan, Kevin; Midjord, J Palli; Martin, Doug; Gabbert, Fiona
2012-02-01
Here, we demonstrate that the decision to conform to another person's memory involves a strategic trade-off that balances the accuracy of one's own memory against that of another person. We showed participants three household scenes, one for 30 s, one for 60 s, and one for 120 s. Half were told that they would encode each scene for half as long as their virtual partner, and half were told that they would encode each scene for twice as long as their virtual partner. On a subsequent two-alternative-forced choice (2AFC) memory test, the simulated answer of the partner (accurate, errant, or no response) was shown before participants responded. Conformity to the partner's responses was significantly enhanced for the 30-s versus the 60- and 120-s scenes. This pattern, however, was present only in the group who believed that they had encoded each scene for half as long as their partner, even though the short-duration scene had the lowest baseline 2AFC accuracy in both groups and was also subjectively rated as the least memorable by both groups. Our reliance on other people's memory is therefore dynamically and strategically adjusted according to knowledge of the conditions under which we and other people have acquired different memories.
NASA Astrophysics Data System (ADS)
Bada, Adedayo; Alcaraz-Calero, Jose M.; Wang, Qi; Grecos, Christos
2014-05-01
This paper describes a comprehensive empirical performance evaluation of 3D video processing employing the physical/virtual architecture implemented in a cloud environment. Different virtualization technologies, virtual video cards and various 3D benchmarks tools have been utilized in order to analyse the optimal performance in the context of 3D online gaming applications. This study highlights 3D video rendering performance under each type of hypervisors, and other factors including network I/O, disk I/O and memory usage. Comparisons of these factors under well-known virtual display technologies such as VNC, Spice and Virtual 3D adaptors reveal the strengths and weaknesses of the various hypervisors with respect to 3D video rendering and streaming.
Virtual reality adaptive stimulation of limbic networks in the mental readiness training.
Cosić, Kresimir; Popović, Sinisa; Kostović, Ivica; Judas, Milos
2010-01-01
A significant proportion of severe psychological problems in recent large-scale peacekeeping operations underscores the importance of effective methods for strengthening the stress resilience. Virtual reality (VR) adaptive stimulation, based on the estimation of the participant's emotional state from physiological signals, may enhance the mental readiness training (MRT). Understanding neurobiological mechanisms by which the MRT based on VR adaptive stimulation can affect the resilience to stress is important for practical application in the stress resilience management. After the delivery of a traumatic audio-visual stimulus in the VR, the cascade of events occurs in the brain, which evokes various physiological manifestations. In addition to the "limbic" emotional and visceral brain circuitry, other large-scale sensory, cognitive, and memory brain networks participate with less known impact in this physiological response. The MRT based on VR adaptive stimulation may strengthen the stress resilience through targeted brain-body interactions. Integrated interdisciplinary efforts, which would integrate the brain imaging and the proposed approach, may contribute to clarifying the neurobiological foundation of the resilience to stress.
Optale, Gabriele; Urgesi, Cosimo; Busato, Valentina; Marin, Silvia; Piron, Lamberto; Priftis, Konstantinos; Gamberini, Luciano; Capodieci, Salvatore; Bordin, Adalberto
2010-05-01
Memory decline is a prevalent aspect of aging but may also be the first sign of cognitive pathology. Virtual reality (VR) using immersion and interaction may provide new approaches to the treatment of memory deficits in elderly individuals. The authors implemented a VR training intervention to try to lessen cognitive decline and improve memory functions. The authors randomly assigned 36 elderly residents of a rest care facility (median age 80 years) who were impaired on the Verbal Story Recall Test either to the experimental group (EG) or the control group (CG). The EG underwent 6 months of VR memory training (VRMT) that involved auditory stimulation and VR experiences in path finding. The initial training phase lasted 3 months (3 auditory and 3 VR sessions every 2 weeks), and there was a booster training phase during the following 3 months (1 auditory and 1 VR session per week). The CG underwent equivalent face-to-face training sessions using music therapy. Both groups participated in social and creative and assisted-mobility activities. Neuropsychological and functional evaluations were performed at baseline, after the initial training phase, and after the booster training phase. The EG showed significant improvements in memory tests, especially in long-term recall with an effect size of 0.7 and in several other aspects of cognition. In contrast, the CG showed progressive decline. The authors suggest that VRMT may improve memory function in elderly adults by enhancing focused attention.
Accurately Decoding Visual Information from fMRI Data Obtained in a Realistic Virtual Environment
2015-06-09
Center for Learning and Memory , The University of Texas at Austin, 100 E 24th Street, Stop C7000, Austin, TX 78712, USA afloren@utexas.edu Received: 18...information from fMRI data obtained in a realistic virtual environment. Front. Hum. Neurosci. 9:327. doi: 10.3389/fnhum.2015.00327 Accurately decoding...visual information from fMRI data obtained in a realistic virtual environment Andrew Floren 1*, Bruce Naylor 2, Risto Miikkulainen 3 and David Ress 4
Efficient operating system level virtualization techniques for cloud resources
NASA Astrophysics Data System (ADS)
Ansu, R.; Samiksha; Anju, S.; Singh, K. John
2017-11-01
Cloud computing is an advancing technology which provides the servcies of Infrastructure, Platform and Software. Virtualization and Computer utility are the keys of Cloud computing. The numbers of cloud users are increasing day by day. So it is the need of the hour to make resources available on demand to satisfy user requirements. The technique in which resources namely storage, processing power, memory and network or I/O are abstracted is known as Virtualization. For executing the operating systems various virtualization techniques are available. They are: Full System Virtualization and Para Virtualization. In Full Virtualization, the whole architecture of hardware is duplicated virtually. No modifications are required in Guest OS as the OS deals with the VM hypervisor directly. In Para Virtualization, modifications of OS is required to run in parallel with other OS. For the Guest OS to access the hardware, the host OS must provide a Virtual Machine Interface. OS virtualization has many advantages such as migrating applications transparently, consolidation of server, online maintenance of OS and providing security. This paper briefs both the virtualization techniques and discusses the issues in OS level virtualization.
Energy Consumption Management of Virtual Cloud Computing Platform
NASA Astrophysics Data System (ADS)
Li, Lin
2017-11-01
For energy consumption management research on virtual cloud computing platforms, energy consumption management of virtual computers and cloud computing platform should be understood deeper. Only in this way can problems faced by energy consumption management be solved. In solving problems, the key to solutions points to data centers with high energy consumption, so people are in great need to use a new scientific technique. Virtualization technology and cloud computing have become powerful tools in people’s real life, work and production because they have strong strength and many advantages. Virtualization technology and cloud computing now is in a rapid developing trend. It has very high resource utilization rate. In this way, the presence of virtualization and cloud computing technologies is very necessary in the constantly developing information age. This paper has summarized, explained and further analyzed energy consumption management questions of the virtual cloud computing platform. It eventually gives people a clearer understanding of energy consumption management of virtual cloud computing platform and brings more help to various aspects of people’s live, work and son on.
1988-02-29
by memory copyin g will degrade system performance on shared-memory multiprocessors. Virtual memor y (VM) remapping, as opposed to memory copying...Bershad, G.D. Giuseppe Facchetti, Kevin Fall, G . Scott Graham, Ellen Nelson , P. Venkat Rangan, Bruno Sartirana, Shin-Yuan Tzou, Raj Vaswani, and Robert...Remote Execution in NEST", IEEE Trans. on Software Eng. 13, 8 (August 1987), 905-912. 3. G . T. Almes, A. P. Black, E. Lazowska and J. Noe, "The Eden
Using VirtualGL/TurboVNC Software on the Peregrine System |
High-Performance Computing | NREL VirtualGL/TurboVNC Software on the Peregrine System Using , allowing users to access and share large-memory visualization nodes with high-end graphics processing units may be better than just using X11 forwarding when connecting from a remote site with low bandwidth and
File System Virtual Appliances: Third-Party File System Implementations Without the Pain
2008-05-01
Eifeldt. POSIX: a developer’s view of standards. USENIX ATC, pages 24–24. USENIX Association, 1997. [12] M. Eisler , P. Corbett, M. Kazar, D. S...Gingell, J. P. Moran, and W. A. Shannon. Virtual Memory Architecture in SunOS. USENIX Summer Conference, pages 81–94, 1987 . [17] D. Gupta, L. Cherkasova, R
Craston, Patrick; Wyble, Brad; Chennu, Srivas; Bowman, Howard
2009-03-01
Observers often miss a second target (T2) if it follows an identified first target item (T1) within half a second in rapid serial visual presentation (RSVP), a finding termed the attentional blink. If two targets are presented in immediate succession, however, accuracy is excellent (Lag 1 sparing). The resource sharing hypothesis proposes a dynamic distribution of resources over a time span of up to 600 msec during the attentional blink. In contrast, the ST(2) model argues that working memory encoding is serial during the attentional blink and that, due to joint consolidation, Lag 1 is the only case where resources are shared. Experiment 1 investigates the P3 ERP component evoked by targets in RSVP. The results suggest that, in this context, P3 amplitude is an indication of bottom-up strength rather than a measure of cognitive resource allocation. Experiment 2, employing a two-target paradigm, suggests that T1 consolidation is not affected by the presentation of T2 during the attentional blink. However, if targets are presented in immediate succession (Lag 1 sparing), they are jointly encoded into working memory. We use the ST(2) model's neural network implementation, which replicates a range of behavioral results related to the attentional blink, to generate "virtual ERPs" by summing across activation traces. We compare virtual to human ERPs and show how the results suggest a serial nature of working memory encoding as implied by the ST(2) model.
ERIC Educational Resources Information Center
Murty, Vishnu P.; LaBar, Kevin S.; Hamilton, Derek A.; Adcock, R. Alison
2011-01-01
The present study investigated the effects of approach versus avoidance motivation on declarative learning. Human participants navigated a virtual reality version of the Morris water task, a classic spatial memory paradigm, adapted to permit the experimental manipulation of motivation during learning. During this task, participants were instructed…
MnemoCity Task: Assessment of Childrens Spatial Memory Using Stereoscopy and Virtual Environments
Rodríguez-Andrés, David; Méndez-López, Magdalena; Pérez-Hernández, Elena; Lluch, Javier
2016-01-01
This paper presents the MnemoCity task, which is a 3D application that introduces the user into a totally 3D virtual environment to evaluate spatial short-term memory. A study has been carried out to validate the MnemoCity task for the assessment of spatial short-term memory in children, by comparing the children’s performance in the developed task with current approaches. A total of 160 children participated in the study. The task incorporates two types of interaction: one based on standard interaction and another one based on natural interaction involving physical movement by the user. There were no statistically significant differences in the results of the task using the two types of interaction. Furthermore, statistically significant differences were not found in relation to gender. The correlations between scores were obtained using the MnemoCity task and a traditional procedure for assessing spatial short-term memory. Those results revealed that the type of interaction used did not affect the performance of children in the MnemoCity task. PMID:27579715
Shared virtual memory and generalized speedup
NASA Technical Reports Server (NTRS)
Sun, Xian-He; Zhu, Jianping
1994-01-01
Generalized speedup is defined as parallel speed over sequential speed. The generalized speedup and its relation with other existing performance metrics, such as traditional speedup, efficiency, scalability, etc., are carefully studied. In terms of the introduced asymptotic speed, it was shown that the difference between the generalized speedup and the traditional speedup lies in the definition of the efficiency of uniprocessor processing, which is a very important issue in shared virtual memory machines. A scientific application was implemented on a KSR-1 parallel computer. Experimental and theoretical results show that the generalized speedup is distinct from the traditional speedup and provides a more reasonable measurement. In the study of different speedups, various causes of superlinear speedup are also presented.
Bell, Jo; Bailey, Louis; Kennedy, David
2015-10-02
This paper presents draws on interviews with individuals who have experience of creating, maintaining and utilising Facebook sites in memory of a loved one who has died by suicide. We argue that Facebook enables the deceased to be an on-going active presence in the lives of the bereaved. We highlight the potential of the Internet (and Facebook in particular) as a new and emerging avenue for the continuation of online identities and continuing bonds. Our study offers unique insight into survivors' experiences of engaging with the virtual presence of their deceased loved one: how mourners come and go online, how this evolves over time and how the online identity of the deceased evolves even after death. We discuss how Facebook provides new ways for people to experience and negotiate death by suicide and to memorialise the deceased, highlighting the positive impact of this for survivors' mental health. Finally, we describe the creation of tension amongst those who manage their grief in different ways.
Eye Movements, Visual Search and Scene Memory, in an Immersive Virtual Environment
Sullivan, Brian; Snyder, Kat; Ballard, Dana; Hayhoe, Mary
2014-01-01
Visual memory has been demonstrated to play a role in both visual search and attentional prioritization in natural scenes. However, it has been studied predominantly in experimental paradigms using multiple two-dimensional images. Natural experience, however, entails prolonged immersion in a limited number of three-dimensional environments. The goal of the present experiment was to recreate circumstances comparable to natural visual experience in order to evaluate the role of scene memory in guiding eye movements in a natural environment. Subjects performed a continuous visual-search task within an immersive virtual-reality environment over three days. We found that, similar to two-dimensional contexts, viewers rapidly learn the location of objects in the environment over time, and use spatial memory to guide search. Incidental fixations did not provide obvious benefit to subsequent search, suggesting that semantic contextual cues may often be just as efficient, or that many incidentally fixated items are not held in memory in the absence of a specific task. On the third day of the experience in the environment, previous search items changed in color. These items were fixated upon with increased probability relative to control objects, suggesting that memory-guided prioritization (or Surprise) may be a robust mechanisms for attracting gaze to novel features of natural environments, in addition to task factors and simple spatial saliency. PMID:24759905
Mania, Katerina; Wooldridge, Dave; Coxon, Matthew; Robinson, Andrew
2006-01-01
Accuracy of memory performance per se is an imperfect reflection of the cognitive activity (awareness states) that underlies performance in memory tasks. The aim of this research is to investigate the effect of varied visual and interaction fidelity of immersive virtual environments on memory awareness states. A between groups experiment was carried out to explore the effect of rendering quality on location-based recognition memory for objects and associated states of awareness. The experimental space, consisting of two interconnected rooms, was rendered either flat-shaded or using radiosity rendering. The computer graphics simulations were displayed on a stereo head-tracked Head Mounted Display. Participants completed a recognition memory task after exposure to the experimental space and reported one of four states of awareness following object recognition. These reflected the level of visual mental imagery involved during retrieval, the familiarity of the recollection, and also included guesses. Experimental results revealed variations in the distribution of participants' awareness states across conditions while memory performance failed to reveal any. Interestingly, results revealed a higher proportion of recollections associated with mental imagery in the flat-shaded condition. These findings comply with similar effects revealed in two earlier studies summarized here, which demonstrated that the less "naturalistic" interaction interface or interface of low interaction fidelity provoked a higher proportion of recognitions based on visual mental images.
Reaching to virtual targets: The oblique effect reloaded in 3-D.
Kaspiris-Rousellis, Christos; Siettos, Constantinos I; Evdokimidis, Ioannis; Smyrnis, Nikolaos
2017-02-20
Perceiving and reproducing direction of visual stimuli in 2-D space produces the visual oblique effect, which manifests as increased precision in the reproduction of cardinal compared to oblique directions. A second cognitive oblique effect emerges when stimulus information is degraded (such as when reproducing stimuli from memory) and manifests as a systematic distortion where reproduced directions close to the cardinal axes deviate toward the oblique, leading to space expansion at cardinal and contraction at oblique axes. We studied the oblique effect in 3-D using a virtual reality system to present a large number of stimuli, covering the surface of an imaginary half sphere, to which subjects had to reach. We used two conditions, one with no delay (no-memory condition) and one where a three-second delay intervened between stimulus presentation and movement initiation (memory condition). A visual oblique effect was observed for the reproduction of cardinal directions compared to oblique, which did not differ with memory condition. A cognitive oblique effect also emerged, which was significantly larger in the memory compared to the no-memory condition, leading to distortion of directional space with expansion near the cardinal axes and compression near the oblique axes on the hemispherical surface. This effect provides evidence that existing models of 2-D directional space categorization could be extended in the natural 3-D space. Copyright © 2016 IBRO. Published by Elsevier Ltd. All rights reserved.
Sleep enhances a spatially mediated generalization of learned values
Tolat, Anisha; Spiers, Hugo J.
2015-01-01
Sleep is thought to play an important role in memory consolidation. Here we tested whether sleep alters the subjective value associated with objects located in spatial clusters that were navigated to in a large-scale virtual town. We found that sleep enhances a generalization of the value of high-value objects to the value of locally clustered objects, resulting in an impaired memory for the value of high-valued objects. Our results are consistent with (a) spatial context helping to bind items together in long-term memory and serve as a basis for generalizing across memories and (b) sleep mediating memory effects on salient/reward-related items. PMID:26373834
Aspects of GPU perfomance in algorithms with random memory access
NASA Astrophysics Data System (ADS)
Kashkovsky, Alexander V.; Shershnev, Anton A.; Vashchenkov, Pavel V.
2017-10-01
The numerical code for solving the Boltzmann equation on the hybrid computational cluster using the Direct Simulation Monte Carlo (DSMC) method showed that on Tesla K40 accelerators computational performance drops dramatically with increase of percentage of occupied GPU memory. Testing revealed that memory access time increases tens of times after certain critical percentage of memory is occupied. Moreover, it seems to be the common problem of all NVidia's GPUs arising from its architecture. Few modifications of the numerical algorithm were suggested to overcome this problem. One of them, based on the splitting the memory into "virtual" blocks, resulted in 2.5 times speed up.
Local concurrent error detection and correction in data structures using virtual backpointers
NASA Technical Reports Server (NTRS)
Li, C. C.; Chen, P. P.; Fuchs, W. K.
1987-01-01
A new technique, based on virtual backpointers, for local concurrent error detection and correction in linked data structures is presented. Two new data structures, the Virtual Double Linked List, and the B-tree with Virtual Backpointers, are described. For these structures, double errors can be detected in 0(1) time and errors detected during forward moves can be corrected in 0(1) time. The application of a concurrent auditor process to data structure error detection and correction is analyzed, and an implementation is described, to determine the effect on mean time to failure of a multi-user shared database system. The implementation utilizes a Sequent shared memory multiprocessor system operating on a shared databased of Virtual Double Linked Lists.
Local concurrent error detection and correction in data structures using virtual backpointers
NASA Technical Reports Server (NTRS)
Li, Chung-Chi Jim; Chen, Paul Peichuan; Fuchs, W. Kent
1989-01-01
A new technique, based on virtual backpointers, for local concurrent error detection and correction in linked data strutures is presented. Two new data structures, the Virtual Double Linked List, and the B-tree with Virtual Backpointers, are described. For these structures, double errors can be detected in 0(1) time and errors detected during forward moves can be corrected in 0(1) time. The application of a concurrent auditor process to data structure error detection and correction is analyzed, and an implementation is described, to determine the effect on mean time to failure of a multi-user shared database system. The implementation utilizes a Sequent shared memory multiprocessor system operating on a shared database of Virtual Double Linked Lists.
Estimating Distance in Real and Virtual Environments: Does Order Make a Difference?
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
Performance implications from sizing a VM on multi-core systems: A Data analytic application s view
DOE Office of Scientific and Technical Information (OSTI.GOV)
Lim, Seung-Hwan; Horey, James L; Begoli, Edmon
In this paper, we present a quantitative performance analysis of data analytics applications running on multi-core virtual machines. Such environments form the core of cloud computing. In addition, data analytics applications, such as Cassandra and Hadoop, are becoming increasingly popular on cloud computing platforms. This convergence necessitates a better understanding of the performance and cost implications of such hybrid systems. For example, the very rst step in hosting applications in virtualized environments, requires the user to con gure the number of virtual processors and the size of memory. To understand performance implications of this step, we benchmarked three Yahoo Cloudmore » Serving Benchmark (YCSB) workloads in a virtualized multi-core environment. Our measurements indicate that the performance of Cassandra for YCSB workloads does not heavily depend on the processing capacity of a system, while the size of the data set is critical to performance relative to allocated memory. We also identi ed a strong relationship between the running time of workloads and various hardware events (last level cache loads, misses, and CPU migrations). From this analysis, we provide several suggestions to improve the performance of data analytics applications running on cloud computing environments.« less
Jebara, Najate; Orriols, Eric; Zaoui, Mohamed; Berthoz, Alain; Piolino, Pascale
2014-01-01
None of the previous studies on aging have tested the influence of action with respect to the degree of interaction with the environment (active or passive navigation) and the source of itinerary choice (self or externally imposed), on episodic memory (EM) encoding. The aim of this pilot study was to explore the influence of these factors on feature binding (the association between what, where, and when) in EM and on the subjective sense of remembering. Navigation in a virtual city was performed by 64 young and 64 older adults in one of four modes of exploration: (1) passive condition where participants were immersed as passengers of a virtual car [no interaction, no itinerary control (IC)], (2) IC (the subject chose the itinerary, but did not drive the car), (3) low, or (4) high navigation control (the subject just moved the car on rails or drove the car with a steering-wheel and a gas pedal on a fixed itinerary, respectively). The task was to memorize as many events encountered in the virtual environment as possible along with their factual (what), spatial (where), and temporal (when) details, and then to perform immediate and delayed memory tests. An age-related decline was evidenced for immediate and delayed feature binding. Compared to passive and high navigation conditions, and regardless of age-groups, feature binding was enhanced by low navigation and IC conditions. The subjective sense of remembering was boosted by the IC in older adults. Memory performance following high navigation was specifically linked to variability in executive functions. The present findings suggest that the decision of the itinerary is beneficial to boost EM in aging, although it does not eliminate age-related deficits. Active navigation can also enhance EM when it is not too demanding for subjects' cognitive resources.
Effects of Enactment in Episodic Memory: A Pilot Virtual Reality Study with Young and Elderly Adults
Jebara, Najate; Orriols, Eric; Zaoui, Mohamed; Berthoz, Alain; Piolino, Pascale
2014-01-01
None of the previous studies on aging have tested the influence of action with respect to the degree of interaction with the environment (active or passive navigation) and the source of itinerary choice (self or externally imposed), on episodic memory (EM) encoding. The aim of this pilot study was to explore the influence of these factors on feature binding (the association between what, where, and when) in EM and on the subjective sense of remembering. Navigation in a virtual city was performed by 64 young and 64 older adults in one of four modes of exploration: (1) passive condition where participants were immersed as passengers of a virtual car [no interaction, no itinerary control (IC)], (2) IC (the subject chose the itinerary, but did not drive the car), (3) low, or (4) high navigation control (the subject just moved the car on rails or drove the car with a steering-wheel and a gas pedal on a fixed itinerary, respectively). The task was to memorize as many events encountered in the virtual environment as possible along with their factual (what), spatial (where), and temporal (when) details, and then to perform immediate and delayed memory tests. An age-related decline was evidenced for immediate and delayed feature binding. Compared to passive and high navigation conditions, and regardless of age-groups, feature binding was enhanced by low navigation and IC conditions. The subjective sense of remembering was boosted by the IC in older adults. Memory performance following high navigation was specifically linked to variability in executive functions. The present findings suggest that the decision of the itinerary is beneficial to boost EM in aging, although it does not eliminate age-related deficits. Active navigation can also enhance EM when it is not too demanding for subjects’ cognitive resources. PMID:25566069
Fajnerová, Iveta; Rodriguez, Mabel; Levčík, David; Konrádová, Lucie; Mikoláš, Pavol; Brom, Cyril; Stuchlík, Aleš; Vlček, Kamil; Horáček, Jiří
2014-01-01
Objectives: Cognitive deficit is considered to be a characteristic feature of schizophrenia disorder. A similar cognitive dysfunction was demonstrated in animal models of schizophrenia. However, the poor comparability of methods used to assess cognition in animals and humans could be responsible for low predictive validity of current animal models. In order to assess spatial abilities in schizophrenia and compare our results with the data obtained in animal models, we designed a virtual analog of the Morris water maze (MWM), the virtual Four Goals Navigation (vFGN) task. Methods: Twenty-nine patients after the first psychotic episode with schizophrenia symptoms and a matched group of healthy volunteers performed the vFGN task. They were required to find and remember four hidden goal positions in an enclosed virtual arena. The task consisted of two parts. The Reference memory (RM) session with a stable goal position was designed to test spatial learning. The Delayed-matching-to-place (DMP) session presented a modified working memory protocol designed to test the ability to remember a sequence of three hidden goal positions. Results: Data obtained in the RM session show impaired spatial learning in schizophrenia patients compared to the healthy controls in pointing and navigation accuracy. The DMP session showed impaired spatial memory in schizophrenia during the recall of spatial sequence and a similar deficit in spatial bias in the probe trials. The pointing accuracy and the quadrant preference showed higher sensitivity toward the cognitive deficit than the navigation accuracy. Direct navigation to the goal was affected by sex and age of the tested subjects. The age affected spatial performance only in healthy controls. Conclusions: Despite some limitations of the study, our results correspond well with the previous studies in animal models of schizophrenia and support the decline of spatial cognition in schizophrenia, indicating the usefulness of the vFGN task in comparative research. PMID:24904329
A Probability Model for Belady's Anomaly
ERIC Educational Resources Information Center
McMaster, Kirby; Sambasivam, Samuel E.; Anderson, Nicole
2010-01-01
In demand paging virtual memory systems, the page fault rate of a process varies with the number of memory frames allocated to the process. When an increase in the number of allocated frames leads to an increase in the number of page faults, Belady's anomaly is said to occur. In this paper, we present a probability model for Belady's anomaly. We…
Virtual Mourning and Memory Construction on Facebook: Here Are the Terms of Use
ERIC Educational Resources Information Center
McEwen, Rhonda N.; Scheaffer, Kathleen
2013-01-01
This article investigates the online information practices of persons grieving and mourning via Facebook. It examines how, or whether, these practices and Facebook's terms of use policies have implications for the bereaved and/or the memory of the deceased. To explore these questions, we compared traditional publicly recorded asynchronous…
Shiban, Youssef; Brütting, Johanna; Pauli, Paul; Mühlberger, Andreas
2015-03-01
The current study is the first to examine whether reactivation of fear memory prior to exposure therapy reduces relapse in a randomized clinical sample. In a standardized treatment protocol combining virtual reality and in-vivo exposure, patients underwent a fear reactivation procedure using a virtual spider 10 min prior to a virtual reality (VR) exposure (reactivation group: RG, n = 15). A control group (CG, n = 17) was exposed to a virtual plant 10 min prior to the VR exposure. Outcome measures were a VR spontaneous recovery test (SRT) and in-vivo a behavioral avoidance test assessed 24 h after VR exposure. One week later an in-vivo exposure session followed. Additionally, a follow-up using psychometric assessment was conducted six months after the first session. Both groups benefitted significantly and equally from the combined treatment, and importantly, the SRT revealed no return of fear in both groups. Furthermore, follow-up tests showed long-term treatment effects with no group differences. Due to different study components (VR treatment and in-vivo), we were not able to determine which treatment module was mainly responsible for the long-term treatment effect. Furthermore, no direct measure of memory destabilization was possible in this study. Our treatment package was highly effective in reducing phobic fear up to 6 months following treatment. Explicit fear reactivation prior to exposure was not beneficial in VR exposure treatment, possibly due to a failure to induce a memory destabilization or due to an implicit fear reactivation prior to treatment in both groups.
Schweizer, Tina; Schmitz, Julian; Plempe, Laura; Sun, Dali; Becker-Asano, Christian; Leonhart, Rainer; Tuschen-Caffier, Brunna
2017-01-01
Dysfunctional processing of traumatic events may be in particular related to high trait anxiety as a pre-traumatic risk factor for the development of post-traumatic stress disorder (PTSD). However, as this has rarely been investigated in prospective, experimental studies, we aimed to analyse the association between high trait anxiety and affective as well as cognitive processing of stress using a new prospective Virtual Reality analogue trauma paradigm to overcome limitations of retrospective or current analogue designs. Individuals with high and low trait anxiety (N = 80) were exposed to a multi-sensory Virtual Reality emergency scenario while psychophysiological stress response, emotion regulation and intrusive memories were assessed. Our results showed that high trait anxiety individuals display increased (i) subjective stress responses, (ii) emotion dysregulation and (iii) intrusive memories upon VR analogue trauma exposure. In particular, our sample of high trait anxiety individuals displayed limited access to different emotion regulation strategies as well as increased worry and rumination regarding perceived intrusive memories. Considering the complex interplay of multiple risk factors, our findings suggests that peri-traumatic affective processing seems to mediate high trait anxiety and post-traumatic intrusive memories thereby pointing out the central role of peri-traumatic processes for intrusion development. In addition, HA as a modulating pre-traumatic risk factor might further increase the risk of later dysfunctional processing of an analogue trauma by interacting with factors of affective processing during analogue trauma exposure. Implications of these findings which may contribute to a higher risk to develop PTSD are discussed.
Schmitz, Julian; Plempe, Laura; Sun, Dali; Becker-Asano, Christian; Leonhart, Rainer; Tuschen-Caffier, Brunna
2017-01-01
Dysfunctional processing of traumatic events may be in particular related to high trait anxiety as a pre-traumatic risk factor for the development of post-traumatic stress disorder (PTSD). However, as this has rarely been investigated in prospective, experimental studies, we aimed to analyse the association between high trait anxiety and affective as well as cognitive processing of stress using a new prospective Virtual Reality analogue trauma paradigm to overcome limitations of retrospective or current analogue designs. Individuals with high and low trait anxiety (N = 80) were exposed to a multi-sensory Virtual Reality emergency scenario while psychophysiological stress response, emotion regulation and intrusive memories were assessed. Our results showed that high trait anxiety individuals display increased (i) subjective stress responses, (ii) emotion dysregulation and (iii) intrusive memories upon VR analogue trauma exposure. In particular, our sample of high trait anxiety individuals displayed limited access to different emotion regulation strategies as well as increased worry and rumination regarding perceived intrusive memories. Considering the complex interplay of multiple risk factors, our findings suggests that peri-traumatic affective processing seems to mediate high trait anxiety and post-traumatic intrusive memories thereby pointing out the central role of peri-traumatic processes for intrusion development. In addition, HA as a modulating pre-traumatic risk factor might further increase the risk of later dysfunctional processing of an analogue trauma by interacting with factors of affective processing during analogue trauma exposure. Implications of these findings which may contribute to a higher risk to develop PTSD are discussed. PMID:29287111
Human Resource Management in Virtual Organizations. Research in Human Resource Management Series.
ERIC Educational Resources Information Center
Heneman, Robert L., Ed.; Greenberger, David B., Ed.
This document contains 14 papers on human resources (HR) and human resource management (HRM) in virtual organizations. The following papers are included: "Series Preface" (Rodger Griffeth); "Volume Preface" (Robert L. Heneman, David B. Greenberger); "The Virtual Organization: Definition, Description, and…
Rapid Decision Making on the Fire Ground
1988-06-01
Virtually all of the longer decisions are from incidents #30--32, a pumping station fire. This was a unique case in our interviews. First, it took almost...select one. In other words, we found virtually no Instances of the standard laboratory paradigm for decision making: conscious and deliberate...Heidi L. (1985). Eyewitness Memory Enhancement in the Police Interview: Cognitive Retrieval Mnemonics Versus Hypnosis . Journal of Applied Psychology, 70
Technology and Teaching: Searching under Cups for Clues about Memory--An Online Demonstration
ERIC Educational Resources Information Center
Kahan, Todd A.; Mathis, Katherine M.
2007-01-01
An online demonstration, designed to enhance comprehension of Sternberg's (1966) short-term memory scanning task, involved rapidly searching under virtual cups for a ball. We randomly assigned students to 1 of 3 groups, all of whom read the same textbook description of Sternberg's work: A demonstration group used 3 search methods to look for balls…
Man, David Wai Kwong; Poon, Wai Sang; Lam, Chow
2013-01-01
People with traumatic brain injury (TBI) often experience cognitive deficits in attention, memory, executive functioning and problem-solving. The purpose of the present research study was to examine the effectiveness of an artificial intelligent virtual reality (VR)-based vocational problem-solving skill training programme designed to enhance employment opportunities for people with TBI. This was a prospective randomized controlled trial (RCT) comparing the effectiveness of the above programme with that of the conventional psycho-educational approach. Forty participants with mild (n = 20) or moderate (n = 20) brain injury were randomly assigned to each training programme. Comparisons of problem-solving skills were performed with the Wisconsin Card Sorting Test, the Tower of London Test and the Vocational Cognitive Rating Scale. Improvement in selective memory processes and perception of memory function were found. Across-group comparison showed that the VR group performed more favourably than the therapist-led one in terms of objective and subjective outcome measures and better vocational outcomes. These results support the potential use of a VR-based approach in memory training in people with MCI. Further VR applications, limitations and future research are described.
Andruchow, Nadia D; Konishi, Kyoko; Shatenstein, Bryna; Bohbot, Véronique D
2017-10-01
Evidence from several cross-sectional studies indicates that an increase in omega-6 to omega-3 fatty acids (FAs) may negatively affect cognition in old age. The hippocampus is among the first neural structures affected by age and atrophy in this brain region is associated with cognitive decline. Therefore, we hypothesized that a lower omega-6:3 FA ratio would predict better hippocampus-dependent spatial memory, and a higher general cognitive status. Fifty-two healthy older adults completed a Food Frequency Questionnaire, the Montreal Cognitive Assessment test (MoCA; a test of global cognition) and virtual navigation tasks that assess navigational strategies and spatial memory. In this cross-sectional study, a lower ratio of omega-6 to omega-3 FA intake strongly predicted more accurate hippocampus-dependent spatial memory and faster learning on our virtual navigation tasks, as well as higher cognitive status overall. These results may help elucidate why certain dietary patterns with a lower omega-6:3 FA ratio, like the Mediterranean diet, are associated with reduced risk of cognitive decline. (PsycINFO Database Record (c) 2017 APA, all rights reserved).
New trends in logic synthesis for both digital designing and data processing
NASA Astrophysics Data System (ADS)
Borowik, Grzegorz; Łuba, Tadeusz; Poźniak, Krzysztof
2016-09-01
FPGA devices are equipped with memory-based structures. These memories act as very large logic cells where the number of inputs equals the number of address lines. At the same time, there is a huge demand in the market of Internet of Things for devices implementing virtual routers, intrusion detection systems, etc.; where such memories are crucial for realizing pattern matching circuits, IP address tables, and other. Unfortunately, existing CAD tools are not well suited to utilize capabilities that such large memory blocks offer due to the lack of appropriate synthesis procedures. This paper presents methods which are useful for memory-based implementations: minimization of the number of input variables and functional decomposition.
Lee, Choong‐Hee; Ryu, Jungwon; Lee, Sang‐Hun; Kim, Hakjin
2016-01-01
ABSTRACT The hippocampus plays critical roles in both object‐based event memory and spatial navigation, but it is largely unknown whether the left and right hippocampi play functionally equivalent roles in these cognitive domains. To examine the hemispheric symmetry of human hippocampal functions, we used an fMRI scanner to measure BOLD activity while subjects performed tasks requiring both object‐based event memory and spatial navigation in a virtual environment. Specifically, the subjects were required to form object‐place paired associate memory after visiting four buildings containing discrete objects in a virtual plus maze. The four buildings were visually identical, and the subjects used distal visual cues (i.e., scenes) to differentiate the buildings. During testing, the subjects were required to identify one of the buildings when cued with a previously associated object, and when shifted to a random place, the subject was expected to navigate to the previously chosen building. We observed that the BOLD activity foci changed from the left hippocampus to the right hippocampus as task demand changed from identifying a previously seen object (object‐cueing period) to searching for its paired‐associate place (object‐cued place recognition period). Furthermore, the efficient retrieval of object‐place paired associate memory (object‐cued place recognition period) was correlated with the BOLD response of the left hippocampus, whereas the efficient retrieval of relatively pure spatial memory (spatial memory period) was correlated with the right hippocampal BOLD response. These findings suggest that the left and right hippocampi in humans might process qualitatively different information for remembering episodic events in space. © 2016 The Authors Hippocampus Published by Wiley Periodicals, Inc. PMID:27009679
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.
James, Ella L; Bonsall, Michael B; Hoppitt, Laura; Tunbridge, Elizabeth M; Geddes, John R; Milton, Amy L; Holmes, Emily A
2015-08-01
Memory of a traumatic event becomes consolidated within hours. Intrusive memories can then flash back repeatedly into the mind's eye and cause distress. We investigated whether reconsolidation-the process during which memories become malleable when recalled-can be blocked using a cognitive task and whether such an approach can reduce these unbidden intrusions. We predicted that reconsolidation of a reactivated visual memory of experimental trauma could be disrupted by engaging in a visuospatial task that would compete for visual working memory resources. We showed that intrusive memories were virtually abolished by playing the computer game Tetris following a memory-reactivation task 24 hr after initial exposure to experimental trauma. Furthermore, both memory reactivation and playing Tetris were required to reduce subsequent intrusions (Experiment 2), consistent with reconsolidation-update mechanisms. A simple, noninvasive cognitive-task procedure administered after emotional memory has already consolidated (i.e., > 24 hours after exposure to experimental trauma) may prevent the recurrence of intrusive memories of those emotional events. © The Author(s) 2015.
James, Ella L.; Bonsall, Michael B.; Hoppitt, Laura; Tunbridge, Elizabeth M.; Geddes, John R.; Milton, Amy L.
2015-01-01
Memory of a traumatic event becomes consolidated within hours. Intrusive memories can then flash back repeatedly into the mind’s eye and cause distress. We investigated whether reconsolidation—the process during which memories become malleable when recalled—can be blocked using a cognitive task and whether such an approach can reduce these unbidden intrusions. We predicted that reconsolidation of a reactivated visual memory of experimental trauma could be disrupted by engaging in a visuospatial task that would compete for visual working memory resources. We showed that intrusive memories were virtually abolished by playing the computer game Tetris following a memory-reactivation task 24 hr after initial exposure to experimental trauma. Furthermore, both memory reactivation and playing Tetris were required to reduce subsequent intrusions (Experiment 2), consistent with reconsolidation-update mechanisms. A simple, noninvasive cognitive-task procedure administered after emotional memory has already consolidated (i.e., > 24 hours after exposure to experimental trauma) may prevent the recurrence of intrusive memories of those emotional events. PMID:26133572
Hadwiger, M; Beyer, J; Jeong, Won-Ki; Pfister, H
2012-12-01
This paper presents the first volume visualization system that scales to petascale volumes imaged as a continuous stream of high-resolution electron microscopy images. Our architecture scales to dense, anisotropic petascale volumes because it: (1) decouples construction of the 3D multi-resolution representation required for visualization from data acquisition, and (2) decouples sample access time during ray-casting from the size of the multi-resolution hierarchy. Our system is designed around a scalable multi-resolution virtual memory architecture that handles missing data naturally, does not pre-compute any 3D multi-resolution representation such as an octree, and can accept a constant stream of 2D image tiles from the microscopes. A novelty of our system design is that it is visualization-driven: we restrict most computations to the visible volume data. Leveraging the virtual memory architecture, missing data are detected during volume ray-casting as cache misses, which are propagated backwards for on-demand out-of-core processing. 3D blocks of volume data are only constructed from 2D microscope image tiles when they have actually been accessed during ray-casting. We extensively evaluate our system design choices with respect to scalability and performance, compare to previous best-of-breed systems, and illustrate the effectiveness of our system for real microscopy data from neuroscience.
Introducing Case Management to Students in a Virtual World: An Exploratory Study
ERIC Educational Resources Information Center
Levine, Joanne; Adams, Ruifang Hope
2013-01-01
This paper discusses a small, exploratory study introducing students to case management using role-plays conducted in a virtual world. Data from pre- and posttest questionnaires (to assess self-efficacy regarding a range of case management tasks) suggest students felt more confident in their abilities after virtual role-play participation. Also…
Virtual Sensor Test Instrumentation
NASA Technical Reports Server (NTRS)
Wang, Roy
2011-01-01
Virtual Sensor Test Instrumentation is based on the concept of smart sensor technology for testing with intelligence needed to perform sell-diagnosis of health, and to participate in a hierarchy of health determination at sensor, process, and system levels. A virtual sensor test instrumentation consists of five elements: (1) a common sensor interface, (2) microprocessor, (3) wireless interface, (4) signal conditioning and ADC/DAC (analog-to-digital conversion/ digital-to-analog conversion), and (5) onboard EEPROM (electrically erasable programmable read-only memory) for metadata storage and executable software to create powerful, scalable, reconfigurable, and reliable embedded and distributed test instruments. In order to maximize the efficient data conversion through the smart sensor node, plug-and-play functionality is required to interface with traditional sensors to enhance their identity and capabilities for data processing and communications. Virtual sensor test instrumentation can be accessible wirelessly via a Network Capable Application Processor (NCAP) or a Smart Transducer Interlace Module (STIM) that may be managed under real-time rule engines for mission-critical applications. The transducer senses the physical quantity being measured and converts it into an electrical signal. The signal is fed to an A/D converter, and is ready for use by the processor to execute functional transformation based on the sensor characteristics stored in a Transducer Electronic Data Sheet (TEDS). Virtual sensor test instrumentation is built upon an open-system architecture with standardized protocol modules/stacks to interface with industry standards and commonly used software. One major benefit for deploying the virtual sensor test instrumentation is the ability, through a plug-and-play common interface, to convert raw sensor data in either analog or digital form, to an IEEE 1451 standard-based smart sensor, which has instructions to program sensors for a wide variety of functions. The sensor data is processed in a distributed fashion across the network, providing a large pool of resources in real time to meet stringent latency requirements.
Hirarchical emotion calculation model for virtual human modellin - biomed 2010.
Zhao, Yue; Wright, David
2010-01-01
This paper introduces a new emotion generation method for virtual human modelling. The method includes a novel hierarchical emotion structure, a group of emotion calculation equations and a simple heuristics decision making mechanism, which enables virtual humans to perform emotionally in real-time according to their internal and external factors. Emotion calculation equations used in this research were derived from psychologic emotion measurements. Virtual humans can utilise the information in virtual memory and emotion calculation equations to generate their own numerical emotion states within the hierarchical emotion structure. Those emotion states are important internal references for virtual humans to adopt appropriate behaviours and also key cues for their decision making. A simple heuristics theory is introduced and integrated into decision making process in order to make the virtual humans decision making more like a real human. A data interface which connects the emotion calculation and the decision making structure together has also been designed and simulated to test the method in Virtools environment.
Christman, Stephen D; Butler, Michael
2011-10-01
The existence of handedness differences in the retrieval of episodic memories is well-documented, but virtually all have been obtained under conditions of intentional learning. Two experiments are reported that extend the presence of such handedness differences to memory retrieval under conditions of incidental learning. Experiment 1 used Craik and Tulving's (1975) classic levels-of-processing paradigm and obtained handedness differences under incidental and intentional conditions of deep processing, but not under conditions of shallow incidental processing. Experiment 2 looked at incidental memory for distracter items from a recognition memory task and again found a mixed-handed advantage. Results are discussed in terms of the relation between interhemispheric interaction, levels of processing, and episodic memory retrieval. Copyright © 2011 Elsevier Inc. All rights reserved.
Multiple-User, Multitasking, Virtual-Memory Computer System
NASA Technical Reports Server (NTRS)
Generazio, Edward R.; Roth, Don J.; Stang, David B.
1993-01-01
Computer system designed and programmed to serve multiple users in research laboratory. Provides for computer control and monitoring of laboratory instruments, acquisition and anlaysis of data from those instruments, and interaction with users via remote terminals. System provides fast access to shared central processing units and associated large (from megabytes to gigabytes) memories. Underlying concept of system also applicable to monitoring and control of industrial processes.
Factors and Traits Attributed to the Success of Virtual Managers: A Delphi Study
ERIC Educational Resources Information Center
Garrett, Leslie A.
2012-01-01
This study explored the factors and traits impacting the success of virtual managers. It can be argued that given technology's role in working virtually, one would deem technology as the most important factor impacting one's work in a virtual environment, however, there are other factors "including support from the organization and one's personal…
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…
Resilient and Robust High Performance Computing Platforms for Scientific Computing Integrity
DOE Office of Scientific and Technical Information (OSTI.GOV)
Jin, Yier
As technology advances, computer systems are subject to increasingly sophisticated cyber-attacks that compromise both their security and integrity. High performance computing platforms used in commercial and scientific applications involving sensitive, or even classified data, are frequently targeted by powerful adversaries. This situation is made worse by a lack of fundamental security solutions that both perform efficiently and are effective at preventing threats. Current security solutions fail to address the threat landscape and ensure the integrity of sensitive data. As challenges rise, both private and public sectors will require robust technologies to protect its computing infrastructure. The research outcomes from thismore » project try to address all these challenges. For example, we present LAZARUS, a novel technique to harden kernel Address Space Layout Randomization (KASLR) against paging-based side-channel attacks. In particular, our scheme allows for fine-grained protection of the virtual memory mappings that implement the randomization. We demonstrate the effectiveness of our approach by hardening a recent Linux kernel with LAZARUS, mitigating all of the previously presented side-channel attacks on KASLR. Our extensive evaluation shows that LAZARUS incurs only 0.943% overhead for standard benchmarks, and is therefore highly practical. We also introduced HA2lloc, a hardware-assisted allocator that is capable of leveraging an extended memory management unit to detect memory errors in the heap. We also perform testing using HA2lloc in a simulation environment and find that the approach is capable of preventing common memory vulnerabilities.« less
Virtual reality measures in neuropsychological assessment: a meta-analytic review.
Neguț, Alexandra; Matu, Silviu-Andrei; Sava, Florin Alin; David, Daniel
2016-02-01
Virtual reality-based assessment is a new paradigm for neuropsychological evaluation, that might provide an ecological assessment, compared to paper-and-pencil or computerized neuropsychological assessment. Previous research has focused on the use of virtual reality in neuropsychological assessment, but no meta-analysis focused on the sensitivity of virtual reality-based measures of cognitive processes in measuring cognitive processes in various populations. We found eighteen studies that compared the cognitive performance between clinical and healthy controls on virtual reality measures. Based on a random effects model, the results indicated a large effect size in favor of healthy controls (g = .95). For executive functions, memory and visuospatial analysis, subgroup analysis revealed moderate to large effect sizes, with superior performance in the case of healthy controls. Participants' mean age, type of clinical condition, type of exploration within virtual reality environments, and the presence of distractors were significant moderators. Our findings support the sensitivity of virtual reality-based measures in detecting cognitive impairment. They highlight the possibility of using virtual reality measures for neuropsychological assessment in research applications, as well as in clinical practice.
Bell, Jo; Bailey, Louis; Kennedy, David
2015-01-01
Abstract This paper presents draws on interviews with individuals who have experience of creating, maintaining and utilising Facebook sites in memory of a loved one who has died by suicide. We argue that Facebook enables the deceased to be an on-going active presence in the lives of the bereaved. We highlight the potential of the Internet (and Facebook in particular) as a new and emerging avenue for the continuation of online identities and continuing bonds. Our study offers unique insight into survivors’ experiences of engaging with the virtual presence of their deceased loved one: how mourners come and go online, how this evolves over time and how the online identity of the deceased evolves even after death. We discuss how Facebook provides new ways for people to experience and negotiate death by suicide and to memorialise the deceased, highlighting the positive impact of this for survivors’ mental health. Finally, we describe the creation of tension amongst those who manage their grief in different ways. PMID:26692812
Monteiro-Junior, Renato Sobral; da Silva Figueiredo, Luiz Felipe; Maciel-Pinheiro, Paulo de Tarso; Abud, Erick Lohan Rodrigues; Braga, Ana Elisa Mendes Montalvão; Barca, Maria Lage; Engedal, Knut; Nascimento, Osvaldo José M; Deslandes, Andrea Camaz; Laks, Jerson
2017-06-01
Improvements on balance, gait and cognition are some of the benefits of exergames. Few studies have investigated the cognitive effects of exergames in institutionalized older persons. To assess the acute effect of a single session of exergames on cognition of institutionalized older persons. Nineteen institutionalized older persons were randomly allocated to Wii (WG, n = 10, 86 ± 7 year, two males) or control groups (CG, n = 9, 86 ± 5 year, one male). The WG performed six exercises with virtual reality, whereas CG performed six exercises without virtual reality. Verbal fluency test (VFT), digit span forward and digit span backward were used to evaluate semantic memory/executive function, short-term memory and work memory, respectively, before and after exergames and Δ post- to pre-session (absolute) and Δ % (relative) were calculated. Parametric (t independent test) and nonparametric (Mann-Whitney test) statistics and effect size were applied to tests for efficacy. VFT was statistically significant within WG (-3.07, df = 9, p = 0.013). We found no statistically significant differences between the two groups (p > 0.05). Effect size between groups of Δ % (median = 21 %) showed moderate effect for WG (0.63). Our data show moderate improvement of semantic memory/executive function due to exergames session. It is possible that cognitive brain areas are activated during exergames, increasing clinical response. A single session of exergames showed no significant improvement in short-term memory, working memory and semantic memory/executive function. The effect size for verbal fluency was promising, and future studies on this issue should be developed. RBR-6rytw2.
Buchy, Lisa; Hawco, Colin; Bodnar, Michael; Izadi, Sarah; Dell'Elce, Jennifer; Messina, Katrina; Lepage, Martin
2014-09-01
Previous research has linked cognitive insight (a measure of self-reflectiveness and self-certainty) in psychosis with neurocognitive and neuroanatomical disturbances in the fronto-hippocampal neural network. The authors' goal was to use functional magnetic resonance imaging (fMRI) to investigate the neural correlates of cognitive insight during an external source memory paradigm in non-clinical subjects. At encoding, 24 non-clinical subjects travelled through a virtual city where they came across 20 separate people, each paired with a unique object in a distinct location. fMRI data were then acquired while participants viewed images of the city, and completed source recognition memory judgments of where and with whom objects were seen, which is known to involve prefrontal cortex. Cognitive insight was assessed with the Beck Cognitive Insight Scale. External source memory was associated with neural activity in a widespread network consisting of frontal cortex, including ventrolateral prefrontal cortex (VLPFC), temporal and occipital cortices. Activation in VLPFC correlated with higher self-reflectiveness and activation in midbrain correlated with lower self-certainty during source memory attributions. Neither self-reflectiveness nor self-certainty significantly correlated with source memory accuracy. By means of virtual reality and in the context of an external source memory paradigm, the study identified a preliminary functional neural basis for cognitive insight in the VLPFC in healthy people that accords with our fronto-hippocampal theoretical model as well as recent neuroimaging data in people with psychosis. The results may facilitate the understanding of the role of neural mechanisms in psychotic disorders associated with cognitive insight distortions. © 2014 The Authors. Psychiatry and Clinical Neurosciences © 2014 Japanese Society of Psychiatry and Neurology.
Managing virtual machines with Vac and Vcycle
NASA Astrophysics Data System (ADS)
McNab, A.; Love, P.; MacMahon, E.
2015-12-01
We compare the Vac and Vcycle virtual machine lifecycle managers and our experiences in providing production job execution services for ATLAS, CMS, LHCb, and the GridPP VO at sites in the UK, France and at CERN. In both the Vac and Vcycle systems, the virtual machines are created outside of the experiment's job submission and pilot framework. In the case of Vac, a daemon runs on each physical host which manages a pool of virtual machines on that host, and a peer-to-peer UDP protocol is used to achieve the desired target shares between experiments across the site. In the case of Vcycle, a daemon manages a pool of virtual machines on an Infrastructure-as-a-Service cloud system such as OpenStack, and has within itself enough information to create the types of virtual machines to achieve the desired target shares. Both systems allow unused shares for one experiment to temporarily taken up by other experiements with work to be done. The virtual machine lifecycle is managed with a minimum of information, gathered from the virtual machine creation mechanism (such as libvirt or OpenStack) and using the proposed Machine/Job Features API from WLCG. We demonstrate that the same virtual machine designs can be used to run production jobs on Vac and Vcycle/OpenStack sites for ATLAS, CMS, LHCb, and GridPP, and that these technologies allow sites to be operated in a reliable and robust way.
Short-term memory, executive control, and children's route learning.
Purser, Harry R M; Farran, Emily K; Courbois, Yannick; Lemahieu, Axelle; Mellier, Daniel; Sockeel, Pascal; Blades, Mark
2012-10-01
The aim of this study was to investigate route-learning ability in 67 children aged 5 to 11years and to relate route-learning performance to the components of Baddeley's model of working memory. Children carried out tasks that included measures of verbal and visuospatial short-term memory and executive control and also measures of verbal and visuospatial long-term memory; the route-learning task was conducted using a maze in a virtual environment. In contrast to previous research, correlations were found between both visuospatial and verbal memory tasks-the Corsi task, short-term pattern span, digit span, and visuospatial long-term memory-and route-learning performance. However, further analyses indicated that these relationships were mediated by executive control demands that were common to the tasks, with long-term memory explaining additional unique variance in route learning. Copyright © 2012 Elsevier Inc. All rights reserved.
ERIC Educational Resources Information Center
Colky, Deborah Lavin; Colky, Michael T.; Young, William H., III
Designed for managers and workers in virtual organizations as well as adult and continuing educators in higher education, associations, and private sector, this book outlines a customer-driven performance management system and explains its use as a development tool. The characteristics of virtual organizations are described, and the rationale for…
The Science of Computing: Virtual Memory
NASA Technical Reports Server (NTRS)
Denning, Peter J.
1986-01-01
In the March-April issue, I described how a computer's storage system is organized as a hierarchy consisting of cache, main memory, and secondary memory (e.g., disk). The cache and main memory form a subsystem that functions like main memory but attains speeds approaching cache. What happens if a program and its data are too large for the main memory? This is not a frivolous question. Every generation of computer users has been frustrated by insufficient memory. A new line of computers may have sufficient storage for the computations of its predecessor, but new programs will soon exhaust its capacity. In 1960, a longrange planning committee at MIT dared to dream of a computer with 1 million words of main memory. In 1985, the Cray-2 was delivered with 256 million words. Computational physicists dream of computers with 1 billion words. Computer architects have done an outstanding job of enlarging main memories yet they have never kept up with demand. Only the shortsighted believe they can.
Virtual Team Governance: Addressing the Governance Mechanisms and Virtual Team Performance
NASA Astrophysics Data System (ADS)
Zhan, Yihong; Bai, Yu; Liu, Ziheng
As technology has improved and collaborative software has been developed, virtual teams with geographically dispersed members spread across diverse physical locations have become increasingly prominent. Virtual team is supported by advancing communication technologies, which makes virtual teams able to largely transcend time and space. Virtual teams have changed the corporate landscape, which are more complex and dynamic than traditional teams since the members of virtual teams are spread on diverse geographical locations and their roles in the virtual team are different. Therefore, how to realize good governance of virtual team and arrive at good virtual team performance is becoming critical and challenging. Good virtual team governance is essential for a high-performance virtual team. This paper explores the performance and the governance mechanism of virtual team. It establishes a model to explain the relationship between the performance and the governance mechanisms in virtual teams. This paper is focusing on managing virtual teams. It aims to find the strategies to help business organizations to improve the performance of their virtual teams and arrive at the objectives of good virtual team management.
A space for mothers: grief as identity construction on memorial websites created by SIDS parents.
Finlay, Christopher J; Krueger, Guenther
2011-01-01
In this article we conduct a textual analysis of memorial websites created by mothers who have experienced a loss due to sudden infant death syndrome (SIDS). Using an online Internet ethnographic approach, we reviewed a series of 20 sites in an attempt to analyze the motivations of the site creators as manifested in their online projects. We spent time on the sites, moving through all facets of them, following links, and experiencing them the way a visitor would encounter them. In this virtual exploration we uncovered personal narratives, community building, religious imagery, and numerous examples of social networking. We also analyzed guest books in order to understand who visits these sites and their reasons for doing so. We conclude that development of these sites are a process that helps some mothers in their grief and gives them a focus and activity that is helpful and perhaps healing. More importantly perhaps is the potential for community building and networking that this type of activity allows. As an extension of a real-world memorial such as a gravesite, a virtual mourning space provides more in the way of these types of communications. Our work suggests that memorial websites constructed by SIDS parents help in meaning and identity reconstruction after loss.
Cho, Hwasuk; Son, Hyunwoo; Seong, Kihwan; Kim, Byungsub; Park, Hong-June; Sim, Jae-Yoon
2018-02-01
This paper presents an IC implementation of on-chip learning neuromorphic autoencoder unit in a form of rate-based spiking neural network. With a current-mode signaling scheme embedded in a 500 × 500 6b SRAM-based memory, the proposed architecture achieves simultaneous processing of multiplications and accumulations. In addition, a transposable memory read for both forward and backward propagations and a virtual lookup table are also proposed to perform an unsupervised learning of restricted Boltzmann machine. The IC is fabricated using 28-nm CMOS process and is verified in a three-layer network of encoder-decoder pair for training and recovery of images with two-dimensional pixels. With a dataset of 50 digits, the IC shows a normalized root mean square error of 0.078. Measured energy efficiencies are 4.46 pJ per synaptic operation for inference and 19.26 pJ per synaptic weight update for learning, respectively. The learning performance is also estimated by simulations if the proposed hardware architecture is extended to apply to a batch training of 60 000 MNIST datasets.
Walking through doorways causes forgetting: Further explorations.
Radvansky, Gabriel A; Krawietz, Sabine A; Tamplin, Andrea K
2011-08-01
Previous research using virtual environments has revealed a location-updating effect in which there is a decline in memory when people move from one location to another. Here we assess whether this effect reflects the influence of the experienced context, in terms of the degree of immersion of a person in an environment, as suggested by some work in spatial cognition, or by a shift in context. In Experiment 1, the degree of immersion was reduced by using smaller displays. In comparison, in Experiment 2 an actual, rather than a virtual, environment was used, to maximize immersion. Location-updating effects were observed under both of these conditions. In Experiment 3, the original encoding context was reinstated by having a person return to the original room in which objects were first encoded. However, inconsistent with an encoding specificity account, memory did not improve by reinstating this context. Finally, we did a further analysis of the results of this and previous experiments to assess the differential influence of foregrounding and retrieval interference. Overall, these data are interpreted in terms of the event horizon model of event cognition and memory.
Flash memory management system and method utilizing multiple block list windows
NASA Technical Reports Server (NTRS)
Chow, James (Inventor); Gender, Thomas K. (Inventor)
2005-01-01
The present invention provides a flash memory management system and method with increased performance. The flash memory management system provides the ability to efficiently manage and allocate flash memory use in a way that improves reliability and longevity, while maintaining good performance levels. The flash memory management system includes a free block mechanism, a disk maintenance mechanism, and a bad block detection mechanism. The free block mechanism provides efficient sorting of free blocks to facilitate selecting low use blocks for writing. The disk maintenance mechanism provides for the ability to efficiently clean flash memory blocks during processor idle times. The bad block detection mechanism provides the ability to better detect when a block of flash memory is likely to go bad. The flash status mechanism stores information in fast access memory that describes the content and status of the data in the flash disk. The new bank detection mechanism provides the ability to automatically detect when new banks of flash memory are added to the system. Together, these mechanisms provide a flash memory management system that can improve the operational efficiency of systems that utilize flash memory.
Thomas, J Graham; Spitalnick, Josh S; Hadley, Wendy; Bond, Dale S; Wing, Rena R
2015-01-01
Virtual reality (VR) technology can provide a safe environment for observing, learning, and practicing use of behavioral weight management skills, which could be particularly useful in enhancing minimal contact online weight management programs. The Experience Success (ES) project developed a system for creating and deploying VR scenarios for online weight management skills training. Virtual environments populated with virtual actors allow users to experiment with implementing behavioral skills via a PC-based point and click interface. A culturally sensitive virtual coach guides the experience, including planning for real-world skill use. Thirty-seven overweight/obese women provided feedback on a test scenario focused on social eating situations. They reported that the scenario gave them greater skills, confidence, and commitment for controlling eating in social situations. © 2014 Diabetes Technology Society.
Spitalnick, Josh S.; Hadley, Wendy; Bond, Dale S.; Wing, Rena R.
2014-01-01
Virtual reality (VR) technology can provide a safe environment for observing, learning, and practicing use of behavioral weight management skills, which could be particularly useful in enhancing minimal contact online weight management programs. The Experience Success (ES) project developed a system for creating and deploying VR scenarios for online weight management skills training. Virtual environments populated with virtual actors allow users to experiment with implementing behavioral skills via a PC-based point and click interface. A culturally sensitive virtual coach guides the experience, including planning for real-world skill use. Thirty-seven overweight/obese women provided feedback on a test scenario focused on social eating situations. They reported that the scenario gave them greater skills, confidence, and commitment for controlling eating in social situations. PMID:25367014
VOP memory management in MPEG-4
NASA Astrophysics Data System (ADS)
Vaithianathan, Karthikeyan; Panchanathan, Sethuraman
2001-03-01
MPEG-4 is a multimedia standard that requires Video Object Planes (VOPs). Generation of VOPs for any kind of video sequence is still a challenging problem that largely remains unsolved. Nevertheless, if this problem is treated by imposing certain constraints, solutions for specific application domains can be found. MPEG-4 applications in mobile devices is one such domain where the opposite goals namely low power and high throughput are required to be met. Efficient memory management plays a major role in reducing the power consumption. Specifically, efficient memory management for VOPs is difficult because the lifetimes of these objects vary and these life times may be overlapping. Varying life times of the objects requires dynamic memory management where memory fragmentation is a key problem that needs to be addressed. In general, memory management systems address this problem by following a combination of strategy, policy and mechanism. For MPEG4 based mobile devices that lack instruction processors, a hardware based memory management solution is necessary. In MPEG4 based mobile devices that have a RISC processor, using a Real time operating system (RTOS) for this memory management task is not expected to be efficient because the strategies and policies used by the ROTS is often tuned for handling memory segments of smaller sizes compared to object sizes. Hence, a memory management scheme specifically tuned for VOPs is important. In this paper, different strategies, policies and mechanisms for memory management are considered and an efficient combination is proposed for the case of VOP memory management along with a hardware architecture, which can handle the proposed combination.
Naver: a PC-cluster-based VR system
NASA Astrophysics Data System (ADS)
Park, ChangHoon; Ko, HeeDong; Kim, TaiYun
2003-04-01
In this paper, we present a new framework NAVER for virtual reality application. The NAVER is based on a cluster of low-cost personal computers. The goal of NAVER is to provide flexible, extensible, scalable and re-configurable framework for the virtual environments defined as the integration of 3D virtual space and external modules. External modules are various input or output devices and applications on the remote hosts. From the view of system, personal computers are divided into three servers according to its specific functions: Render Server, Device Server and Control Server. While Device Server contains external modules requiring event-based communication for the integration, Control Server contains external modules requiring synchronous communication every frame. And, the Render Server consists of 5 managers: Scenario Manager, Event Manager, Command Manager, Interaction Manager and Sync Manager. These managers support the declaration and operation of virtual environment and the integration with external modules on remote servers.
Simulating Navigation with Virtual 3d Geovisualizations - a Focus on Memory Related Factors
NASA Astrophysics Data System (ADS)
Lokka, I.; Çöltekin, A.
2016-06-01
The use of virtual environments (VE) for navigation-related studies, such as spatial cognition and path retrieval has been widely adopted in cognitive psychology and related fields. What motivates the use of VEs for such studies is that, as opposed to real-world, we can control for the confounding variables in simulated VEs. When simulating a geographic environment as a virtual world with the intention to train navigational memory in humans, an effective and efficient visual design is important to facilitate the amount of recall. However, it is not yet clear what amount of information should be included in such visual designs intended to facilitate remembering: there can be too little or too much of it. Besides the amount of information or level of detail, the types of visual features (`elements' in a visual scene) that should be included in the representations to create memorable scenes and paths must be defined. We analyzed the literature in cognitive psychology, geovisualization and information visualization, and identified the key factors for studying and evaluating geovisualization designs for their function to support and strengthen human navigational memory. The key factors we identified are: i) the individual abilities and age of the users, ii) the level of realism (LOR) included in the representations and iii) the context in which the navigation is performed, thus specific tasks within a case scenario. Here we present a concise literature review and our conceptual development for follow-up experiments.
Performance Analysis of Ivshmem for High-Performance Computing in Virtual Machines
NASA Astrophysics Data System (ADS)
Ivanovic, Pavle; Richter, Harald
2018-01-01
High-Performance computing (HPC) is rarely accomplished via virtual machines (VMs). In this paper, we present a remake of ivshmem which can change this. Ivshmem was a shared memory (SHM) between virtual machines on the same server, with SHM-access synchronization included, until about 5 years ago when newer versions of Linux and its virtualization library libvirt evolved. We restored that SHM-access synchronization feature because it is indispensable for HPC and made ivshmem runnable with contemporary versions of Linux, libvirt, KVM, QEMU and especially MPICH, which is an implementation of MPI - the standard HPC communication library. Additionally, MPICH was transparently modified by us to get ivshmem included, resulting in a three to ten times performance improvement compared to TCP/IP. Furthermore, we have transparently replaced MPI_PUT, a single-side MPICH communication mechanism, by an own MPI_PUT wrapper. As a result, our ivshmem even surpasses non-virtualized SHM data transfers for block lengths greater than 512 KBytes, showing the benefits of virtualization. All improvements were possible without using SR-IOV.
A 3D character animation engine for multimodal interaction on mobile devices
NASA Astrophysics Data System (ADS)
Sandali, Enrico; Lavagetto, Fabio; Pisano, Paolo
2005-03-01
Talking virtual characters are graphical simulations of real or imaginary persons that enable natural and pleasant multimodal interaction with the user, by means of voice, eye gaze, facial expression and gestures. This paper presents an implementation of a 3D virtual character animation and rendering engine, compliant with the MPEG-4 standard, running on Symbian-based SmartPhones. Real-time animation of virtual characters on mobile devices represents a challenging task, since many limitations must be taken into account with respect to processing power, graphics capabilities, disk space and execution memory size. The proposed optimization techniques allow to overcome these issues, guaranteeing a smooth and synchronous animation of facial expressions and lip movements on mobile phones such as Sony-Ericsson's P800 and Nokia's 6600. The animation engine is specifically targeted to the development of new "Over The Air" services, based on embodied conversational agents, with applications in entertainment (interactive story tellers), navigation aid (virtual guides to web sites and mobile services), news casting (virtual newscasters) and education (interactive virtual teachers).
A cloud-based semantic wiki for user training in healthcare process management.
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.
Improving Dental Experiences by Using Virtual Reality Distraction: A Simulation Study
Tanja-Dijkstra, Karin; Pahl, Sabine; P. White, Mathew; Andrade, Jackie; Qian, Cheng; Bruce, Malcolm; May, Jon; Moles, David R.
2014-01-01
Dental anxiety creates significant problems for both patients and the dental profession. Some distraction interventions are already used by healthcare professionals to help patients cope with unpleasant procedures. The present study is novel because it a) builds on evidence that natural scenery is beneficial for patients, and b) uses a Virtual Reality (VR) representation of nature to distract participants. Extending previous work that has investigated pain and anxiety during treatment, c) we also consider the longer term effects in terms of more positive memories of the treatment, building on a cognitive theory of memory (Elaborated Intrusions). Participants (n = 69) took part in a simulated dental experience and were randomly assigned to one of three VR conditions (active vs. passive vs. control). In addition, participants were distinguished into high and low dentally anxious according to a median split resulting in a 3×2 between-subjects design. VR distraction in a simulated dental context affected memories a week later. The VR distraction had effects not only on concurrent experiences, such as perceived control, but longitudinally upon the vividness of memories after the dental experience had ended. Participants with higher dental anxiety (for whom the dental procedures were presumably more aversive) showed a greater reduction in memory vividness than lower dental-anxiety participants. This study thus suggests that VR distractions can be considered as a relevant intervention for cycles of care in which people’s previous experiences affect their behaviour for future events. PMID:24621518
Improving dental experiences by using virtual reality distraction: a simulation study.
Tanja-Dijkstra, Karin; Pahl, Sabine; White, Mathew P; Andrade, Jackie; Qian, Cheng; Bruce, Malcolm; May, Jon; Moles, David R
2014-01-01
Dental anxiety creates significant problems for both patients and the dental profession. Some distraction interventions are already used by healthcare professionals to help patients cope with unpleasant procedures. The present study is novel because it a) builds on evidence that natural scenery is beneficial for patients, and b) uses a Virtual Reality (VR) representation of nature to distract participants. Extending previous work that has investigated pain and anxiety during treatment, c) we also consider the longer term effects in terms of more positive memories of the treatment, building on a cognitive theory of memory (Elaborated Intrusions). Participants (n = 69) took part in a simulated dental experience and were randomly assigned to one of three VR conditions (active vs. passive vs. control). In addition, participants were distinguished into high and low dentally anxious according to a median split resulting in a 3×2 between-subjects design. VR distraction in a simulated dental context affected memories a week later. The VR distraction had effects not only on concurrent experiences, such as perceived control, but longitudinally upon the vividness of memories after the dental experience had ended. Participants with higher dental anxiety (for whom the dental procedures were presumably more aversive) showed a greater reduction in memory vividness than lower dental-anxiety participants. This study thus suggests that VR distractions can be considered as a relevant intervention for cycles of care in which people's previous experiences affect their behaviour for future events.
Attree, Elizabeth A; Dancey, Christine P; Pope, Alison L
2009-08-01
People with chronic fatigue syndrome (CFS) have increased rates of depression, anxiety, and illness intrusiveness; they may also suffer from cognitive problems such as retrospective memory (RM) deficits and concentration difficulties that can stem from diminished information-processing capability. We predicted that this diminished capacity may also lead to deficits in other cognitive functions, such as prospective memory (ProM). Event-, time-, and activity-based ProM was assessed in 11 women with CFS and 12 healthy women using a computer-generated virtual environment (VE). RM was assessed using a free-recall test, and subjective assessment of both ProM and RM was assessed by questionnaire. Groups were equivalent in age and measures of IQ. People with CFS performed slightly worse than healthy controls on both the event- and time-based ProM measures, although these were not statistically significant. However, the CFS group performed significantly worse than the healthy controls on both the free recall-task and on subjective assessment of both RM and ProM. Women with CFS do have some subtle decrements in memory, particularly RM. However, it is possible that the decrements found in the present sample would be greater in real life. Further studies utilizing both healthy controls and illness controls are now needed to ascertain how sensitive the VE measure is and to inform the development of tasks in the VE that place progressively increasing demands on working memory capacity.
Comprehension and Memory of Spatial and Temporal Event Components
2008-01-01
sitting in the leather chair listening to some music . [PROBE LAMP (filler)] He had headphones on, but Mary Agnes could still make out the lyrics. She...representation and processing of virtual spaces results in performance that is essentially identical to real spaces (e.g., Sun, Chan, & Campos , 2004) or with...that people treat virtual spaces in a manner very similar to real spaces (e.g., Sun, Chan, & Campos , 2004; Waller, Loomis, & Haun, 2004). The aim of
Towards a Methodology for Managing Competencies in Virtual Teams - A Systemic Approach
NASA Astrophysics Data System (ADS)
Schumacher, Marinita; Stal-Le Cardinal, Julie; Bocquet, Jean-Claude
Virtual instruments and tools are future trends in Engineering which are a response to the growing complexity of engineering tasks, the facility of communication and strong collaborations on the international market. Outsourcing, off-shoring, and the globalization of organisations’ activities have resulted in the formation of virtual product development teams. Individuals who are working in virtual teams must be equipped with diversified competencies that provide a basis for virtual team building. Thanks to the systemic approach of the functional analysis our paper responds to the need of a methodology of competence management to build virtual teams that are active in virtual design projects in the area of New Product Development (NPD).
Future Development of Dense Ferroelectric Memories for Space Applications
NASA Technical Reports Server (NTRS)
Philpy, Stephen C.; Derbenwick, Gary F.
2001-01-01
The availability of high density, radiation tolerant, nonvolatile memories is critical for space applications. Ferroelectric memories, when fabricated with radiation hardened complementary metal oxide semiconductors (CMOS), can be manufactured and packaged to provide high density replacements for Flash memory, which is not radiation tolerant. Previous work showed ferroelectric memory cells to be resistant to single event upsets and proton irradiation, and ferroelectric storage capacitors to be resistant to neutron exposure. In addition to radiation hardness, the fast programming times, virtually unlimited endurance, and low voltage, low power operation make ferroelectric memories ideal for space missions. Previously, a commercial double level metal 64-kilobit ferroelectric memory was presented. Although the capabilities of radiation hardened wafer fabrication facilities lag behind those of the most modern commercial wafer fabrication facilities, several paths to achieving radiation tolerant, dense ferroelectric memories are emerging. Both short and long term solutions are presented in this paper. Although worldwide major semiconductor companies are introducing commercial ferroelectric memories, funding limitations must be overcome to proceed with the development of high density, radiation tolerant ferroelectric memories.
Intelligent holographic databases
NASA Astrophysics Data System (ADS)
Barbastathis, George
Memory is a key component of intelligence. In the human brain, physical structure and functionality jointly provide diverse memory modalities at multiple time scales. How could we engineer artificial memories with similar faculties? In this thesis, we attack both hardware and algorithmic aspects of this problem. A good part is devoted to holographic memory architectures, because they meet high capacity and parallelism requirements. We develop and fully characterize shift multiplexing, a novel storage method that simplifies disk head design for holographic disks. We develop and optimize the design of compact refreshable holographic random access memories, showing several ways that 1 Tbit can be stored holographically in volume less than 1 m3, with surface density more than 20 times higher than conventional silicon DRAM integrated circuits. To address the issue of photorefractive volatility, we further develop the two-lambda (dual wavelength) method for shift multiplexing, and combine electrical fixing with angle multiplexing to demonstrate 1,000 multiplexed fixed holograms. Finally, we propose a noise model and an information theoretic metric to optimize the imaging system of a holographic memory, in terms of storage density and error rate. Motivated by the problem of interfacing sensors and memories to a complex system with limited computational resources, we construct a computer game of Desert Survival, built as a high-dimensional non-stationary virtual environment in a competitive setting. The efficacy of episodic learning, implemented as a reinforced Nearest Neighbor scheme, and the probability of winning against a control opponent improve significantly by concentrating the algorithmic effort to the virtual desert neighborhood that emerges as most significant at any time. The generalized computational model combines the autonomous neural network and von Neumann paradigms through a compact, dynamic central representation, which contains the most salient features of the sensory inputs, fused with relevant recollections, reminiscent of the hypothesized cognitive function of awareness. The Declarative Memory is searched both by content and address, suggesting a holographic implementation. The proposed computer architecture may lead to a novel paradigm that solves 'hard' cognitive problems at low cost.
Research on elastic resource management for multi-queue under cloud computing environment
NASA Astrophysics Data System (ADS)
CHENG, Zhenjing; LI, Haibo; HUANG, Qiulan; Cheng, Yaodong; CHEN, Gang
2017-10-01
As a new approach to manage computing resource, virtualization technology is more and more widely applied in the high-energy physics field. A virtual computing cluster based on Openstack was built at IHEP, using HTCondor as the job queue management system. In a traditional static cluster, a fixed number of virtual machines are pre-allocated to the job queue of different experiments. However this method cannot be well adapted to the volatility of computing resource requirements. To solve this problem, an elastic computing resource management system under cloud computing environment has been designed. This system performs unified management of virtual computing nodes on the basis of job queue in HTCondor based on dual resource thresholds as well as the quota service. A two-stage pool is designed to improve the efficiency of resource pool expansion. This paper will present several use cases of the elastic resource management system in IHEPCloud. The practical run shows virtual computing resource dynamically expanded or shrunk while computing requirements change. Additionally, the CPU utilization ratio of computing resource was significantly increased when compared with traditional resource management. The system also has good performance when there are multiple condor schedulers and multiple job queues.
Sexual orientation and spatial memory.
Cánovas, Ma Rosa; Cimadevilla, José Manuel
2011-11-01
The present study aimed at determining the influence of sexual orientation in human spatial learning and memory. Participants performed the Boxes Room, a virtual reality version of the Holeboard. In Experiment I, a reference memory task, the position of the hidden rewards remained constant during the whole experiment. In Experiment II, a working memory task, the position of rewards changed between blocks. Each block consisted of two trials: One trial for acquisition and another for retrieval. The results of Experiment I showed that heterosexual men performed better than homosexual men and heterosexual women. They found the rewarded boxes faster. Moreover, homosexual participants committed more errors than heterosexuals. Experiment II showed that working memory abilities are the same in groups of different sexual orientation. These results suggest that sexual orientation is related to spatial navigation abilities, but mostly in men, and limited to reference memory, which depends more on the function of the hippocampal system.
Parallel computing for probabilistic fatigue analysis
NASA Technical Reports Server (NTRS)
Sues, Robert H.; Lua, Yuan J.; Smith, Mark D.
1993-01-01
This paper presents the results of Phase I research to investigate the most effective parallel processing software strategies and hardware configurations for probabilistic structural analysis. We investigate the efficiency of both shared and distributed-memory architectures via a probabilistic fatigue life analysis problem. We also present a parallel programming approach, the virtual shared-memory paradigm, that is applicable across both types of hardware. Using this approach, problems can be solved on a variety of parallel configurations, including networks of single or multiprocessor workstations. We conclude that it is possible to effectively parallelize probabilistic fatigue analysis codes; however, special strategies will be needed to achieve large-scale parallelism to keep large number of processors busy and to treat problems with the large memory requirements encountered in practice. We also conclude that distributed-memory architecture is preferable to shared-memory for achieving large scale parallelism; however, in the future, the currently emerging hybrid-memory architectures will likely be optimal.
A virtual water network of the Roman world
NASA Astrophysics Data System (ADS)
Dermody, B. J.; van Beek, R. P. H.; Meeks, E.; Klein Goldewijk, K.; Scheidel, W.; van der Velde, Y.; Bierkens, M. F. P.; Wassen, M. J.; Dekker, S. C.
2014-12-01
The Romans were perhaps the most impressive exponents of water resource management in preindustrial times with irrigation and virtual water trade facilitating unprecedented urbanization and socioeconomic stability for hundreds of years in a region of highly variable climate. To understand Roman water resource management in response to urbanization and climate variability, a Virtual Water Network of the Roman World was developed. Using this network we find that irrigation and virtual water trade increased Roman resilience to interannual climate variability. However, urbanization arising from virtual water trade likely pushed the Empire closer to the boundary of its water resources, led to an increase in import costs, and eroded its resilience to climate variability in the long term. In addition to improving our understanding of Roman water resource management, our cost-distance-based analysis illuminates how increases in import costs arising from climatic and population pressures are likely to be distributed in the future global virtual water network.
A virtual water network of the Roman world
NASA Astrophysics Data System (ADS)
Dermody, B. J.; van Beek, R. P. H.; Meeks, E.; Klein Goldewijk, K.; Scheidel, W.; van der Velde, Y.; Bierkens, M. F. P.; Wassen, M. J.; Dekker, S. C.
2014-06-01
The Romans were perhaps the most impressive exponents of water resource management in preindustrial times with irrigation and virtual water trade facilitating unprecedented urbanisation and socioeconomic stability for hundreds of years in a region of highly variable climate. To understand Roman water resource management in response to urbanisation and climate variability, a Virtual Water Network of the Roman World was developed. Using this network we find that irrigation and virtual water trade increased Roman resilience to climate variability in the short term. However, urbanisation arising from virtual water trade likely pushed the Empire closer to the boundary of its water resources, led to an increase in import costs, and reduced its resilience to climate variability in the long-term. In addition to improving our understanding of Roman water resource management, our cost-distance based analysis illuminates how increases in import costs arising from climatic and population pressures are likely to be distributed in the future global virtual water network.
Digital item for digital human memory--television commerce application: family tree albuming system
NASA Astrophysics Data System (ADS)
Song, Jaeil; Lee, Hyejoo; Hong, JinWoo
2004-01-01
Technical advance in creating, storing digital media in daily life enables computers to capture human life and remember it as people do. A critical point with digitizing human life is how to recall bits of experience that are associated by semantic information. This paper proposes a technique for structuring dynamic digital object based on MPEG-21 Digital Item (DI) in order to recall human"s memory and providing interactive TV service on family tree albuming system as one of its applications. DIs are a dynamically reconfigurable, uniquely identified, described by a descriptor language, logical unit for structuring relationship among multiple media resources. Digital Item Processing (DIP) provides the means to interact with DIs to remind context to user, with active properties where objects have executable properties. Each user can adapt DIs" active properties to tailor the behavior of DIs to match his/her own specific needs. DIs" technologies in Intellectual Property Management and Protection (IPMP) can be used for privacy protection. In the interaction between the social space and technological space, the internal dynamics of family life fits well sharing family albuming service via family television. Family albuming service can act as virtual communities builders for family members. As memory is shared between family members, multiple annotations (including active properties on contextual information) will be made with snowballing value.
Health care globalization: a need for virtual leadership.
Holland, J Brian; Malvey, Donna; Fottler, Myron D
2009-01-01
As health care organizations expand and move into global markets, they face many leadership challenges, including the difficulty of leading individuals who are geographically dispersed. This article provides global managers with guidelines for leading and motivating individuals or teams from a distance while overcoming the typical challenges that "virtual leaders" and "virtual teams" face: employee isolation, confusion, language barriers, cultural differences, and technological breakdowns. Fortunately, technological advances in communications have provided various methods to accommodate geographically dispersed or "global virtual teams." Health care leaders now have the ability to lead global teams from afar by becoming "virtual leaders" with a responsibility to lead a "virtual team." Three models of globalization presented and discussed are outsourcing of health care services, medical tourism, and telerobotics. These models require global managers to lead virtually, and a positive relationship between the virtual leader and the virtual team member is vital in the success of global health care organizations.
Estimation of Transformation Temperatures in Ti-Ni-Pd Shape Memory Alloys
NASA Astrophysics Data System (ADS)
Narayana, P. L.; Kim, Seong-Woong; Hong, Jae-Keun; Reddy, N. S.; Yeom, Jong-Taek
2018-03-01
The present study focused on estimating the complex nonlinear relationship between the composition and phase transformation temperatures of Ti-Ni-Pd shape memory alloys by artificial neural networks (ANN). The ANN models were developed by using the experimental data of Ti-Ni-Pd alloys. It was found that the predictions are in good agreement with the trained and unseen test data of existing alloys. The developed model was able to simulate new virtual alloys to quantitatively estimate the effect of Ti, Ni, and Pd on transformation temperatures. The transformation temperature behavior of these virtual alloys is validated by conducting new experiments on the Ti-rich thin film that was deposited using multi target sputtering equipment. The transformation behavior of the film was measured by varying the composition with the help of aging treatment. The predicted trend of transformational temperatures was explained with the help of experimental results.
Handling debugger breakpoints in a shared instruction system
Gooding, Thomas Michael; Shok, Richard Michael
2014-01-21
A debugger debugs processes that execute shared instructions so that a breakpoint set for one process will not cause a breakpoint to occur in the other processes. A breakpoint is set by recording the original instruction at the desired location and writing a trap instruction to the shared instructions at that location. When a process encounters the breakpoint, the process passes control to the debugger for breakpoint processing if the breakpoint was set at that location for that process. If the trap was not set at that location for that process, the cacheline containing the trap is copied to a small scratchpad memory, and the virtual memory mappings are changed to translate the virtual address of the cacheline to the scratchpad. The original instruction is then written to replace the trap instruction in the scratchpad, so that process can execute the instructions in the scatchpad thereby avoiding the trap instruction.
Hardware/software codesign for embedded RISC core
NASA Astrophysics Data System (ADS)
Liu, Peng
2001-12-01
This paper describes hardware/software codesign method of the extendible embedded RISC core VIRGO, which based on MIPS-I instruction set architecture. VIRGO is described by Verilog hardware description language that has five-stage pipeline with shared 32-bit cache/memory interface, and it is controlled by distributed control scheme. Every pipeline stage has one small controller, which controls the pipeline stage status and cooperation among the pipeline phase. Since description use high level language and structure is distributed, VIRGO core has highly extension that can meet the requirements of application. We take look at the high-definition television MPEG2 MPHL decoder chip, constructed the hardware/software codesign virtual prototyping machine that can research on VIRGO core instruction set architecture, and system on chip memory size requirements, and system on chip software, etc. We also can evaluate the system on chip design and RISC instruction set based on the virtual prototyping machine platform.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Ruotolo, Francesco, E-mail: francesco.ruotolo@unina2.it; Maffei, Luigi, E-mail: luigi.maffei@unina2.it; Di Gabriele, Maria, E-mail: maria.digabriele@unina2.it
Several international studies have shown that traffic noise has a negative impact on people's health and that people's annoyance does not depend only on noise energetic levels, but rather on multi-perceptual factors. The combination of virtual reality technology and audio rendering techniques allow us to experiment a new approach for environmental noise assessment that can help to investigate in advance the potential negative effects of noise associated with a specific project and that in turn can help designers to make educated decisions. In the present study, the audio–visual impact of a new motorway project on people has been assessed bymore » means of immersive virtual reality technology. In particular, participants were exposed to 3D reconstructions of an actual landscape without the projected motorway (ante operam condition), and of the same landscape with the projected motorway (post operam condition). Furthermore, individuals' reactions to noise were assessed by means of objective cognitive measures (short term verbal memory and executive functions) and subjective evaluations (noise and visual annoyance). Overall, the results showed that the introduction of a projected motorway in the environment can have immediate detrimental effects of people's well-being depending on the distance from the noise source. In particular, noise due to the new infrastructure seems to exert a negative influence on short term verbal memory and to increase both visual and noise annoyance. The theoretical and practical implications of these findings are discussed. -- Highlights: ► Impact of traffic noise on people's well-being depends on multi-perceptual factors. ► A multisensory virtual reality technology is used to simulate a projected motorway. ► Effects on short-term memory and auditory and visual subjective annoyance were found. ► The closer the distance from the motorway the stronger was the effect. ► Multisensory virtual reality methodologies can be used to study environmental impact.« less
A virtual shopping test for realistic assessment of cognitive function
2013-01-01
Background Cognitive dysfunction caused by brain injury often prevents a patient from achieving a healthy and high quality of life. By now, each cognitive function is assessed precisely by neuropsychological tests. However, it is also important to provide an overall assessment of the patients’ ability in their everyday life. We have developed a Virtual Shopping Test (VST) using virtual reality technology. The objective of this study was to clarify 1) the significance of VST by comparing VST with other conventional tests, 2) the applicability of VST to brain-damaged patients, and 3) the performance of VST in relation to age differences. Methods The participants included 10 patients with brain damage, 10 age-matched healthy subjects for controls, 10 old healthy subjects, and 10 young healthy subjects. VST and neuropsychological tests/questionnaires about attention, memory and executive function were conducted on the patients, while VST and the Mini-Mental State Examination (MMSE) were conducted on the controls and healthy subjects. Within the VST, the participants were asked to buy four items in the virtual shopping mall quickly in a rational way. The score for evaluation included the number of items bought correctly, the number of times to refer to hints, the number of movements between shops, and the total time spent to complete the shopping. Results Some variables on VST correlated with the scores of conventional assessment about attention and everyday memory. The mean number of times referring to hints and the mean number of movements were significantly larger for the patients with brain damage, and the mean total time was significantly longer for the patients than for the controls. In addition, the mean total time was significantly longer for the old than for the young. Conclusions The results suggest that VST is able to evaluate the ability of attention and everyday memory in patients with brain damage. The time of VST is increased by age. PMID:23777412
A virtual shopping test for realistic assessment of cognitive function.
Okahashi, Sayaka; Seki, Keiko; Nagano, Akinori; Luo, Zhiwei; Kojima, Maki; Futaki, Toshiko
2013-06-18
Cognitive dysfunction caused by brain injury often prevents a patient from achieving a healthy and high quality of life. By now, each cognitive function is assessed precisely by neuropsychological tests. However, it is also important to provide an overall assessment of the patients' ability in their everyday life. We have developed a Virtual Shopping Test (VST) using virtual reality technology. The objective of this study was to clarify 1) the significance of VST by comparing VST with other conventional tests, 2) the applicability of VST to brain-damaged patients, and 3) the performance of VST in relation to age differences. The participants included 10 patients with brain damage, 10 age-matched healthy subjects for controls, 10 old healthy subjects, and 10 young healthy subjects. VST and neuropsychological tests/questionnaires about attention, memory and executive function were conducted on the patients, while VST and the Mini-Mental State Examination (MMSE) were conducted on the controls and healthy subjects. Within the VST, the participants were asked to buy four items in the virtual shopping mall quickly in a rational way. The score for evaluation included the number of items bought correctly, the number of times to refer to hints, the number of movements between shops, and the total time spent to complete the shopping. Some variables on VST correlated with the scores of conventional assessment about attention and everyday memory. The mean number of times referring to hints and the mean number of movements were significantly larger for the patients with brain damage, and the mean total time was significantly longer for the patients than for the controls. In addition, the mean total time was significantly longer for the old than for the young. The results suggest that VST is able to evaluate the ability of attention and everyday memory in patients with brain damage. The time of VST is increased by age.
Mioni, Giovanna; Bertucci, Erica; Rosato, Antonella; Terrett, Gill; Rendell, Peter G; Zamuner, Massimo; Stablum, Franca
2017-06-01
Previous studies have shown that traumatic brain injury (TBI) patients have difficulties with prospective memory (PM). Considering that PM is closely linked to independent living it is of primary interest to develop strategies that can improve PM performance in TBI patients. This study employed Virtual Week task as a measure of PM, and we included future event simulation to boost PM performance. Study 1 evaluated the efficacy of the strategy and investigated possible practice effects. Twenty-four healthy participants performed Virtual Week in a no strategy condition, and 24 healthy participants performed it in a mixed condition (no strategy - future event simulation). In Study 2, 18 TBI patients completed the mixed condition of Virtual Week and were compared with the 24 healthy controls who undertook the mixed condition of Virtual Week in Study 1. All participants also completed a neuropsychological evaluation to characterize the groups on level of cognitive functioning. Study 1 showed that participants in the future event simulation condition outperformed participants in the no strategy condition, and these results were not attributable to practice effects. Results of Study 2 showed that TBI patients performed PM tasks less accurately than controls, but that future event simulation can substantially reduce TBI-related deficits in PM performance. The future event simulation strategy also improved the controls' PM performance. These studies showed the value of future event simulation strategy in improving PM performance in healthy participants as well as in TBI patients. TBI patients performed PM tasks less accurately than controls, confirming prospective memory impairment in these patients. Participants in the future event simulation condition out-performed participants in the no strategy condition. Future event simulation can substantially reduce TBI-related deficits in PM performance. Future event simulation strategy also improved the controls' PM performance. © 2017 The British Psychological Society.
Virtual Reality Applications for Stress Management Training in the Military.
Pallavicini, Federica; Argenton, Luca; Toniazzi, Nicola; Aceti, Luciana; Mantovani, Fabrizia
2016-12-01
Stress Management Training programs are increasingly being adopted in the military field for resilience empowerment and primary stress prevention. In the last several years, advanced technologies (virtual reality in particular) have been integrated in order to develop more innovative and effective stress training programs for military personnel, including soldiers, pilots, and other aircrew professionals. This systematic review describes experimental studies that have been conducted in recent years to test the effectiveness of virtual reality-based Stress Management Training programs developed for military personnel. This promising state-of-the-art technology has the potential to be a successful new approach in empowering soldiers and increasing their resilience to stress. To provide an overview from 2001 to 2016 of the application of virtual reality for Stress Management Training programs developed for the military, a computer-based search for relevant publications was performed in several databases. Databases used in the search were PsycINFO, Web of Science (Web of Knowledge), PubMed, and Medline. The search string was: ("Virtual Reality") AND ("Military") AND ["Stress Training" OR ("Stress Management")]. There were 14 studies that met the inclusion criteria and were included in the review. The main observation to be drawn from this review is that virtual reality can provide interactive Stress Management Training to decrease levels of perceived stress and negative affect in military personnel. This technology appears to be a promising tool for assessing individuals' resilience to stress and for identifying the impact that stress can have on physiological reactivity and performance.Pallavicini F, Argenton L, Toniazzi N, Aceti L, Mantovani F. Virtual realtiy applications for stress management training in the military. Aerosp Med Hum Perform. 2016; 87(12):1021-1030.
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…
Can You Skype Me Now? Developing Teachers' Classroom Management Practices through Virtual Coaching
ERIC Educational Resources Information Center
Rock, Marcia L.; Schoenfeld, Naomi; Zigmond, Naomi; Gable, Robert A.; Gregg, Madeleine; Ploessl, Donna M.; Salter, Ashley
2013-01-01
In this article, situated within the context of a larger ongoing study on the efficacy of Web-based virtual coaching, these authors describe a virtual coaching model for maximizing pre- and in-service teachers' effective use of evidence-based classroom management practices. They also provide a brief summary of previous results obtained…
The Virtual Beach Manager Toolset (VB) is a set of decision support software tools developed to help local beach managers make decisions as to when beaches should be closed due to predicted high levels of water borne pathogens. The tools are being developed under the umbrella of...
Dynamically programmable cache
NASA Astrophysics Data System (ADS)
Nakkar, Mouna; Harding, John A.; Schwartz, David A.; Franzon, Paul D.; Conte, Thomas
1998-10-01
Reconfigurable machines have recently been used as co- processors to accelerate the execution of certain algorithms or program subroutines. The problems with the above approach include high reconfiguration time and limited partial reconfiguration. By far the most critical problems are: (1) the small on-chip memory which results in slower execution time, and (2) small FPGA areas that cannot implement large subroutines. Dynamically Programmable Cache (DPC) is a novel architecture for embedded processors which offers solutions to the above problems. To solve memory access problems, DPC processors merge reconfigurable arrays with the data cache at various cache levels to create a multi-level reconfigurable machines. As a result DPC machines have both higher data accessibility and FPGA memory bandwidth. To solve the limited FPGA resource problem, DPC processors implemented multi-context switching (Virtualization) concept. Virtualization allows implementation of large subroutines with fewer FPGA cells. Additionally, DPC processors can parallelize the execution of several operations resulting in faster execution time. In this paper, the speedup improvement for DPC machines are shown to be 5X faster than an Altera FLEX10K FPGA chip and 2X faster than a Sun Ultral SPARC station for two different algorithms (convolution and motion estimation).
Tanja-Dijkstra, Karin; Pahl, Sabine; White, Mathew P; Andrade, Jackie; May, Jon; Stone, Robert J; Bruce, Malcolm; Mills, Ian; Auvray, Melissa; Gabe, Rhys; Moles, David R
2014-03-22
Dental anxiety and anxiety-related avoidance of dental care create significant problems for patients and the dental profession. Distraction interventions are used in daily medical practice to help patients cope with unpleasant procedures. There is evidence that exposure to natural scenery is beneficial for patients and that the use of virtual reality (VR) distraction is more effective than other distraction interventions, such as watching television. The main aim of this randomized controlled trial is to determine whether the use of VR during dental treatment can improve the overall dental experience and recollections of treatment for patients, breaking the negative cycle of memories of anxiety leading to further anxiety, and avoidance of future dental appointments. Additionally, the aim is to test whether VR benefits dental patients with all levels of dental anxiety or whether it could be especially beneficial for patients suffering from higher levels of dental anxiety. The third aim is to test whether the content of the VR distraction can make a difference for its effectiveness by comparing two types of virtual environments, a natural environment and an urban environment. The effectiveness of VR distraction will be examined in patients 18 years or older who are scheduled to undergo dental treatment for fillings and/or extractions, with a maximum length of 30 minutes. Patients will be randomly allocated into one of three groups. The first group will be exposed to a VR of a natural environment. The second group will be exposed to a VR of an urban environment. A third group consists of patients who receive standard care (control group). Primary outcomes relate to patients' memories of the dental treatment one week after treatment: (a) remembered pain, (b) intrusive thoughts and (c) vividness of memories. Other measures of interest are the dental experience, the treatment experience and the VR experience. Current Controlled Trials ISRCTN41442806.
Parallel reduced-instruction-set-computer architecture for real-time symbolic pattern matching
NASA Astrophysics Data System (ADS)
Parson, Dale E.
1991-03-01
This report discusses ongoing work on a parallel reduced-instruction- set-computer (RISC) architecture for automatic production matching. The PRIOPS compiler takes advantage of the memoryless character of automatic processing by translating a program's collection of automatic production tests into an equivalent combinational circuit-a digital circuit without memory, whose outputs are immediate functions of its inputs. The circuit provides a highly parallel, fine-grain model of automatic matching. The compiler then maps the combinational circuit onto RISC hardware. The heart of the processor is an array of comparators capable of testing production conditions in parallel, Each comparator attaches to private memory that contains virtual circuit nodes-records of the current state of nodes and busses in the combinational circuit. All comparator memories hold identical information, allowing simultaneous update for a single changing circuit node and simultaneous retrieval of different circuit nodes by different comparators. Along with the comparator-based logic unit is a sequencer that determines the current combination of production-derived comparisons to try, based on the combined success and failure of previous combinations of comparisons. The memoryless nature of automatic matching allows the compiler to designate invariant memory addresses for virtual circuit nodes, and to generate the most effective sequences of comparison test combinations. The result is maximal utilization of parallel hardware, indicating speed increases and scalability beyond that found for course-grain, multiprocessor approaches to concurrent Rete matching. Future work will consider application of this RISC architecture to the standard (controlled) Rete algorithm, where search through memory dominates portions of matching.
Virtual Environmental Enrichment through Video Games Improves Hippocampal-Associated Memory
Clemenson, Gregory D.
2015-01-01
The positive effects of environmental enrichment and their neural bases have been studied extensively in the rodent (van Praag et al., 2000). For example, simply modifying an animal's living environment to promote sensory stimulation can lead to (but is not limited to) enhancements in hippocampal cognition and neuroplasticity and can alleviate hippocampal cognitive deficits associated with neurodegenerative diseases and aging. We are interested in whether these manipulations that successfully enhance cognition (or mitigate cognitive decline) have similar influences on humans. Although there are many “enriching” aspects to daily life, we are constantly adapting to new experiences and situations within our own environment on a daily basis. Here, we hypothesize that the exploration of the vast and visually stimulating virtual environments within video games is a human correlate of environmental enrichment. We show that video gamers who specifically favor complex 3D video games performed better on a demanding recognition memory task that assesses participants' ability to discriminate highly similar lure items from repeated items. In addition, after 2 weeks of training on the 3D video game Super Mario 3D World, naive video gamers showed improved mnemonic discrimination ability and improvements on a virtual water maze task. Two control conditions (passive and training in a 2D game, Angry Birds), showed no such improvements. Furthermore, individual performance in both hippocampal-associated behaviors correlated with performance in Super Mario but not Angry Birds, suggesting that how individuals explored the virtual environment may influence hippocampal behavior. SIGNIFICANCE STATEMENT The hippocampus has long been associated with episodic memory and is commonly thought to rely on neuroplasticity to adapt to the ever-changing environment. In animals, it is well understood that exposing animals to a more stimulating environment, known as environmental enrichment, can stimulate neuroplasticity and improve hippocampal function and performance on hippocampally mediated memory tasks. Here, we suggest that the exploration of vast and visually stimulating environments within modern-day video games can act as a human correlate of environmental enrichment. Training naive video gamers in a rich 3D, but not 2D, video game, resulted in a significant improvement in hippocampus-associated cognition using several behavioral measures. Our results suggest that modern day video games may provide meaningful stimulation to the human hippocampus. PMID:26658864
Virtual Environmental Enrichment through Video Games Improves Hippocampal-Associated Memory.
Clemenson, Gregory D; Stark, Craig E L
2015-12-09
The positive effects of environmental enrichment and their neural bases have been studied extensively in the rodent (van Praag et al., 2000). For example, simply modifying an animal's living environment to promote sensory stimulation can lead to (but is not limited to) enhancements in hippocampal cognition and neuroplasticity and can alleviate hippocampal cognitive deficits associated with neurodegenerative diseases and aging. We are interested in whether these manipulations that successfully enhance cognition (or mitigate cognitive decline) have similar influences on humans. Although there are many "enriching" aspects to daily life, we are constantly adapting to new experiences and situations within our own environment on a daily basis. Here, we hypothesize that the exploration of the vast and visually stimulating virtual environments within video games is a human correlate of environmental enrichment. We show that video gamers who specifically favor complex 3D video games performed better on a demanding recognition memory task that assesses participants' ability to discriminate highly similar lure items from repeated items. In addition, after 2 weeks of training on the 3D video game Super Mario 3D World, naive video gamers showed improved mnemonic discrimination ability and improvements on a virtual water maze task. Two control conditions (passive and training in a 2D game, Angry Birds), showed no such improvements. Furthermore, individual performance in both hippocampal-associated behaviors correlated with performance in Super Mario but not Angry Birds, suggesting that how individuals explored the virtual environment may influence hippocampal behavior. The hippocampus has long been associated with episodic memory and is commonly thought to rely on neuroplasticity to adapt to the ever-changing environment. In animals, it is well understood that exposing animals to a more stimulating environment, known as environmental enrichment, can stimulate neuroplasticity and improve hippocampal function and performance on hippocampally mediated memory tasks. Here, we suggest that the exploration of vast and visually stimulating environments within modern-day video games can act as a human correlate of environmental enrichment. Training naive video gamers in a rich 3D, but not 2D, video game, resulted in a significant improvement in hippocampus-associated cognition using several behavioral measures. Our results suggest that modern day video games may provide meaningful stimulation to the human hippocampus. Copyright © 2015 the authors 0270-6474/15/3516116-10$15.00/0.
Creating an Online Library To Support a Virtual Learning Community.
ERIC Educational Resources Information Center
Sandelands, Eric
1998-01-01
International Management Centres (IMC), an independent business school, and Anbar Electronic Intelligence (AEI), a database publisher, have created a virtual library for IMC's virtual business school. Topics discussed include action learning; IMC's partnership with AEI; the virtual university model; designing virtual library resources; and…
Lin, Cheng-Shih; Jeng, Mei-Yuan
2018-01-01
This study uses means-end chain (MEC) techniques to examine the awareness, decision-making procedure, and personal values of the elderly with regard to virtual reality leisure activities. The results of the study show that elderly respondents value virtual reality leisure activities that are fun, safe, and easy. In terms of outcome benefits, elderly respondents value feeling physically and mentally healthy, firsthand experience, and satisfied curiosity. In value terms, elderly respondents hope that their chosen virtual reality leisure activities improve not only their relationships with others, but also their enjoyment, quality of life, and sense of belonging. The results show that, while consumers with different awarenesses of virtual reality leisure activities have different decision-making processes, they share creating “good memories” as the terminal value with the most significant effect. This presents a potential opportunity to promote virtual reality leisure activities. Relevant bodies or enterprises can seek to create good memories in consumers by developing activities that are safe and fun, promote good health, and provide good service, thereby attracting the interest of elderly consumers. PMID:29614012
LHCb experience with running jobs in virtual machines
NASA Astrophysics Data System (ADS)
McNab, A.; Stagni, F.; Luzzi, C.
2015-12-01
The LHCb experiment has been running production jobs in virtual machines since 2013 as part of its DIRAC-based infrastructure. We describe the architecture of these virtual machines and the steps taken to replicate the WLCG worker node environment expected by user and production jobs. This relies on the uCernVM system for providing root images for virtual machines. We use the CernVM-FS distributed filesystem to supply the root partition files, the LHCb software stack, and the bootstrapping scripts necessary to configure the virtual machines for us. Using this approach, we have been able to minimise the amount of contextualisation which must be provided by the virtual machine managers. We explain the process by which the virtual machine is able to receive payload jobs submitted to DIRAC by users and production managers, and how this differs from payloads executed within conventional DIRAC pilot jobs on batch queue based sites. We describe our operational experiences in running production on VM based sites managed using Vcycle/OpenStack, Vac, and HTCondor Vacuum. Finally we show how our use of these resources is monitored using Ganglia and DIRAC.
Cognitive ability predicts motor learning on a virtual reality game in patients with TBI.
O'Neil, Rochelle L; Skeel, Reid L; Ustinova, Ksenia I
2013-01-01
Virtual reality games and simulations have been utilized successfully for motor rehabilitation of individuals with traumatic brain injury (TBI). Little is known, however, how TBI-related cognitive decline affects learning of motor tasks in virtual environments. To fill this gap, we examined learning within a virtual reality game involving various reaching motions in 14 patients with TBI and 15 healthy individuals with different cognitive abilities. All participants practiced ten 90-second gaming trials to assess various aspects of motor learning. Cognitive abilities were assessed with a battery of tests including measures of memory, executive functioning, and visuospatial ability. Overall, participants with TBI showed both reduced performance and a slower learning rate in the virtual reality game compared to healthy individuals. Numerous correlations between overall performance and several of the cognitive ability domains were revealed for both the patient and control groups, with the best predictor being overall cognitive ability. The results may provide a starting point for rehabilitation programs regarding which cognitive domains interact with motor learning.
Rose, Nathan S.; Rendell, Peter G.; Hering, Alexandra; Kliegel, Matthias; Bidelman, Gavin M.; Craik, Fergus I. M.
2015-01-01
Prospective memory (PM) – the ability to remember and successfully execute our intentions and planned activities – is critical for functional independence and declines with age, yet few studies have attempted to train PM in older adults. We developed a PM training program using the Virtual Week computer game. Trained participants played the game in 12, 1-h sessions over 1 month. Measures of neuropsychological functions, lab-based PM, event-related potentials (ERPs) during performance on a lab-based PM task, instrumental activities of daily living, and real-world PM were assessed before and after training. Performance was compared to both no-contact and active (music training) control groups. PM on the Virtual Week game dramatically improved following training relative to controls, suggesting PM plasticity is preserved in older adults. Relative to control participants, training did not produce reliable transfer to laboratory-based tasks, but was associated with a reduction of an ERP component (sustained negativity over occipito-parietal cortex) associated with processing PM cues, indicative of more automatic PM retrieval. Most importantly, training produced far transfer to real-world outcomes including improvements in performance on real-world PM and activities of daily living. Real-world gains were not observed in either control group. Our findings demonstrate that short-term training with the Virtual Week game produces cognitive and neural plasticity that may result in real-world benefits to supporting functional independence in older adulthood. PMID:26578936
Kraemer, David J.M.; Schinazi, Victor R.; Cawkwell, Philip B.; Tekriwal, Anand; Epstein, Russell A.; Thompson-Schill, Sharon L.
2016-01-01
Using novel virtual cities, we investigated the influence of verbal and visual strategies on the encoding of navigation-relevant information in a large-scale virtual environment. In two experiments, participants watched videos of routes through four virtual cities and were subsequently tested on their memory for observed landmarks and on their ability to make judgments regarding the relative directions of the different landmarks along the route. In the first experiment, self-report questionnaires measuring visual and verbal cognitive styles were administered to examine correlations between cognitive styles, landmark recognition, and judgments of relative direction. Results demonstrate a tradeoff in which the verbal cognitive style is more beneficial for recognizing individual landmarks than for judging relative directions between them, whereas the visual cognitive style is more beneficial for judging relative directions than for landmark recognition. In a second experiment, we manipulated the use of verbal and visual strategies by varying task instructions given to separate groups of participants. Results confirm that a verbal strategy benefits landmark memory, whereas a visual strategy benefits judgments of relative direction. The manipulation of strategy by altering task instructions appears to trump individual differences in cognitive style. Taken together, we find that processing different details during route encoding, whether due to individual proclivities (Experiment 1) or task instructions (Experiment 2), results in benefits for different components of navigation relevant information. These findings also highlight the value of considering multiple sources of individual differences as part of spatial cognition investigations. PMID:27668486
Virtualization for the LHCb Online system
NASA Astrophysics Data System (ADS)
Bonaccorsi, Enrico; Brarda, Loic; Moine, Gary; Neufeld, Niko
2011-12-01
Virtualization has long been advertised by the IT-industry as a way to cut down cost, optimise resource usage and manage the complexity in large data-centers. The great number and the huge heterogeneity of hardware, both industrial and custom-made, has up to now led to reluctance in the adoption of virtualization in the IT infrastructure of large experiment installations. Our experience in the LHCb experiment has shown that virtualization improves the availability and the manageability of the whole system. We have done an evaluation of available hypervisors / virtualization solutions and find that the Microsoft HV technology provides a high level of maturity and flexibility for our purpose. We present the results of these comparison tests, describing in detail, the architecture of our virtualization infrastructure with a special emphasis on the security for services visible to the outside world. Security is achieved by a sophisticated combination of VLANs, firewalls and virtual routing - the cost and benefits of this solution are analysed. We have adapted our cluster management tools, notably Quattor, for the needs of virtual machines and this allows us to migrate smoothly services on physical machines to the virtualized infrastructure. The procedures for migration will also be described. In the final part of the document we describe our recent R&D activities aiming to replacing the SAN-backend for the virtualization by a cheaper iSCSI solution - this will allow to move all servers and related services to the virtualized infrastructure, excepting the ones doing hardware control via non-commodity PCI plugin cards.
Managing Chemotherapy Side Effects: Memory Changes
... C ancer I nstitute Managing Chemotherapy Side Effects Memory Changes What is causing these changes? Your doctor ... thinking or remembering things Managing Chemotherapy Side Effects: Memory Changes Get help to remember things. Write down ...
NASA Astrophysics Data System (ADS)
McMullen, Kyla A.
Although the concept of virtual spatial audio has existed for almost twenty-five years, only in the past fifteen years has modern computing technology enabled the real-time processing needed to deliver high-precision spatial audio. Furthermore, the concept of virtually walking through an auditory environment did not exist. The applications of such an interface have numerous potential uses. Spatial audio has the potential to be used in various manners ranging from enhancing sounds delivered in virtual gaming worlds to conveying spatial locations in real-time emergency response systems. To incorporate this technology in real-world systems, various concerns should be addressed. First, to widely incorporate spatial audio into real-world systems, head-related transfer functions (HRTFs) must be inexpensively created for each user. The present study further investigated an HRTF subjective selection procedure previously developed within our research group. Users discriminated auditory cues to subjectively select their preferred HRTF from a publicly available database. Next, the issue of training to find virtual sources was addressed. Listeners participated in a localization training experiment using their selected HRTFs. The training procedure was created from the characterization of successful search strategies in prior auditory search experiments. Search accuracy significantly improved after listeners performed the training procedure. Next, in the investigation of auditory spatial memory, listeners completed three search and recall tasks with differing recall methods. Recall accuracy significantly decreased in tasks that required the storage of sound source configurations in memory. To assess the impacts of practical scenarios, the present work assessed the performance effects of: signal uncertainty, visual augmentation, and different attenuation modeling. Fortunately, source uncertainty did not affect listeners' ability to recall or identify sound sources. The present study also found that the presence of visual reference frames significantly increased recall accuracy. Additionally, the incorporation of drastic attenuation significantly improved environment recall accuracy. Through investigating the aforementioned concerns, the present study made initial footsteps guiding the design of virtual auditory environments that support spatial configuration recall.
Extended memory management under RTOS
NASA Technical Reports Server (NTRS)
Plummer, M.
1981-01-01
A technique for extended memory management in ROLM 1666 computers using FORTRAN is presented. A general software system is described for which the technique can be ideally applied. The memory manager interface with the system is described. The protocols by which the manager is invoked are presented, as well as the methods used by the manager.
Effects of noise and working memory capacity on memory processing of speech for hearing-aid users.
Ng, Elaine Hoi Ning; Rudner, Mary; Lunner, Thomas; Pedersen, Michael Syskind; Rönnberg, Jerker
2013-07-01
It has been shown that noise reduction algorithms can reduce the negative effects of noise on memory processing in persons with normal hearing. The objective of the present study was to investigate whether a similar effect can be obtained for persons with hearing impairment and whether such an effect is dependent on individual differences in working memory capacity. A sentence-final word identification and recall (SWIR) test was conducted in two noise backgrounds with and without noise reduction as well as in quiet. Working memory capacity was measured using a reading span (RS) test. Twenty-six experienced hearing-aid users with moderate to moderately severe sensorineural hearing loss. Noise impaired recall performance. Competing speech disrupted memory performance more than speech-shaped noise. For late list items the disruptive effect of the competing speech background was virtually cancelled out by noise reduction for persons with high working memory capacity. Noise reduction can reduce the adverse effect of noise on memory for speech for persons with good working memory capacity. We argue that the mechanism behind this is faster word identification that enhances encoding into working memory.
A Theoretical Framework for a Virtual Diabetes Self-Management Community Intervention
Vorderstrasse, Allison; Shaw, Ryan J.; Blascovich, Jim; Johnson, Constance M.
2015-01-01
Due to its high prevalence, chronic nature, potential complications, and self-management challenges for patients, diabetes presents significant health education and support issues. We developed and pilot-tested a virtual community for adults with type 2 diabetes to promote self-management education and provide social support. Although digital-based programs such as virtual environments can address significant barriers to reaching patients (i.e., child care, transportation, location), they must be strongly grounded in a theoretical basis to be well-developed and effective. In this article, we discuss how we synthesized behavioral and virtual environment theoretical frameworks to guide the development of SLIDES (Second Life Impacts Diabetes Education and Support). PMID:24451083
A theoretical framework for a virtual diabetes self-management community intervention.
Vorderstrasse, Allison; Shaw, Ryan J; Blascovich, Jim; Johnson, Constance M
2014-10-01
Due to its high prevalence, chronic nature, potential complications, and self-management challenges for patients, diabetes presents significant health education and support issues. We developed and pilot-tested a virtual community for adults with type 2 diabetes to promote self-management education and provide social support. Although digital-based programs such as virtual environments can address significant barriers to reaching patients (i.e., child care, transportation, location), they must be strongly grounded in a theoretical basis to be well-developed and effective. In this article, we discuss how we synthesized behavioral and virtual environment theoretical frameworks to guide the development of SLIDES (Second Life Impacts Diabetes Education and Support). © The Author(s) 2014.
ERIC Educational Resources Information Center
Karaoglan Yilmaz, Fatma Gizem
2017-01-01
Today, the use of social network-based virtual learning communities is increasing rapidly in terms of knowledge management. An important dynamic of knowledge management processes is the knowledge sharing behaviors (KSB) in community. The purpose of this study is to examine the KSB of the students in a Facebook-based virtual community created…
Virtual Organizations: An Overview
NASA Astrophysics Data System (ADS)
Nami, Mohammad Reza
The need to remain competitive in the open market forces companies to concentrate on their core competencies while searching for alliances when additional skills or resources are needed to fulfill business opportunities. The changing business situation of companies and customer needs have motivated researchers to introduce Virtual Organization (VO) idea. A Virtual Organization is always a form of partnership and managing partners and handling partnerships are crucial. Virtual organizations are defined as a temporary collection of enterprises that cooperate and share resources, knowledge, and competencies to better respond to business opportunities. This paper presents base concepts of virtual organizations including properties, management concepts, operational concepts, and main issues in collaboration such as security and authentication.
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.
Recurrent Network models of sequence generation and memory
Rajan, Kanaka; Harvey, Christopher D; Tank, David W
2016-01-01
SUMMARY Sequential activation of neurons is a common feature of network activity during a variety of behaviors, including working memory and decision making. Previous network models for sequences and memory emphasized specialized architectures in which a principled mechanism is pre-wired into their connectivity. Here, we demonstrate that starting from random connectivity and modifying a small fraction of connections, a largely disordered recurrent network can produce sequences and implement working memory efficiently. We use this process, called Partial In-Network training (PINning), to model and match cellular-resolution imaging data from the posterior parietal cortex during a virtual memory-guided two-alternative forced choice task [Harvey, Coen and Tank, 2012]. Analysis of the connectivity reveals that sequences propagate by the cooperation between recurrent synaptic interactions and external inputs, rather than through feedforward or asymmetric connections. Together our results suggest that neural sequences may emerge through learning from largely unstructured network architectures. PMID:26971945
NASA Technical Reports Server (NTRS)
Rhim, W. K.; Dart, J. A.
1982-01-01
New pulse generator programmed to produce pulses from several ports at different pulse lengths and intervals and virtually any combination and sequence. Unit contains a 256-word-by-16-bit memory loaded with instructions either manually or by computer. Once loaded, unit operates independently of computer.
DOE Office of Scientific and Technical Information (OSTI.GOV)
McGoldrick, P.R.
1980-12-11
The Interprocess Communications System (IPCS) was written to provide a virtual machine upon which the Supervisory Control and Diagnostic System (SCDS) for the Mirror Fusion Test Facility (MFTF) could be built. The hardware upon which the IPCS runs consists of nine minicomputers sharing some common memory.
DEC Ada interface to Screen Management Guidelines (SMG)
NASA Technical Reports Server (NTRS)
Laomanachareon, Somsak; Lekkos, Anthony A.
1986-01-01
DEC's Screen Management Guidelines are the Run-Time Library procedures that perform terminal-independent screen management functions on a VT100-class terminal. These procedures assist users in designing, composing, and keeping track of complex images on a video screen. There are three fundamental elements in the screen management model: the pasteboard, the virtual display, and the virtual keyboard. The pasteboard is like a two-dimensional area on which a user places and manipulates screen displays. The virtual display is a rectangular part of the terminal screen to which a program writes data with procedure calls. The virtual keyboard is a logical structure for input operation associated with a physical keyboard. SMG can be called by all major VAX languages. Through Ada, predefined language Pragmas are used to interface with SMG. These features and elements of SMG are briefly discussed.
Network resiliency through memory health monitoring and proactive management
Andrade Costa, Carlos H.; Cher, Chen-Yong; Park, Yoonho; Rosenburg, Bryan S.; Ryu, Kyung D.
2017-11-21
A method for managing a network queue memory includes receiving sensor information about the network queue memory, predicting a memory failure in the network queue memory based on the sensor information, and outputting a notification through a plurality of nodes forming a network and using the network queue memory, the notification configuring communications between the nodes.
Sakai, Hiromi; Nagano, Akinori; Seki, Keiko; Okahashi, Sayaka; Kojima, Maki; Luo, Zhiwei
2018-07-01
We developed a virtual reality test to assess the cognitive function of Japanese people in near-daily-life environment, namely, a virtual shopping test (VST). In this test, participants were asked to execute shopping tasks using touch panel operations in a "virtual shopping mall." We examined differences in VST performances among healthy participants of different ages and correlations between VST and screening tests, such as the Mini-Mental State Examination (MMSE) and Everyday Memory Checklist (EMC). We included 285 healthy participants between 20 and 86 years of age in seven age groups. Therefore, each VST index tended to decrease with advancing age; differences among age groups were significant. Most VST indices had a significantly negative correlation with MMSE and significantly positive correlation with EMC. VST may be useful for assessing general cognitive decline; effects of age must be considered for proper interpretation of the VST scores.
Probabilistic motor sequence learning in a virtual reality serial reaction time task.
Sense, Florian; van Rijn, Hedderik
2018-01-01
The serial reaction time task is widely used to study learning and memory. The task is traditionally administered by showing target positions on a computer screen and collecting responses using a button box or keyboard. By comparing response times to random or sequenced items or by using different transition probabilities, various forms of learning can be studied. However, this traditional laboratory setting limits the number of possible experimental manipulations. Here, we present a virtual reality version of the serial reaction time task and show that learning effects emerge as expected despite the novel way in which responses are collected. We also show that response times are distributed as expected. The current experiment was conducted in a blank virtual reality room to verify these basic principles. For future applications, the technology can be used to modify the virtual reality environment in any conceivable way, permitting a wide range of previously impossible experimental manipulations.
Agreements in Virtual Organizations
NASA Astrophysics Data System (ADS)
Pankowska, Malgorzata
This chapter is an attempt to explain the important impact that contract theory delivers with respect to the concept of virtual organization. The author believes that not enough research has been conducted in order to transfer theoretical foundations for networking to the phenomena of virtual organizations and open autonomic computing environment to ensure the controllability and management of them. The main research problem of this chapter is to explain the significance of agreements for virtual organizations governance. The first part of this chapter comprises explanations of differences among virtual machines and virtual organizations for further descriptions of the significance of the first ones to the development of the second. Next, the virtual organization development tendencies are presented and problems of IT governance in highly distributed organizational environment are discussed. The last part of this chapter covers analysis of contracts and agreements management for governance in open computing environments.
iRODS: A Distributed Data Management Cyberinfrastructure for Observatories
NASA Astrophysics Data System (ADS)
Rajasekar, A.; Moore, R.; Vernon, F.
2007-12-01
Large-scale and long-term preservation of both observational and synthesized data requires a system that virtualizes data management concepts. A methodology is needed that can work across long distances in space (distribution) and long-periods in time (preservation). The system needs to manage data stored on multiple types of storage systems including new systems that become available in the future. This concept is called infrastructure independence, and is typically implemented through virtualization mechanisms. Data grids are built upon concepts of data and trust virtualization. These concepts enable the management of collections of data that are distributed across multiple institutions, stored on multiple types of storage systems, and accessed by multiple types of clients. Data virtualization ensures that the name spaces used to identify files, users, and storage systems are persistent, even when files are migrated onto future technology. This is required to preserve authenticity, the link between the record and descriptive and provenance metadata. Trust virtualization ensures that access controls remain invariant as files are moved within the data grid. This is required to track the chain of custody of records over time. The Storage Resource Broker (http://www.sdsc.edu/srb) is one such data grid used in a wide variety of applications in earth and space sciences such as ROADNet (roadnet.ucsd.edu), SEEK (seek.ecoinformatics.org), GEON (www.geongrid.org) and NOAO (www.noao.edu). Recent extensions to data grids provide one more level of virtualization - policy or management virtualization. Management virtualization ensures that execution of management policies can be automated, and that rules can be created that verify assertions about the shared collections of data. When dealing with distributed large-scale data over long periods of time, the policies used to manage the data and provide assurances about the authenticity of the data become paramount. The integrated Rule-Oriented Data System (iRODS) (http://irods.sdsc.edu) provides the mechanisms needed to describe not only management policies, but also to track how the policies are applied and their execution results. The iRODS data grid maps management policies to rules that control the execution of the remote micro-services. As an example, a rule can be created that automatically creates a replica whenever a file is added to a specific collection, or extracts its metadata automatically and registers it in a searchable catalog. For the replication operation, the persistent state information consists of the replica location, the creation date, the owner, the replica size, etc. The mechanism used by iRODS for providing policy virtualization is based on well-defined functions, called micro-services, which are chained into alternative workflows using rules. A rule engine, based on the event-condition-action paradigm executes the rule-based workflows after an event. Rules can be deferred to a pre-determined time or executed on a periodic basis. As the data management policies evolve, the iRODS system can implement new rules, new micro-services, and new state information (metadata content) needed to manage the new policies. Each sub- collection can be managed using a different set of policies. The discussion of the concepts in rule-based policy virtualization and its application to long-term and large-scale data management for observatories such as ORION and NEON will be the basis of the paper.
Memory management in genome-wide association studies
2009-01-01
Genome-wide association is a powerful tool for the identification of genes that underlie common diseases. Genome-wide association studies generate billions of genotypes and pose significant computational challenges for most users including limited computer memory. We applied a recently developed memory management tool to two analyses of North American Rheumatoid Arthritis Consortium studies and measured the performance in terms of central processing unit and memory usage. We conclude that our memory management approach is simple, efficient, and effective for genome-wide association studies. PMID:20018047
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…
Raskin, Sarah A; Maye, Jacqueline; Rogers, Alexandra; Correll, David; Zamroziewicz, Marta; Kurtz, Matthew
2014-05-01
Impaired adherence to medication regimens is a serious concern for individuals with schizophrenia linked to relapse and poorer outcomes. One possible reason for poor adherence to medication is poor ability to remember future intentions, labeled prospective memory skills. It has been demonstrated in several studies that individuals with schizophrenia have impairments in prospective memory that are linked to everyday life skills. However, there have been no studies, to our knowledge, examining the relationship of a clinical measure of prospective memory to medication management skills, a key element of successful adherence. In this Study 41 individuals with schizophrenia and 25 healthy adults were administered a standardized test battery that included measures of prospective memory, medication management skills, neurocognition, and symptoms. Individuals with schizophrenia demonstrated impairments in prospective memory (both time and event-based) relative to healthy controls. Performance on the test of prospective memory was correlated with the standardized measure of medication management in individuals with schizophrenia. Moreover, the test of prospective memory predicted skills in medication adherence even after measures of neurocognition were accounted for. This suggests that prospective memory may play a key role in medication management skills and thus should be a target of cognitive remediation programs.
Brainerd, C J; Reyna, V F; Howe, M L
2009-10-01
One of the most extensively investigated topics in the adult memory literature, dual memory processes, has had virtually no impact on the study of early memory development. The authors remove the key obstacles to such research by formulating a trichotomous theory of recall that combines the traditional dual processes of recollection and familiarity with a reconstruction process. The theory is then embedded in a hidden Markov model that measures all 3 processes with low-burden tasks that are appropriate for even young children. These techniques are applied to a large corpus of developmental studies of recall, yielding stable findings about the emergence of dual memory processes between childhood and young adulthood and generating tests of many theoretical predictions. The techniques are extended to the study of healthy aging and to the memory sequelae of common forms of neurocognitive impairment, resulting in a theoretical framework that is unified over 4 major domains of memory research: early development, mainstream adult research, aging, and neurocognitive impairment. The techniques are also extended to recognition, creating a unified dual process framework for recall and recognition.
Walking through doorways causes forgetting: Event structure or updating disruption?
Pettijohn, Kyle A; Radvansky, Gabriel A
2016-11-01
According to event cognition theory, people segment experience into separate event models. One consequence of this segmentation is that when people transport objects from one location to another, memory is worse than if people move across a large location. In two experiments participants navigated through a virtual environment, and recognition memory was tested in either the presence or the absence of a location shift for objects that were recently interacted with (i.e., just picked up or set down). Of particular concern here is whether this location updating effect is due to (a) differences in retention intervals as a result of the navigation process, (b) a temporary disruption in cognitive processing that may occur as a result of the updating processes, or (c) a need to manage multiple event models, as has been suggested in prior research. Experiment 1 explored whether retention interval is driving this effect by recording travel times from the acquisition of an object and the probe time. The results revealed that travel times were similar, thereby rejecting a retention interval explanation. Experiment 2 explored whether a temporary disruption in processing is producing the effect by introducing a 3-second delay prior to the presentation of a memory probe. The pattern of results was not affected by adding a delay, thereby rejecting a temporary disruption account. These results are interpreted in the context of the event horizon model, which suggests that when there are multiple event models that contain common elements there is interference at retrieval, which compromises performance.
Virtual water management in the Roman world
NASA Astrophysics Data System (ADS)
Dermody, B.; Van Beek, L. P.; Meeks, E.; Klein Goldewijk, K.; Bierkens, M. F.; Scheidel, W.; Wassen, M. J.; Van der Velde, Y.; Dekker, S. C.
2013-12-01
Climate change can have extreme societal impacts particularly in regions that are water-limited for agriculture. A society's ability to manage its water resources in such environments is critical to its long-term viability. Water management can involve improving agricultural yields through in-situ irrigation or the redistribution of virtual water resources through trade in food. Here, we explore how such water management strategies improve societal resilience by examining virtual water management during the Roman Empire in the water-limited region of the Mediterranean. Climate was prescribed based on previously published reconstructions which show that during the Roman Empire when the Central Mediterranean was wetter, the West and Southeastern Mediterranean became drier and vice-versa. Evidence indicates that these shifts in the climatic seesaw may have occurred relatively rapidly. Using the Global hydrological model PCR GLOBWB and estimates of landcover based on the HYDE dataset we generate potential agricultural yield maps under two extremes of this climatic seesaw. HYDE estimates of population in conjunction with potential yield estimates are used to identify regions of Mediterranean with a yield surplus or deficit. The surplus and deficit regions form nodes on a virtual water redistribution network with transport costs taken from the Stanford Geospatial Network Model of the Roman World (ORBIS). Our demand-driven, virtual water redistribution network allows us to quantitatively explore the importance of water management strategies such as irrigation and food trade for the Romans. By examining virtual water transport cost anomalies between climate scenarios our analysis highlights regions of the Mediterranean that were most vulnerable to climate change during the Roman Period.
Xu, Dongrong; Hao, Xuejun; Wang, Zhishun; Duan, Yunsuo; Liu, Feng; Marsh, Rachel; Yu, Shan; Peterson, Bradley S.
2015-01-01
An increasing number of functional brain imaging studies are employing computer-based virtual reality (VR) to study changes in brain activity during the performance of high-level psychological and cognitive tasks. We report the development of a VR radial arm maze that adapts for human use in a scanning environment with the same general experimental design of behavioral tasks as that has been used with remarkable effectiveness for the study of multiple memory systems in rodents. The software platform is independent of specific computer hardware and operating systems, as we aim to provide shared access to this technology by the research community. We hope that doing so will provide greater standardization of software platform and study paradigm that will reduce variability and improve the comparability of findings across studies. We report the details of the design and implementation of this platform and provide information for downloading of the system for demonstration and research applications. PMID:26366052
Choice-specific sequences in parietal cortex during a virtual-navigation decision task
Harvey, Christopher D.; Coen, Philip; Tank, David W.
2012-01-01
The posterior parietal cortex (PPC) plays an important role in many cognitive behaviors; however, the neural circuit dynamics underlying PPC function are not well understood. Here we optically imaged the spatial and temporal activity patterns of neuronal populations in mice performing a PPC-dependent task that combined a perceptual decision and memory-guided navigation in a virtual environment. Individual neurons had transient activation staggered relative to one another in time, forming a sequence of neuronal activation spanning the entire length of a task trial. Distinct sequences of neurons were triggered on trials with opposite behavioral choices and defined divergent, choice-specific trajectories through a state space of neuronal population activity. Cells participating in the different sequences and at distinct time points in the task were anatomically intermixed over microcircuit length scales (< 100 micrometers). During working memory decision tasks the PPC may therefore perform computations through sequence-based circuit dynamics, rather than long-lived stable states, implemented using anatomically intermingled microcircuits. PMID:22419153
Hard Real-Time: C++ Versus RTSJ
NASA Technical Reports Server (NTRS)
Dvorak, Daniel L.; Reinholtz, William K.
2004-01-01
In the domain of hard real-time systems, which language is better: C++ or the Real-Time Specification for Java (RTSJ)? Although ordinary Java provides a more productive programming environment than C++ due to its automatic memory management, that benefit does not apply to RTSJ when using NoHeapRealtimeThread and non-heap memory areas. As a result, RTSJ programmers must manage non-heap memory explicitly. While that's not a deterrent for veteran real-time programmers-where explicit memory management is common-the lack of certain language features in RTSJ (and Java) makes that manual memory management harder to accomplish safely than in C++. This paper illustrates the problem for practitioners in the context of moving data and managing memory in a real-time producer/consumer pattern. The relative ease of implementation and safety of the C++ programming model suggests that RTSJ has a struggle ahead in the domain of hard real-time applications, despite its other attractive features.
Presentation of a large amount of moving objects in a virtual environment
NASA Astrophysics Data System (ADS)
Ye, Huanzhuo; Gong, Jianya; Ye, Jing
2004-05-01
It needs a lot of consideration to manage the presentation of a large amount of moving objects in virtual environment. Motion state model (MSM) is used to represent the motion of objects and 2n tree is used to index the motion data stored in database or files. To minimize the necessary memory occupation for static models, cache with LRU or FIFO refreshing is introduced. DCT and wavelet work well with different playback speeds of motion presentation because they can filter low frequencies from motion data and adjust the filter according to playback speed. Since large amount of data are continuously retrieved, calculated, used for displaying, and then discarded, multithreading technology is naturally employed though single thread with carefully arranged data retrieval also works well when the number of objects is not very big. With multithreading, the level of concurrence should be placed at data retrieval, where waiting may occur, rather than at calculating or displaying, and synchronization should be carefully arranged to make sure that different threads can collaborate well. Collision detection is not needed when playing with history data and sampled current data; however, it is necessary for spatial state prediction. When the current state is presented, either predicting-adjusting method or late updating method could be used according to the users' preference.
Stereopsis, Visuospatial Ability, and Virtual Reality in Anatomy Learning
Vorstenbosch, Marc; Kooloos, Jan
2017-01-01
A new wave of virtual reality headsets has become available. A potential benefit for the study of human anatomy is the reintroduction of stereopsis and absolute size. We report a randomized controlled trial to assess the contribution of stereopsis to anatomy learning, for students of different visuospatial ability. Sixty-three participants engaged in a one-hour session including a study phase and posttest. One group studied 3D models of the anatomy of the deep neck in full stereoptic virtual reality; one group studied those structures in virtual reality without stereoptic depth. The control group experienced an unrelated virtual reality environment. A post hoc questionnaire explored cognitive load and problem solving strategies of the participants. We found no effect of condition on learning. Visuospatial ability however did impact correct answers at F(1) = 5.63 and p = .02. No evidence was found for an impact of cognitive load on performance. Possibly, participants were able to solve the posttest items based on visuospatial information contained in the test items themselves. Additionally, the virtual anatomy may have been complex enough to discourage memory based strategies. It is important to control the amount of visuospatial information present in test items. PMID:28656109
Virtual Reality Exposure Training for Musicians: Its Effect on Performance Anxiety and Quality.
Bissonnette, Josiane; Dubé, Francis; Provencher, Martin D; Moreno Sala, Maria T
2015-09-01
Music performance anxiety affects numerous musicians, with many of them reporting impairment of performance due to this problem. This exploratory study investigated the effects of virtual reality exposure training on students with music performance anxiety. Seventeen music students were randomly assigned to a control group (n=8) or a virtual training group (n=9). Participants were asked to play a musical piece by memory in two separate recitals within a 3-week interval. Anxiety was then measured with the Personal Report of Confidence as a Performer Scale and the S-Anxiety scale from the State-Trait Anxiety Inventory (STAI-Y). Between pre- and post-tests, the virtual training group took part in virtual reality exposure training consisting of six 1-hour long sessions of virtual exposure. The results indicate a significant decrease in performance anxiety for musicians in the treatment group for those with a high level of state anxiety, for those with a high level of trait anxiety, for women, and for musicians with high immersive tendencies. Finally, between the pre- and post-tests, we observed a significant increase in performance quality for the experimental group, but not for the control group.
Stereopsis, Visuospatial Ability, and Virtual Reality in Anatomy Learning.
Luursema, Jan-Maarten; Vorstenbosch, Marc; Kooloos, Jan
2017-01-01
A new wave of virtual reality headsets has become available. A potential benefit for the study of human anatomy is the reintroduction of stereopsis and absolute size. We report a randomized controlled trial to assess the contribution of stereopsis to anatomy learning, for students of different visuospatial ability. Sixty-three participants engaged in a one-hour session including a study phase and posttest. One group studied 3D models of the anatomy of the deep neck in full stereoptic virtual reality; one group studied those structures in virtual reality without stereoptic depth. The control group experienced an unrelated virtual reality environment. A post hoc questionnaire explored cognitive load and problem solving strategies of the participants. We found no effect of condition on learning. Visuospatial ability however did impact correct answers at F (1) = 5.63 and p = .02. No evidence was found for an impact of cognitive load on performance. Possibly, participants were able to solve the posttest items based on visuospatial information contained in the test items themselves. Additionally, the virtual anatomy may have been complex enough to discourage memory based strategies. It is important to control the amount of visuospatial information present in test items.
Positive and negative emotional contexts unevenly predict episodic memory.
Martínez-Galindo, Joyce Graciela; Cansino, Selene
2015-09-15
The aim of this study was to investigate whether the recognition of faces with neutral expressions differs when they are encoded under different emotional contexts (positive, negative or non-emotional). The effects of the emotional valence context on the subsequent memory effect (SME) and the autonomic responses were also examined. Twenty-eight participants performed a betting-game task in which the faces of their virtual opponents were presented in each trial. The probability of winning or losing was manipulated to generate positive or negative contexts, respectively. Additionally, the participants performed the same task without betting as a non-emotional condition. After the encoding phase, an old/new paradigm was performed for the faces of the virtual opponents. The recognition was superior for the faces encoded in the positive contexts than for the faces encoded in the non-emotional contexts. The skin conductance response amplitude was equivalent for both of the emotional contexts. The N170 and P300 components at occipital sites and the frontal slow wave manifested SMEs that were modulated by positive contexts; neither negative nor non-emotional contexts influenced these effects. The behavioral and neurophysiological data demonstrated that positive contexts are stronger predictors of episodic memory than negative or non-emotional contexts. Copyright © 2015 Elsevier B.V. All rights reserved.
Zhong, Jimmy Y; Moffat, Scott D
2016-01-01
Previous studies have showed that spatial memory declines with age but have not clarified the relevance of different landmark cues for specifying heading directions among different age groups. This study examined differences between younger, middle-aged and older adults in route learning and memory tasks after they navigated a virtual maze that contained: (a) critical landmarks that were located at decision points (i.e., intersections) and (b) non-critical landmarks that were located at non-decision points (i.e., the sides of the route). Participants were given a recognition memory test for critical and non-critical landmarks and also given a landmark-direction associative learning task. Compared to younger adults, older adults committed more navigation errors during route learning and were poorer at associating the correct heading directions with both critical and non-critical landmarks. Notably, older adults exhibited a landmark-direction associative memory deficit at decision points; this was the first finding to show that an associative memory deficit exist among older adults in a navigational context for landmarks that are pertinent for reaching a goal, and suggest that older adults may expend more cognitive resources on the encoding of landmark/object features than on the binding of landmark and directional information. This study is also the first to show that older adults did not have a tendency to process non-critical landmarks, which were regarded as distractors/irrelevant cues for specifying the directions to reach the goal, to an equivalent or larger extent than younger adults. We explain this finding in view of the low number of non-critical cues in our virtual maze (relative to a real-world urban environment) that might not have evoked older adults' usual tendency toward processing or encoding distractors. We explain the age differences in navigational and cognitive performance with regards to functional and structural changes in the hippocampus and parahippocampus, and recommend further investigations into the functional connectivity between the prefrontal cortex and hippocampus for a better understanding of the landmark-direction associative learning among the elderly. Finally, it is hoped that the current behavioral findings will facilitate efforts to identify the neural markers of Alzheimer's disease, a disease that commonly involves navigational deficits.
2011-10-01
Fortunately, some products offer centralized management and deployment tools for local desktop implementation . Figure 5 illustrates the... implementation of a secure desktop infrastructure based on virtualization. It includes an overview of desktop virtualization, including an in-depth...environment in the data centre, whereas LHVD places it on the endpoint itself. Desktop virtualization implementation considerations and potential
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…
Huang, Suzhen; Wu, Min; Zhang, Yaoxue; She, Jinhua
2014-01-01
This paper presents a framework for mobile transparent computing. It extends the PC transparent computing to mobile terminals. Since resources contain different kinds of operating systems and user data that are stored in a remote server, how to manage the network resources is essential. In this paper, we apply the technologies of quick emulator (QEMU) virtualization and mobile agent for mobile transparent computing (MTC) to devise a method of managing shared resources and services management (SRSM). It has three layers: a user layer, a manage layer, and a resource layer. A mobile virtual terminal in the user layer and virtual resource management in the manage layer cooperate to maintain the SRSM function accurately according to the user's requirements. An example of SRSM is used to validate this method. Experiment results show that the strategy is effective and stable. PMID:24883353
Xiong, Yonghua; Huang, Suzhen; Wu, Min; Zhang, Yaoxue; She, Jinhua
2014-01-01
This paper presents a framework for mobile transparent computing. It extends the PC transparent computing to mobile terminals. Since resources contain different kinds of operating systems and user data that are stored in a remote server, how to manage the network resources is essential. In this paper, we apply the technologies of quick emulator (QEMU) virtualization and mobile agent for mobile transparent computing (MTC) to devise a method of managing shared resources and services management (SRSM). It has three layers: a user layer, a manage layer, and a resource layer. A mobile virtual terminal in the user layer and virtual resource management in the manage layer cooperate to maintain the SRSM function accurately according to the user's requirements. An example of SRSM is used to validate this method. Experiment results show that the strategy is effective and stable.
Impact of Spatial and Verbal Short-Term Memory Load on Auditory Spatial Attention Gradients.
Golob, Edward J; Winston, Jenna; Mock, Jeffrey R
2017-01-01
Short-term memory load can impair attentional control, but prior work shows that the extent of the effect ranges from being very general to very specific. One factor for the mixed results may be reliance on point estimates of memory load effects on attention. Here we used auditory attention gradients as an analog measure to map-out the impact of short-term memory load over space. Verbal or spatial information was maintained during an auditory spatial attention task and compared to no-load. Stimuli were presented from five virtual locations in the frontal azimuth plane, and subjects focused on the midline. Reaction times progressively increased for lateral stimuli, indicating an attention gradient. Spatial load further slowed responses at lateral locations, particularly in the left hemispace, but had little effect at midline. Verbal memory load had no (Experiment 1), or a minimal (Experiment 2) influence on reaction times. Spatial and verbal load increased switch costs between memory encoding and attention tasks relative to the no load condition. The findings show that short-term memory influences the distribution of auditory attention over space; and that the specific pattern depends on the type of information in short-term memory.
Impact of Spatial and Verbal Short-Term Memory Load on Auditory Spatial Attention Gradients
Golob, Edward J.; Winston, Jenna; Mock, Jeffrey R.
2017-01-01
Short-term memory load can impair attentional control, but prior work shows that the extent of the effect ranges from being very general to very specific. One factor for the mixed results may be reliance on point estimates of memory load effects on attention. Here we used auditory attention gradients as an analog measure to map-out the impact of short-term memory load over space. Verbal or spatial information was maintained during an auditory spatial attention task and compared to no-load. Stimuli were presented from five virtual locations in the frontal azimuth plane, and subjects focused on the midline. Reaction times progressively increased for lateral stimuli, indicating an attention gradient. Spatial load further slowed responses at lateral locations, particularly in the left hemispace, but had little effect at midline. Verbal memory load had no (Experiment 1), or a minimal (Experiment 2) influence on reaction times. Spatial and verbal load increased switch costs between memory encoding and attention tasks relative to the no load condition. The findings show that short-term memory influences the distribution of auditory attention over space; and that the specific pattern depends on the type of information in short-term memory. PMID:29218024
Festini, Sara B; Reuter-Lorenz, Patricia A
2014-03-01
Proactive interference (PI) occurs when previously learned information interferes with new learning. In a working memory task, PI induces longer response times and more errors to recent negative probes than to new probes, presumably because the recent probe's familiarity invites a "yes" response. Warnings, longer intertrial intervals, and the increased contextual salience of the probes can reduce but not eliminate PI, suggesting that cognitive control over PI is limited. Here we tested whether control exerted in the form of intentional forgetting performed during working memory can reduce the magnitude of PI. In two experiments, participants performed a working memory task with directed-forgetting instructions and the occasional presentation of recent probes. Surprise long-term memory testing indicated better memory for to-be-remembered than for to-be-forgotten items, documenting the classic directed-forgetting effect. Critically, in working memory, PI was virtually eliminated for recent probes from prior to-be-forgotten lists, as compared to recent probes from prior to-be-remembered lists. Thus cognitive control, when executed via directed forgetting, can reduce the adverse and otherwise persistent interference from familiarity, an effect that we attribute to attenuated memory representations of the to-be-forgotten items.
On I/O Virtualization Management
NASA Astrophysics Data System (ADS)
Danciu, Vitalian A.; Metzker, Martin G.
The quick adoption of virtualization technology in general and the advent of the Cloud business model entail new requirements on the structure and the configuration of back-end I/O systems. Several approaches to virtualization of I/O links are being introduced, which aim at implementing a more flexible I/O channel configuration without compromising performance. While previously the management of I/O devices could be limited to basic technical requirments (e.g. the establishment and termination of fixed-point links), the additional flexibility carries in its wake additional management requirements on the representation and control of I/O sub-systems.
ERIC Educational Resources Information Center
Klein, Amarolinda Zanela; Freitas, Angilberto; Machado, Lisiane; da Silva Freitas, José Carlos, Jr.; Graziola, Paulo Gaspar; Schlemmer, Eliane
2014-01-01
Frequently, research on management education does not take into account the role of Information Technology as a key resource to support teaching and learning processes. In this article, the authors explore the current applications of Three Dimensional Virtual Worlds (3DVW) for Management education. The authors researched the educational…
Managing a Statewide Virtual Reference Service: How Q and A NJ Works.
ERIC Educational Resources Information Center
Bromberg, Peter
2003-01-01
Describes the live virtual reference service, Q and A NJ (Question and Answer New Jersey), strategies used to meet the challenges of day-to-day management, scaled growth and quality control. Describes how it began; how long it took; how to manage a large project (constant communication; training and practice; transcript analysis and privacy;…
ERIC Educational Resources Information Center
Putman, Paul G.
2012-01-01
Adult learners can develop leadership skills and competencies such as conflict management and negotiation skills. Virtual simulations are among the emerging new technologies available to adult educators and trainers to help adults develop various leadership competencies. This study explored the impact of conflict management tactics as well as…
NASA Astrophysics Data System (ADS)
Ma, Yi; Lee, Eric Wai Ming; Shi, Meng; Kwok Kit Yuen, Richard
2018-03-01
Spatial memory is a critical navigation support tool for disoriented evacuees during evacuation under adverse environmental conditions such as dark or smoky conditions. Owing to the complexity of memory, it is challenging to understand the effect of spatial memory on pedestrian evacuation quantitatively. In this study, we propose a simple method to quantitatively represent the evacueeʼs spatial memory about the emergency exit, model the evacuation of pedestrians under the guidance of the spatial memory, and investigate the effect of the evacueeʼs spatial memory on the evacuation from theoretical and physical perspectives. The result shows that (i) a good memory can significantly assist the evacuation of pedestrians under poor visibility conditions, and the evacuation can always succeed when the degree of the memory exceeds a threshold (\\varphi > 0.5); (ii) the effect of memory is superior to that of “follow-the-crowd” under the same environmental conditions; (iii) in the case of multiple exits, the difference in the degree of the memory between evacuees has a significant effect (the greater the difference, the faster the evacuation) for the evacuation under poor visibility conditions. Our study provides a new quantitative insight into the effect of spatial memory on crowd evacuation under poor visibility conditions. Project supported by the Research Grants Council of the Hong Kong Special Administrative Region, China (Grant No. 11203615).
An imperialist competitive algorithm for virtual machine placement in cloud computing
NASA Astrophysics Data System (ADS)
Jamali, Shahram; Malektaji, Sepideh; Analoui, Morteza
2017-05-01
Cloud computing, the recently emerged revolution in IT industry, is empowered by virtualisation technology. In this paradigm, the user's applications run over some virtual machines (VMs). The process of selecting proper physical machines to host these virtual machines is called virtual machine placement. It plays an important role on resource utilisation and power efficiency of cloud computing environment. In this paper, we propose an imperialist competitive-based algorithm for the virtual machine placement problem called ICA-VMPLC. The base optimisation algorithm is chosen to be ICA because of its ease in neighbourhood movement, good convergence rate and suitable terminology. The proposed algorithm investigates search space in a unique manner to efficiently obtain optimal placement solution that simultaneously minimises power consumption and total resource wastage. Its final solution performance is compared with several existing methods such as grouping genetic and ant colony-based algorithms as well as bin packing heuristic. The simulation results show that the proposed method is superior to other tested algorithms in terms of power consumption, resource wastage, CPU usage efficiency and memory usage efficiency.
Klapan, Ivica; Vranjes, Zeljko; Prgomet, Drago; Lukinović, Juraj
2008-03-01
The real-time requirement means that the simulation should be able to follow the actions of the user that may be moving in the virtual environment. The computer system should also store in its memory a three-dimensional (3D) model of the virtual environment. In that case a real-time virtual reality system will update the 3D graphic visualization as the user moves, so that up-to-date visualization is always shown on the computer screen. Upon completion of the tele-operation, the surgeon compares the preoperative and postoperative images and models of the operative field, and studies video records of the procedure itself Using intraoperative records, animated images of the real tele-procedure performed can be designed. Virtual surgery offers the possibility of preoperative planning in rhinology. The intraoperative use of computer in real time requires development of appropriate hardware and software to connect medical instrumentarium with the computer and to operate the computer by thus connected instrumentarium and sophisticated multimedia interfaces.
Improved associative recall of binary data in volume holographic memories
NASA Astrophysics Data System (ADS)
Betzos, George A.; Laisné, Alexandre; Mitkas, Pericles A.
1999-11-01
A new technique is presented that improves the results of associative recall in a volume holographic memory system. A background is added to the normal search argument to increase the amount of optical power that is used to reconstruct the reference beams in the crystal. This is combined with post-processing of the captured image of the reference beams. The use of both the background and post-processing greatly improves the results by allowing associative recall using small arguments. In addition, the number of false hits is reduced and misses are virtually eliminated.
Faria, Ana Lúcia; Andrade, Andreia; Soares, Luísa; I Badia, Sergi Bermúdez
2016-11-02
Stroke is one of the most common causes of acquired disability, leaving numerous adults with cognitive and motor impairments, and affecting patients' capability to live independently. There is substancial evidence on post-stroke cognitive rehabilitation benefits, but its implementation is generally limited by the use of paper-and-pencil methods, insufficient personalization, and suboptimal intensity. Virtual reality tools have shown potential for improving cognitive rehabilitation by supporting carefully personalized, ecologically valid tasks through accessible technologies. Notwithstanding important progress in VR-based cognitive rehabilitation systems, specially with Activities of Daily Living (ADL's) simulations, there is still a need of more clinical trials for its validation. In this work we present a one-month randomized controlled trial with 18 stroke in and outpatients from two rehabilitation units: 9 performing a VR-based intervention and 9 performing conventional rehabilitation. The VR-based intervention involved a virtual simulation of a city - Reh@City - where memory, attention, visuo-spatial abilities and executive functions tasks are integrated in the performance of several daily routines. The intervention had levels of difficulty progression through a method of fading cues. There was a pre and post-intervention assessment in both groups with the Addenbrooke Cognitive Examination (primary outcome) and the Trail Making Test A and B, Picture Arrangement from WAIS III and Stroke Impact Scale 3.0 (secondary outcomes). A within groups analysis revealed significant improvements in global cognitive functioning, attention, memory, visuo-spatial abilities, executive functions, emotion and overall recovery in the VR group. The control group only improved in self-reported memory and social participation. A between groups analysis, showed significantly greater improvements in global cognitive functioning, attention and executive functions when comparing VR to conventional therapy. Our results suggest that cognitive rehabilitation through the Reh@City, an ecologically valid VR system for the training of ADL's, has more impact than conventional methods. This trial was not registered because it is a small sample study that evaluates the clinical validity of a prototype virtual reality system.
Raskin, S.; Maye, J.; Rogers, A.; Correll, D.; Zamroziewicz, M.; Kurtz, M.
2014-01-01
Objective Impaired adherence to medication regimens is a serious concern for individuals with schizophrenia linked to relapse and poorer outcomes. One possible reason for poor adherence to medication is poor ability to remember future intentions, labeled prospective memory skills. It has been demonstrated in several studies that individuals with schizophrenia have impairments in prospective memory that are linked to everyday life skills. However, there have been no studies, to our knowledge, examining the relationship of a clinical measure of prospective memory to medication management skills, a key element of successful adherence. Methods In this study 41 individuals with schizophrenia and 25 healthy adults were administered a standardized test battery that included measures of prospective memory, medication management skills, neurocognition and symptoms. Results Individuals with schizophrenia demonstrated impairments in prospective memory (both time and event-based) relative to healthy controls. Performance on the test of prospective memory was correlated with the standardized measure of medication management in individuals with schizophrenia. Moreover, the test of prospective memory predicted skills in medication adherence even after measures of neurocognition were accounted for. Conclusions This suggests that prospective memory may play a key role in medication management skills and thus should be a target of cognitive remediation programs. PMID:24188118
Radiation-Hardened Solid-State Drive
NASA Technical Reports Server (NTRS)
Sheldon, Douglas J.
2010-01-01
A method is provided for a radiationhardened (rad-hard) solid-state drive for space mission memory applications by combining rad-hard and commercial off-the-shelf (COTS) non-volatile memories (NVMs) into a hybrid architecture. The architecture is controlled by a rad-hard ASIC (application specific integrated circuit) or a FPGA (field programmable gate array). Specific error handling and data management protocols are developed for use in a rad-hard environment. The rad-hard memories are smaller in overall memory density, but are used to control and manage radiation-induced errors in the main, and much larger density, non-rad-hard COTS memory devices. Small amounts of rad-hard memory are used as error buffers and temporary caches for radiation-induced errors in the large COTS memories. The rad-hard ASIC/FPGA implements a variety of error-handling protocols to manage these radiation-induced errors. The large COTS memory is triplicated for protection, and CRC-based counters are calculated for sub-areas in each COTS NVM array. These counters are stored in the rad-hard non-volatile memory. Through monitoring, rewriting, regeneration, triplication, and long-term storage, radiation-induced errors in the large NV memory are managed. The rad-hard ASIC/FPGA also interfaces with the external computer buses.
BIM based virtual environment for fire emergency evacuation.
Wang, Bin; Li, Haijiang; Rezgui, Yacine; Bradley, Alex; Ong, Hoang N
2014-01-01
Recent building emergency management research has highlighted the need for the effective utilization of dynamically changing building information. BIM (building information modelling) can play a significant role in this process due to its comprehensive and standardized data format and integrated process. This paper introduces a BIM based virtual environment supported by virtual reality (VR) and a serious game engine to address several key issues for building emergency management, for example, timely two-way information updating and better emergency awareness training. The focus of this paper lies on how to utilize BIM as a comprehensive building information provider to work with virtual reality technologies to build an adaptable immersive serious game environment to provide real-time fire evacuation guidance. The innovation lies on the seamless integration between BIM and a serious game based virtual reality (VR) environment aiming at practical problem solving by leveraging state-of-the-art computing technologies. The system has been tested for its robustness and functionality against the development requirements, and the results showed promising potential to support more effective emergency management.
Acute effects of alcohol on the development of intrusive memories.
Bisby, James A; Brewin, Chris R; Leitz, Julie R; Valerie Curran, H
2009-07-01
Post-traumatic stress disorder is characterised by repeated intrusive imagery of the traumatic event. Despite alcohol's impairing effect on memory and frequent involvement in real-life trauma, virtually nothing is known of the interaction between alcohol and trauma memory. We aimed to investigate the acute alcohol effects on spontaneous memories following a trauma film as well as explicit memory for the film. Utilising an independent-group double-blind design, 48 healthy volunteers were randomly allocated to receive alcohol of 0.4 or 0.8 g/kg or a matched placebo drink. A stressful film was viewed post-drink. Skin conductance was monitored throughout and mood and dissociative symptoms were indexed. Volunteers recorded their spontaneous memories of the film daily in an online diary over the following week. Their explicit memory for both gist and details of the film was tested on day 7. Intriguingly, an inverted 'U' alcohol dose-response was observed on intrusive memories with a low dose of alcohol increasing memory intrusions while a high dose decreased intrusions. In contrast, explicit memory performance after 7 days showed a linear dose-response effect of alcohol with both recall and recognition decreasing as dose increased. These findings highlight a striking differential pattern of alcohol's effects on spontaneous memories as compared with explicit memories. Alcohol's effect on spontaneous memories may reflect a dose-dependent impairment of two separate memory systems integral to the processing of different aspects of a traumatic event.
DOE Office of Scientific and Technical Information (OSTI.GOV)
YU, DANTONG; Jin, Shudong
2014-03-01
Data-intensive applications, including high energy and nuclear physics, astrophysics, climate modeling, nano-scale materials science, genomics, and financing, are expected to generate exabytes of data over the coming years, which must be transferred, visualized, and analyzed by geographically distributed teams of users. High-performance network capabilities must be available to these users at the application level in a transparent, virtualized manner. Moreover, the application users must have the capability to move large datasets from local and remote locations across network environments to their home institutions. To solve these challenges, the main goal of our project is to design and evaluate high-performance datamore » transfer software to support various data-intensive applications. First, we have designed a middleware software that provides access to Remote Direct Memory Access (RDMA) functionalities. This middleware integrates network access, memory management and multitasking in its core design. We address a number of issues related to its efficient implementation, for instance, explicit buffer management and memory registration, and parallelization of RDMA operations, which are vital to delivering the benefit of RDMA to the applications. Built on top of this middleware, an implementation and experimental evaluation of the RDMA-based FTP software, RFTP, is described and evaluated. This application has been implemented by our team to exploit the full capabilities of advanced RDMA mechanisms for ultra-high speed bulk data transfer applications on Energy Sciences Network (ESnet). Second, we designed our data transfer software to optimize TCP/IP based data transfer performance such that RFTP can be fully compatible with today’s Internet. Our kernel optimization techniques with Linux system calls sendfile and splice, can reduce data copy cost. In this report, we summarize the technical challenges of our project, the primary software design methods, the major project milestones achieved, as well as the testbed evaluation work and demonstrations during our project life time.« less
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.
Managing Global Virtual Teams across Classrooms, Students and Faculty
ERIC Educational Resources Information Center
Shea, Timothy P.; Sherer, Pamela D.; Quilling, Rosemary D.; Blewett, Craig N.
2011-01-01
Virtual teams are becoming commonplace in business today so our business school students should have experience in effectively working in virtual teams. Based on a month-long virtual team project conducted by the authors between classes in South Africa and the United States, this paper discusses the opportunities and challenges of using global…
Development and Management of Virtual Schools: Issues and Trends
ERIC Educational Resources Information Center
Cavanaugh, Catherine, Ed.
2004-01-01
Virtual schools are a result of widespread changes in knowledge about learning, in available technology and in society. Virtual schooling is growing in popularity and will continue to attract students because of the benefits it offers over traditional schooling. Stakeholders in virtual schools need information to guide their decisions. For the…
Tascón, Laura; García-Moreno, Luis Miguel; Cimadevilla, Jose Manuel
2017-06-09
Many different human spatial memory tasks were developed in the last two decades. Virtual reality based tasks make possible developing different scenarios and situations to assess spatial orientation but sometimes these tasks are complex for specific populations like children and older-adults. A new spatial task with a very limited technological requirement was developed in this study. It demanded the use of spatial memory for an accurate solution. It also proved to be sensitive to gender differences, with men outperforming women under high specific difficulty levels. Thanks to its simplicity it could be applied as a screening test and is easy to combine with EEG and fMRI studies. Copyright © 2017 Elsevier B.V. All rights reserved.
High density associative memory
NASA Technical Reports Server (NTRS)
Moopenn, Alexander W. (Inventor); Thakoor, Anilkumar P. (Inventor); Daud, Taher (Inventor); Lambe, John J. (Inventor)
1989-01-01
A multi-layered, thin-film, digital memory having associative recall. There is a first memory matrix and a second memory matrix. Each memory matrix comprises, a first layer comprising a plurality of electrically separated row conductors; a second layer comprising a plurality of electrically separated column conductors intersecting but electrically separated from the row conductors; and, a plurality of resistance elements electrically connected between the row condutors and the column conductors at respective intersections of the row conductors and the column conductors, each resistance element comprising, in series, a first resistor of sufficiently high ohmage to conduct a sensible element current therethrough with virtually no heat-generating power consumption when a low voltage as employed in thin-film applications is applied thereacross and a second resistor of sufficiently high ohmage to conduct no sensible current therethrough when a low voltage as employed in thin-film applications is applied thereacross, the second resistor having the quality of breaking down to create a short therethrough upon the application of a breakdown level voltage across the first and second resistors.
Can false memory for critical lures occur without conscious awareness of list words?
Sadler, Daniel D; Sodmont, Sharon M; Keefer, Lucas A
2018-02-01
We examined whether the DRM false memory effect can occur when list words are presented below the perceptual identification threshold. In four experiments, subjects showed robust veridical memory for studied words and false memory for critical lures when masked list words were presented at exposure durations of 43 ms per word. Shortening the exposure duration to 29 ms virtually eliminated veridical recognition of studied words and completely eliminated false recognition of critical lures. Subjective visibility ratings in Experiments 3a and 3b support the assumption that words presented at 29 ms were subliminal for most participants, but were occasionally experienced with partial awareness by participants with higher perceptual awareness. Our results indicate that a false memory effect does not occur in the absence of conscious awareness of list words, but it does occur when word stimuli are presented at an intermediate level of visibility. Copyright © 2017 Elsevier Inc. All rights reserved.
An event map of memory space in the hippocampus
Deuker, Lorena; Bellmund, Jacob LS; Navarro Schröder, Tobias; Doeller, Christian F
2016-01-01
The hippocampus has long been implicated in both episodic and spatial memory, however these mnemonic functions have been traditionally investigated in separate research strands. Theoretical accounts and rodent data suggest a common mechanism for spatial and episodic memory in the hippocampus by providing an abstract and flexible representation of the external world. Here, we monitor the de novo formation of such a representation of space and time in humans using fMRI. After learning spatio-temporal trajectories in a large-scale virtual city, subject-specific neural similarity in the hippocampus scaled with the remembered proximity of events in space and time. Crucially, the structure of the entire spatio-temporal network was reflected in neural patterns. Our results provide evidence for a common coding mechanism underlying spatial and temporal aspects of episodic memory in the hippocampus and shed new light on its role in interleaving multiple episodes in a neural event map of memory space. DOI: http://dx.doi.org/10.7554/eLife.16534.001 PMID:27710766
Baumann, Oliver; Skilleter, Ashley J.; Mattingley, Jason B.
2011-01-01
The goal of the present study was to examine the extent to which working memory supports the maintenance of object locations during active spatial navigation. Participants were required to navigate a virtual environment and to encode the location of a target object. In the subsequent maintenance period they performed one of three secondary tasks that were designed to selectively load visual, verbal or spatial working memory subsystems. Thereafter participants re-entered the environment and navigated back to the remembered location of the target. We found that while navigation performance in participants with high navigational ability was impaired only by the spatial secondary task, navigation performance in participants with poor navigational ability was impaired equally by spatial and verbal secondary tasks. The visual secondary task had no effect on navigation performance. Our results extend current knowledge by showing that the differential engagement of working memory subsystems is determined by navigational ability. PMID:21629686
ERIC Educational Resources Information Center
Lim, Yong-Kwan
2011-01-01
This study used a longitudinal study spanning a twelve-week time period and involving 165 undergraduate students to examine the combined impact of gender and impression management strategies on leader emergence by members relying on low versus high virtualness. The subjects were formed into 44 self-managed work groups and charged with completing…
Evidence for an Evolutionarily Conserved Memory Coding Scheme in the Mammalian Hippocampus
Thome, Alexander; Lisanby, Sarah H.; McNaughton, Bruce L.
2017-01-01
Decades of research identify the hippocampal formation as central to memory storage and recall. Events are stored via distributed population codes, the parameters of which (e.g., sparsity and overlap) determine both storage capacity and fidelity. However, it remains unclear whether the parameters governing information storage are similar between species. Because episodic memories are rooted in the space in which they are experienced, the hippocampal response to navigation is often used as a proxy to study memory. Critically, recent studies in rodents that mimic the conditions typical of navigation studies in humans and nonhuman primates (i.e., virtual reality) show that reduced sensory input alters hippocampal representations of space. The goal of this study was to quantify this effect and determine whether there are commonalities in information storage across species. Using functional molecular imaging, we observe that navigation in virtual environments elicits activity in fewer CA1 neurons relative to real-world conditions. Conversely, comparable neuronal activity is observed in hippocampus region CA3 and the dentate gyrus under both conditions. Surprisingly, we also find evidence that the absolute number of neurons used to represent an experience is relatively stable between nonhuman primates and rodents. We propose that this convergence reflects an optimal ensemble size for episodic memories. SIGNIFICANCE STATEMENT One primary factor constraining memory capacity is the sparsity of the engram, the proportion of neurons that encode a single experience. Investigating sparsity in humans is hampered by the lack of single-cell resolution and differences in behavioral protocols. Sparsity can be quantified in freely moving rodents, but extrapolating these data to humans assumes that information storage is comparable across species and is robust to restraint-induced reduction in sensory input. Here, we test these assumptions and show that species differences in brain size build memory capacity without altering the structure of the data being stored. Furthermore, sparsity in most of the hippocampus is resilient to reduced sensory information. This information is vital to integrating animal data with human imaging navigation studies. PMID:28174334
Design and application of BIM based digital sand table for construction management
NASA Astrophysics Data System (ADS)
Fuquan, JI; Jianqiang, LI; Weijia, LIU
2018-05-01
This paper explores the design and application of BIM based digital sand table for construction management. Aiming at the demands and features of construction management plan for bridge and tunnel engineering, the key functional features of digital sand table should include three-dimensional GIS, model navigation, virtual simulation, information layers, and data exchange, etc. That involving the technology of 3D visualization and 4D virtual simulation of BIM, breakdown structure of BIM model and project data, multi-dimensional information layers, and multi-source data acquisition and interaction. Totally, the digital sand table is a visual and virtual engineering information integrated terminal, under the unified data standard system. Also, the applications shall contain visual constructing scheme, virtual constructing schedule, and monitoring of construction, etc. Finally, the applicability of several basic software to the digital sand table is analyzed.
Armenian Virtual Observatory: Services and Data Sharing
NASA Astrophysics Data System (ADS)
Knyazyan, A. V.; Astsatryan, H. V.; Mickaelian, A. M.
2016-06-01
The main aim of this article is to introduce the data management and services of the Armenian Virtual Observatory (ArVO), which consists of user friendly data management mechanisms, a new and productive cross-correlation service, and data sharing API based on international standards and protocols.
Youngblood, Patricia; Harter, Phillip M; Srivastava, Sakti; Moffett, Shannon; Heinrichs, Wm LeRoy; Dev, Parvati
2008-01-01
Training interdisciplinary trauma teams to work effectively together using simulation technology has led to a reduction in medical errors in emergency department, operating room, and delivery room contexts. High-fidelity patient simulators (PSs)-the predominant method for training healthcare teams-are expensive to develop and implement and require that trainees be present in the same place at the same time. In contrast, online computer-based simulators are more cost effective and allow simultaneous participation by students in different locations and time zones. In this pilot study, the researchers created an online virtual emergency department (Virtual ED) for team training in crisis management, and compared the effectiveness of the Virtual ED with the PS. We hypothesized that there would be no difference in learning outcomes for graduating medical students trained with each method. In this pilot study, we used a pretest-posttest control group, experimental design in which 30 subjects were randomly assigned to either the Virtual ED or the PS system. In the Virtual ED each subject logged into the online environment and took the role of a team member. Four-person teams worked together in the Virtual ED, communicating in real time with live voice over Internet protocol, to manage computer-controlled patients who exhibited signs and symptoms of physical trauma. Each subject had the opportunity to be the team leader. The subjects' leadership behavior as demonstrated in both a pretest case and a posttest case was assessed by 3 raters, using a behaviorally anchored scale. In the PS environment, 4-person teams followed the same research protocol, using the same clinical scenarios in a Simulation Center. Guided by the Emergency Medicine Crisis Resource Management curriculum, both the Virtual ED and the PS groups applied the basic principles of team leadership and trauma management (Advanced Trauma Life Support) to manage 6 trauma cases-a pretest case, 4 training cases, and a posttest case. The subjects in each group were assessed individually with the same simulation method that they used for the training cases. Subjects who used either the Virtual ED or the PS showed significant improvement in performance between pretest and posttest cases (P < 0.05). In addition, there was no significant difference in subjects' performance between the 2 types of simulation, suggesting that the online Virtual ED may be as effective for learning team skills as the PS, the method widely used in Simulation Centers. Data on usability and attitudes toward both simulation methods as learning tools were equally positive. This study shows the potential value of using virtual learning environments for developing medical students' and resident physicians' team leadership and crisis management skills.
An IPv6 routing lookup algorithm using weight-balanced tree based on prefix value for virtual router
NASA Astrophysics Data System (ADS)
Chen, Lingjiang; Zhou, Shuguang; Zhang, Qiaoduo; Li, Fenghua
2016-10-01
Virtual router enables the coexistence of different networks on the same physical facility and has lately attracted a great deal of attention from researchers. As the number of IPv6 addresses is rapidly increasing in virtual routers, designing an efficient IPv6 routing lookup algorithm is of great importance. In this paper, we present an IPv6 lookup algorithm called weight-balanced tree (WBT). WBT merges Forwarding Information Bases (FIBs) of virtual routers into one spanning tree, and compresses the space cost. WBT's average time complexity and the worst case time complexity of lookup and update process are both O(logN) and space complexity is O(cN) where N is the size of routing table and c is a constant. Experiments show that WBT helps reduce more than 80% Static Random Access Memory (SRAM) cost in comparison to those separation schemes. WBT also achieves the least average search depth comparing with other homogeneous algorithms.
Human sex differences in solving a virtual navigation problem.
Astur, Robert S; Purton, Andrea J; Zaniewski, Melanie J; Cimadevilla, Jose; Markus, Etan J
2016-07-15
The current study examined sex differences in initial and subsequent strategies in solving a navigational problem within a virtual reality environment. We tested 163 undergraduates on a virtual T-maze task that included probe trials designed to assess whether participants were responding using either a place or response strategy. Participants were also tested on a mental rotation task and memory of the details of the virtual room. There were no differences between the sexes in copying or recalling a map of the room or on first trial performance of the T-maze. However, at trial two, males show a significant advantage in solving the task, and approximately 80% of the males adopt a place strategy to solve the T-maze whereas females at that point showed no strategy preference. Across all testing, both males and females preferentially used a place strategy. We discuss how factors such as spatial priming affect strategy preferences and how such factors may differentially affect males and females. Copyright © 2016 Elsevier B.V. All rights reserved.
Eyewitness Memory in Face-to-Face and Immersive Avatar-to-Avatar Contexts.
Taylor, Donna A; Dando, Coral J
2018-01-01
Technological advances offer possibilities for innovation in the way eyewitness testimony is elicited. Typically, this occurs face-to-face. We investigated whether a virtual environment, where interviewer and eyewitness communicate as avatars, might confer advantages by attenuating the social and situational demands of a face-to-face interview, releasing more cognitive resources for invoking episodic retrieval mode. In conditions of intentional encoding, eyewitnesses were interviewed 48 h later, either face-to-face or in a virtual environment ( N = 38). Participants in the virtual environment significantly outperformed those interviewed face-to-face on all episodic performance measures - improved correct reporting reduced errors, and increased accuracy. Participants reported finding it easier to admit not remembering event information to the avatar, and finding the avatar easier to talk to. These novel findings, and our pattern of retrieval results indicates the potential of avatar-to-avatar communication in virtual environments, and provide impetus for further research investigating eyewitness cognition in contemporary retrieval contexts.
Functional imaging of hippocampal place cells at cellular resolution during virtual navigation
Dombeck, Daniel A.; Harvey, Christopher D.; Tian, Lin; Looger, Loren L.; Tank, David W.
2010-01-01
Spatial navigation is a widely employed behavior in rodent studies of neuronal circuits underlying cognition, learning and memory. In vivo microscopy combined with genetically-encoded indicators provides important new tools to study neuronal circuits, but has been technically difficult to apply during navigation. We describe methods to image the activity of hippocampal CA1 neurons with sub-cellular resolution in behaving mice. Neurons expressing the genetically encoded calcium indicator GCaMP3 were imaged through a chronic hippocampal window. Head-fixed mice performed spatial behaviors within a setup combining a virtual reality system and a custom built two-photon microscope. Populations of place cells were optically identified, and the correlation between the location of their place fields in the virtual environment and their anatomical location in the local circuit was measured. The combination of virtual reality and high-resolution functional imaging should allow for a new generation of studies to probe neuronal circuit dynamics during behavior. PMID:20890294
Sleep Enhances Knowledge of Routes and Regions in Spatial Environments
ERIC Educational Resources Information Center
Noack, Hannes; Schick, Wiebke; Mallot, Hanspeter; Born, Jan
2017-01-01
Sleep is thought to preferentially consolidate hippocampus-dependent memory, and as such, spatial navigation. Here, we investigated the effects of sleep on route knowledge and explicit and implicit semantic regions in a virtual environment. Sleep, compared with wakefulness, improved route knowledge and also enhanced awareness of the semantic…
Seligman, Martin E.P.; Kahana, Michael
2009-01-01
Can intuition be taught? The way in which faces are recognized, the structure of natural classes, and the architecture of intuition may all be instances of the same process. The conjecture that intuition is a species of recognition memory implies that human intuitive decision making can be enormously enhanced by virtual simulation. PMID:20300491
A Journey through Public History on the Web.
ERIC Educational Resources Information Center
Borg, Brent
2002-01-01
Provides an annotated list of Web sites that include, but not limited to, the American Family Immigration History Center, Harry S. Truman Presidential Museum and Library, National Council for Public History, National Park Service, U.S. Holocaust Memorial Museum, and the Women of the West Virtual Museum. (CMK)
From Real Challenges to Virtual Reality: Realizing Your Collection through Digital Partnership
ERIC Educational Resources Information Center
Johnson, Jennifer; Mandity, Edward
2010-01-01
In fall 2008, a collaborative partnership was formed between the libraries of two Indiana universities--Marian College's (now Marian University) Mother Theresa Hackelmeier Memorial Library, and the University Library at Indiana University-Purdue University Indianapolis (IUPUI). The authors discuss the digital nature of this collaboration, which…
ERIC Educational Resources Information Center
Allen, Denise
1995-01-01
Reviews five compact disc-read only memory (CD-ROM) products and one video series that focus on science projects: (1) "Body Park" (Virtual Entertainment); (2) "The Magic School Bus Explores the Solar System" (Microsoft); (3) "The Magic School Bus Explores the Human Body" (Microsoft); (4) "Science Curriculum Assistance Program" (Demco); and (5)…
Hierarchical process memory: memory as an integral component of information processing
Hasson, Uri; Chen, Janice; Honey, Christopher J.
2015-01-01
Models of working memory commonly focus on how information is encoded into and retrieved from storage at specific moments. However, in the majority of real-life processes, past information is used continuously to process incoming information across multiple timescales. Considering single unit, electrocorticography, and functional imaging data, we argue that (i) virtually all cortical circuits can accumulate information over time, and (ii) the timescales of accumulation vary hierarchically, from early sensory areas with short processing timescales (tens to hundreds of milliseconds) to higher-order areas with long processing timescales (many seconds to minutes). In this hierarchical systems perspective, memory is not restricted to a few localized stores, but is intrinsic to information processing that unfolds throughout the brain on multiple timescales. “The present contains nothing more than the past, and what is found in the effect was already in the cause.”Henri L Bergson PMID:25980649
Sleep enhances exposure therapy.
Kleim, B; Wilhelm, F H; Temp, L; Margraf, J; Wiederhold, B K; Rasch, B
2014-05-01
Sleep benefits memory consolidation. Here, we tested the beneficial effect of sleep on memory consolidation following exposure psychotherapy of phobic anxiety. A total of 40 individuals afflicted with spider phobia according to DSM-IV underwent a one-session virtual reality exposure treatment and either slept for 90 min or stayed awake afterwards. Sleep following exposure therapy compared with wakefulness led to better reductions in self-reported fear (p = 0.045, d = 0.47) and catastrophic spider-related cognitions (p = 0.026, d = 0.53) during approaching a live spider, both tested after 1 week. Both reductions were associated with greater percentages of stage 2 sleep. Our results indicate that sleep following successful psychotherapy, such as exposure therapy, improves therapeutic effectiveness, possibly by strengthening new non-fearful memory traces established during therapy. These findings offer an important non-invasive alternative to recent attempts to facilitate therapeutic memory extinction and consolidation processes with pharmacological or behavioral interventions.
Yanagisawa, Keisuke; Komine, Shunta; Kubota, Rikuto; Ohue, Masahito; Akiyama, Yutaka
2018-06-01
The need to accelerate large-scale protein-ligand docking in virtual screening against a huge compound database led researchers to propose a strategy that entails memorizing the evaluation result of the partial structure of a compound and reusing it to evaluate other compounds. However, the previous method required frequent disk accesses, resulting in insufficient acceleration. Thus, more efficient memory usage can be expected to lead to further acceleration, and optimal memory usage could be achieved by solving the minimum cost flow problem. In this research, we propose a fast algorithm for the minimum cost flow problem utilizing the characteristics of the graph generated for this problem as constraints. The proposed algorithm, which optimized memory usage, was approximately seven times faster compared to existing minimum cost flow algorithms. Copyright © 2018 The Authors. Published by Elsevier Ltd.. All rights reserved.
Cogné, Mélanie; Auriacombe, Sophie; Vasa, Louise; Tison, François; Klinger, Evelyne; Sauzéon, Hélène; Joseph, Pierre-Alain; N Kaoua, Bernard
2018-05-01
To evaluate whether visual cues are helpful for virtual spatial navigation and memory in Alzheimer's disease (AD) and patients with mild cognitive impairment (MCI). 20 patients with AD, 18 patients with MCI and 20 age-matched healthy controls (HC) were included. Participants had to actively reproduce a path that included 5 intersections with one landmark at each intersection that they had seen previously during a learning phase. Three cueing conditions for navigation were offered: salient landmarks, directional arrows and a map. A path without additional visual stimuli served as control condition. Navigation time and number of trajectory mistakes were recorded. With the presence of directional arrows, no significant difference was found between groups concerning the number of trajectory mistakes and navigation time. The number of trajectory mistakes did not differ significantly between patients with AD and patients with MCI on the path with arrows, the path with salient landmarks and the path with a map. There were significant correlations between the number of trajectory mistakes under the arrow condition and executive tests, and between the number of trajectory mistakes under the salient landmark condition and memory tests. Visual cueing such as directional arrows and salient landmarks appears helpful for spatial navigation and memory tasks in patients with AD and patients with MCI. This study opens new research avenues for neuro-rehabilitation, such as the use of augmented reality in real-life settings to support the navigational capabilities of patients with MCI and patients with AD. (PsycINFO Database Record (c) 2018 APA, all rights reserved).
Persoon, Lucas C G G; Podesta, Mark; van Elmpt, Wouter J C; Nijsten, Sebastiaan M J J G; Verhaegen, Frank
2011-07-01
A widely accepted method to quantify differences in dose distributions is the gamma (gamma) evaluation. Currently, almost all gamma implementations utilize the central processing unit (CPU). Recently, the graphics processing unit (GPU) has become a powerful platform for specific computing tasks. In this study, we describe the implementation of a 3D gamma evaluation using a GPU to improve calculation time. The gamma evaluation algorithm was implemented on an NVIDIA Tesla C2050 GPU using the compute unified device architecture (CUDA). First, several cubic virtual phantoms were simulated. These phantoms were tested with varying dose cube sizes and set-ups, introducing artificial dose differences. Second, to show applicability in clinical practice, five patient cases have been evaluated using the 3D dose distribution from a treatment planning system as the reference and the delivered dose determined during treatment as the comparison. A calculation time comparison between the CPU and GPU was made with varying thread-block sizes including the option of using texture or global memory. A GPU over CPU speed-up of 66 +/- 12 was achieved for the virtual phantoms. For the patient cases, a speed-up of 57 +/- 15 using the GPU was obtained. A thread-block size of 16 x 16 performed best in all cases. The use of texture memory improved the total calculation time, especially when interpolation was applied. Differences between the CPU and GPU gammas were negligible. The GPU and its features, such as texture memory, decreased the calculation time for gamma evaluations considerably without loss of accuracy.
A Virtual Week study of prospective memory function in autism spectrum disorders.
Henry, Julie D; Terrett, Gill; Altgassen, Mareike; Raponi-Saunders, Sandra; Ballhausen, Nicola; Schnitzspahn, Katharina M; Rendell, Peter G
2014-11-01
Prospective memory (PM) refers to the implementation of delayed intentions, a cognitive ability that plays a critical role in daily life because of its involvement in goal-directed behavior and consequently the development and maintenance of independence. Emerging evidence indicates that PM may be disrupted in autism spectrum disorders (ASDs), potentially contributing to the functional difficulties that characterize this group. However, the degree, nature, and specificity of ASD-related impairment remains poorly understood. In the current study, children between 8 and 12 years of age who were diagnosed with ASDs (n=30) were compared with typically developing children (n=30) on a child-appropriate version of the Virtual Week board game. This measure provides an opportunity to investigate the different sorts of PM failures that occur. The ASD group showed significant PM impairment on measures of time-based (but not event-based) prospective remembering. However, only a subtle difference emerged between regular and irregular PM tasks, and group differences were consistent across these tasks. Because regular and irregular tasks differentially load retrospective memory, these data imply that the PM difficulties seen in ASDs may primarily reflect a monitoring deficit and not an encoding and memory storage deficit. PM performance was poorer under conditions of high ongoing task absorption, but the magnitude of this effect did not vary as a function of group. In both groups, time-based (but not event-based) PM difficulties were associated with functional outcomes in daily life, but only an inconsistent association with executive control emerged. Copyright © 2014 Elsevier Inc. All rights reserved.
Oliveira, Camila R; Lopes Filho, Brandel José P; Sugarman, Michael A; Esteves, Cristiane S; Lima, Margarida Maria B M P; Moret-Tatay, Carmen; Irigaray, Tatiana Q; Argimon, Irani Iracema L
2016-12-13
Cognitive assessment with virtual reality (VR) may have superior ecological validity for older adults compared to traditional pencil-and-paper cognitive assessment. However, few studies have reported the development of VR tasks. The aim of this study was to present the development, feasibility, content validity, and preliminary evidence of construct validity of an ecological task of cognitive assessment for older adults in VR (ECO-VR). The tasks were prepared based on theoretical and clinical backgrounds. We had 29 non-expert judges identify virtual visual stimuli and three-dimensional scenarios, and five expert judges assisted with content analysis and developing instructions. Finally, six older persons participated in three pilot studies and thirty older persons participated in the preliminary study to identify construct validity evidence. Data were analyzed by descriptive statistics and partial correlation. Target stimuli and three-dimensional scenarios were judged adequate and the content analysis demonstrated that ECO-VR evaluates temporo-spatial orientation, memory, language and executive functioning. We made significant changes to the instructions after the pilot studies to increase comprehensibility and reduce the completion time. The total score of ECO-VR was positively correlated mainly with performance in executive function (r = .172, p < .05) and memory tests (r = .488, p ≤ .01). The ECO-VR demonstrated feasibility for cognitive assessment in older adults, as well as content and construct validity evidences.
Evidence of virtual patients as a facilitative learning tool on an anesthesia course.
Leung, Joseph Y C; Critchley, Lester A H; Yung, Alex L K; Kumta, Shekhar M
2015-10-01
Virtual patients are computerised representations of realistic clinical cases. They were developed to teach clinical reasoning skills through delivery of multiple standardized patient cases. The anesthesia course at The Chinese University of Hong Kong developed two novel types of virtual patients, formative assessment cases studies and storyline, to teach its final year medical students on a 2 week rotational course. Acute pain management cases were used to test if these two types of virtual patient could enhance student learning. A 2 × 2 cross over study was performed in academic year 2010-2011 on 130 students divided into four groups of 32-34. Performance was evaluated by acute pain management items set within three examinations; an end of module 60-item multiple choice paper, a short answer modified essay paper and the end of year final surgery modified essay paper. The pain management case studies were found to enhanced student performance in all three examinations, whilst the storyline virtual patient had no demonstrable effect. Student-teaching evaluation questionnaires showed that the case studies were favored more than the storyline virtual patient. Login times showed that students on average logged onto the case studies for 6 h, whereas only half the students logged on and used the storyline virtual patient. Formative assessment case studies were well liked by the students and reinforced learning of clinical algorithms through repetition and feedback, whereas the educational role of the more narrative and less interactive storyline virtual patient was less clear .
Utilization of a virtual patient for advanced assessment of student performance in pain management.
Smith, Michael A; Waite, Laura H
2017-09-01
To assess student performance and achievement of course objectives following the integration of a virtual patient case designed to promote active, patient-centered learning in a required pharmacy course. DecisionSim™ (Kynectiv, Inc., Chadsford, PA), a dynamic virtual patient platform, was used to implement an interactive patient case to augment pain management material presented during a didactic session in a pharmacotherapy course. Simulation performance data were collected and analyzed. Student exam performance on pain management questions was compared to student exam performance on nearly identical questions from a prior year when a paper-based case was used instead of virtual patient technology. Students who performed well on the virtual patient case performed better on exam questions related to patient assessment (p = 0.0244), primary pharmacological therapy (p = 0.0001), and additional pharmacological therapy (p = 0.0001). Overall exam performance did not differ between the two groups. However, students with exposure to the virtual patient case demonstrated significantly better performance on higher level Bloom's Taxonomy questions that required them to create pharmacotherapy regimens (p=0.0005). Students in the previous year (exposed only to a paper patient case) performed better in calculating conversions of opioids for patients (p = 0.0001). Virtual patient technology may enhance student performance on high-level Bloom's Taxonomy examination questions. This study adds to the current literature demonstrating the value of virtual patient technology as an active-learning strategy. Copyright © 2017 Elsevier Inc. All rights reserved.
Virtual Beach: Decision Support Tools for Beach Pathogen Prediction
The Virtual Beach Managers Tool (VB) is decision-making software developed to help local beach managers make decisions as to when beaches should be closed due to predicted high levels of water borne pathogens. The tool is being developed under the umbrella of EPA's Advanced Monit...
Recollection-dependent memory for event duration in large-scale spatial navigation
Barense, Morgan D.
2017-01-01
Time and space represent two key aspects of episodic memories, forming the spatiotemporal context of events in a sequence. Little is known, however, about how temporal information, such as the duration and the order of particular events, are encoded into memory, and if it matters whether the memory representation is based on recollection or familiarity. To investigate this issue, we used a real world virtual reality navigation paradigm where periods of navigation were interspersed with pauses of different durations. Crucially, participants were able to reliably distinguish the durations of events that were subjectively “reexperienced” (i.e., recollected), but not of those that were familiar. This effect was not found in temporal order (ordinal) judgments. We also show that the active experience of the passage of time (holding down a key while waiting) moderately enhanced duration memory accuracy. Memory for event duration, therefore, appears to rely on the hippocampally supported ability to recollect or reexperience an event enabling the reinstatement of both its duration and its spatial context, to distinguish it from other events in a sequence. In contrast, ordinal memory appears to rely on familiarity and recollection to a similar extent. PMID:28202714
Energy-aware Thread and Data Management in Heterogeneous Multi-core, Multi-memory Systems
DOE Office of Scientific and Technical Information (OSTI.GOV)
Su, Chun-Yi
By 2004, microprocessor design focused on multicore scaling—increasing the number of cores per die in each generation—as the primary strategy for improving performance. These multicore processors typically equip multiple memory subsystems to improve data throughput. In addition, these systems employ heterogeneous processors such as GPUs and heterogeneous memories like non-volatile memory to improve performance, capacity, and energy efficiency. With the increasing volume of hardware resources and system complexity caused by heterogeneity, future systems will require intelligent ways to manage hardware resources. Early research to improve performance and energy efficiency on heterogeneous, multi-core, multi-memory systems focused on tuning a single primitivemore » or at best a few primitives in the systems. The key limitation of past efforts is their lack of a holistic approach to resource management that balances the tradeoff between performance and energy consumption. In addition, the shift from simple, homogeneous systems to these heterogeneous, multicore, multi-memory systems requires in-depth understanding of efficient resource management for scalable execution, including new models that capture the interchange between performance and energy, smarter resource management strategies, and novel low-level performance/energy tuning primitives and runtime systems. Tuning an application to control available resources efficiently has become a daunting challenge; managing resources in automation is still a dark art since the tradeoffs among programming, energy, and performance remain insufficiently understood. In this dissertation, I have developed theories, models, and resource management techniques to enable energy-efficient execution of parallel applications through thread and data management in these heterogeneous multi-core, multi-memory systems. I study the effect of dynamic concurrent throttling on the performance and energy of multi-core, non-uniform memory access (NUMA) systems. I use critical path analysis to quantify memory contention in the NUMA memory system and determine thread mappings. In addition, I implement a runtime system that combines concurrent throttling and a novel thread mapping algorithm to manage thread resources and improve energy efficient execution in multi-core, NUMA systems.« less
ERIC Educational Resources Information Center
Turel, Ofir; Zhang, Yi
2010-01-01
Due to the increased importance and usage of self-managed virtual teams, many recent studies have examined factors that affect their success. One such factor that merits examination is the configuration or composition of virtual teams. This article tackles this point by (1) empirically testing trait-configuration effects on virtual team…
Computer memory management system
Kirk, III, Whitson John
2002-01-01
A computer memory management system utilizing a memory structure system of "intelligent" pointers in which information related to the use status of the memory structure is designed into the pointer. Through this pointer system, The present invention provides essentially automatic memory management (often referred to as garbage collection) by allowing relationships between objects to have definite memory management behavior by use of coding protocol which describes when relationships should be maintained and when the relationships should be broken. In one aspect, the present invention system allows automatic breaking of strong links to facilitate object garbage collection, coupled with relationship adjectives which define deletion of associated objects. In another aspect, The present invention includes simple-to-use infinite undo/redo functionality in that it has the capability, through a simple function call, to undo all of the changes made to a data model since the previous `valid state` was noted.
Deficits in episodic memory and mental time travel in patients with post-traumatic stress disorder.
Zlomuzica, Armin; Woud, Marcella L; Machulska, Alla; Kleimt, Katharina; Dietrich, Lisa; Wolf, Oliver T; Assion, Hans-Joerg; Huston, Joseph P; De Souza Silva, Maria A; Dere, Ekrem; Margraf, Jürgen
2018-04-20
Post-traumatic stress disorder (PTSD) is characterized by impairments in mnestic functions, especially in the domain of episodic memory. These alterations might affect different aspects of episodic memory functioning. Here we tested PTSD patients and healthy controls (matched for age, sex and education) in a newly developed virtual reality episodic memory test (VR-EMT), a test for mental time travel, episodic future thinking, and prospective memory (M3xT). In a cross-validation experiment, their performance was further evaluated in the Rivermead Behavioral Memory Test (RBMT). PTSD patients demonstrated impairments in episodic memory formation and mental time travel and showed difficulties in utilizing information from episodic memory to solve problems. Diminished attention and concentration in PTSD did not account for performance deficits in these tasks but higher levels of negative arousal were found in PTSD patients. Furthermore, performance in the VR-EMT and RBMT in PTSD patients correlated negatively with self-reported measures of stress and depression. Our results suggest that deficits in episodic memory formation and mental time travel in PTSD lead to difficulties in utilizing the content of episodic memories for solving problems in the present or to plan future behavior. Clinical implications of these findings and suggestions for cognitive-behavioral treatment of PTSD are discussed. Copyright © 2018 Elsevier Inc. All rights reserved.
Liaw, Sok Ying; Chan, Sally Wai-Chi; Chen, Fun-Gee; Hooi, Shing Chuan; Siau, Chiang
2014-09-17
Virtual patient simulation has grown substantially in health care education. A virtual patient simulation was developed as a refresher training course to reinforce nursing clinical performance in assessing and managing deteriorating patients. The objective of this study was to describe the development of the virtual patient simulation and evaluate its efficacy, by comparing with a conventional mannequin-based simulation, for improving the nursing students' performances in assessing and managing patients with clinical deterioration. A randomized controlled study was conducted with 57 third-year nursing students who were recruited through email. After a baseline evaluation of all participants' clinical performance in a simulated environment, the experimental group received a 2-hour fully automated virtual patient simulation while the control group received 2-hour facilitator-led mannequin-based simulation training. All participants were then re-tested one day (first posttest) and 2.5 months (second posttest) after the intervention. The participants from the experimental group completed a survey to evaluate their learning experiences with the newly developed virtual patient simulation. Compared to their baseline scores, both experimental and control groups demonstrated significant improvements (P<.001) in first and second post-test scores. While the experimental group had significantly lower (P<.05) second post-test scores compared with the first post-test scores, no significant difference (P=.94) was found between these two scores for the control group. The scores between groups did not differ significantly over time (P=.17). The virtual patient simulation was rated positively. A virtual patient simulation for a refreshing training course on assessing and managing clinical deterioration was developed. Although the randomized controlled study did not show that the virtual patient simulation was superior to mannequin-based simulation, both simulations have demonstrated to be effective refresher learning strategies for improving nursing students' clinical performance. Given the greater resource requirements of mannequin-based simulation, the virtual patient simulation provides a more promising alternative learning strategy to mitigate the decay of clinical performance over time.
Owning an overweight or underweight body: distinguishing the physical, experienced and virtual body.
Piryankova, Ivelina V; Wong, Hong Yu; Linkenauger, Sally A; Stinson, Catherine; Longo, Matthew R; Bülthoff, Heinrich H; Mohler, Betty J
2014-01-01
Our bodies are the most intimately familiar objects we encounter in our perceptual environment. Virtual reality provides a unique method to allow us to experience having a very different body from our own, thereby providing a valuable method to explore the plasticity of body representation. In this paper, we show that women can experience ownership over a whole virtual body that is considerably smaller or larger than their physical body. In order to gain a better understanding of the mechanisms underlying body ownership, we use an embodiment questionnaire, and introduce two new behavioral response measures: an affordance estimation task (indirect measure of body size) and a body size estimation task (direct measure of body size). Interestingly, after viewing the virtual body from first person perspective, both the affordance and the body size estimation tasks indicate a change in the perception of the size of the participant's experienced body. The change is biased by the size of the virtual body (overweight or underweight). Another novel aspect of our study is that we distinguish between the physical, experienced and virtual bodies, by asking participants to provide affordance and body size estimations for each of the three bodies separately. This methodological point is important for virtual reality experiments investigating body ownership of a virtual body, because it offers a better understanding of which cues (e.g. visual, proprioceptive, memory, or a combination thereof) influence body perception, and whether the impact of these cues can vary between different setups.
Owning an Overweight or Underweight Body: Distinguishing the Physical, Experienced and Virtual Body
Piryankova, Ivelina V.; Wong, Hong Yu; Linkenauger, Sally A.; Stinson, Catherine; Longo, Matthew R.; Bülthoff, Heinrich H.; Mohler, Betty J.
2014-01-01
Our bodies are the most intimately familiar objects we encounter in our perceptual environment. Virtual reality provides a unique method to allow us to experience having a very different body from our own, thereby providing a valuable method to explore the plasticity of body representation. In this paper, we show that women can experience ownership over a whole virtual body that is considerably smaller or larger than their physical body. In order to gain a better understanding of the mechanisms underlying body ownership, we use an embodiment questionnaire, and introduce two new behavioral response measures: an affordance estimation task (indirect measure of body size) and a body size estimation task (direct measure of body size). Interestingly, after viewing the virtual body from first person perspective, both the affordance and the body size estimation tasks indicate a change in the perception of the size of the participant's experienced body. The change is biased by the size of the virtual body (overweight or underweight). Another novel aspect of our study is that we distinguish between the physical, experienced and virtual bodies, by asking participants to provide affordance and body size estimations for each of the three bodies separately. This methodological point is important for virtual reality experiments investigating body ownership of a virtual body, because it offers a better understanding of which cues (e.g. visual, proprioceptive, memory, or a combination thereof) influence body perception, and whether the impact of these cues can vary between different setups. PMID:25083784
NASA Astrophysics Data System (ADS)
Shi, Chenchen; Zhan, Jinyan
Virtual water refers to the volumes of water required to produce a commodity or service. It reflects human's actual consumption of water resources and therefore has certain significance in water resources management. Over the years, the concept of virtual water has caught the attentions of water manager and decision maker. In order to utilize this concept, the accounting and estimation of virtual water is the foundation that lies in this issue. Till now, the accounting methods mainly include the method provided by Food and Agriculture Organization of the United Nations (FAO), water footprint and input-output analysis method. In this paper, we chose Northwest China, which is a typical arid region that is facing with rapid economic development, as the study area and built an Input-Output (IO) analysis method to estimate virtual water among different industry sectors in the northwest China. The accounting and estimation results could be used to give suggestions to increase water use efficiency and promote virtual water trade in the study area. Comparison of the proposed method with other prevailing method was also analyzed. The introduced method could be utilized for accounting and estimation of virtual water by sectors, with its superiority in characterizing industrial water consumption and the accounting results could lend certain credence to the water resource management and industrial transformation for the future economic development of northwest China.
A Serious Game to Improve Cognitive Functions in Schizophrenia: A Pilot Study
Amado, Isabelle; Brénugat-Herné, Lindsay; Orriols, Eric; Desombre, Colombe; Dos Santos, Maxine; Prost, Zelda; Krebs, Marie-Odile; Piolino, Pascale
2016-01-01
Cognitive deficits in schizophrenia impair everyday functioning and instrumental daily living activities. These disabilities can be partly responsible for chronicity and institutionalization. We present here a virtual reality (VR) tool in which patients with schizophrenia performed a virtual game in an imaginary town during a 3-month program. In a pilot study, seven patients with schizophrenia (DSM-5), institutionalized for many years, attended weekly 1-h-and-a-half sessions organized by two clinicians. During the first sessions, they listed together the difficulties they experienced in everyday organization and planning. After being familiarized with the joystick and the VR environment, they navigated in the town, and planned actions that were difficult for them to carry out in their usual life (e.g., shopping, memorizing the way to the supermarket or being on time at a meeting point). They had to look for alternative routes and practice a switch from a 2D Map to the 3D Map. They also gathered their efforts to share strategies for each action, or discussed the action plan they could generate to solve concrete problems. The pre/post-neuropsychological evaluations showed attention, working memory, prospective, and retrospective memory benefits, but no improvement in planning as assessed by the Zoo map test and the action program subtest of Behavioral Assessment of the Dysexecutive Syndrome. Patients also clinically and functionally improved, gaining autonomy. Pragmatically, they reported a strong energy to elaborate concrete plans to search for jobs, or return to activities in the community. Qualitative assessments showed a benefit in sparing time, planning better, enriched relatedness, and better management of their housework. This VR game opens avenue to rehabilitation for patients with schizophrenia experiencing chronicity in their life, less attendance in daycare units, and a better community living. This program might reduce neurocognitive difficulties and might evolve into a true method for cognitive remediation (trial n° 2011-A00988-33). PMID:27148093
Cognitive Presence and Effect of Immersion in Virtual Learning Environment
ERIC Educational Resources Information Center
Katernyak, Ihor; Loboda, Viktoriya
2016-01-01
This paper presents the approach to successful application of two knowledge management techniques--community of practice and eLearning, in order to create and manage a competence-developing virtual learning environment. It explains how "4A" model of involving practitioners in eLearning process (through attention, actualization,…
Cognitive Rehabilitation of Episodic Memory Disorders: From Theory to Practice
Ptak, Radek; der Linden, Martial Van; Schnider, Armin
2010-01-01
Memory disorders are among the most frequent and most debilitating cognitive impairments following acquired brain damage. Cognitive remediation strategies attempt to restore lost memory capacity, provide compensatory techniques or teach the use of external memory aids. Memory rehabilitation has strongly been influenced by memory theory, and the interaction between both has stimulated the development of techniques such as spaced retrieval, vanishing cues or errorless learning. These techniques partly rely on implicit memory and therefore enable even patients with dense amnesia to acquire new information. However, knowledge acquired in this way is often strongly domain-specific and inflexible. In addition, individual patients with amnesia respond differently to distinct interventions. The factors underlying these differences have not yet been identified. Behavioral management of memory failures therefore often relies on a careful description of environmental factors and measurement of associated behavioral disorders such as unawareness of memory failures. The current evidence suggests that patients with less severe disorders benefit from self-management techniques and mnemonics whereas rehabilitation of severely amnesic patients should focus on behavior management, the transmission of domain-specific knowledge through implicit memory processes and the compensation for memory deficits with memory aids. PMID:20700383
Method and apparatus for managing access to a memory
DOE Office of Scientific and Technical Information (OSTI.GOV)
DeBenedictis, Erik
A method and apparatus for managing access to a memory of a computing system. A controller transforms a plurality of operations that represent a computing job into an operational memory layout that reduces a size of a selected portion of the memory that needs to be accessed to perform the computing job. The controller stores the operational memory layout in a plurality of memory cells within the selected portion of the memory. The controller controls a sequence by which a processor in the computing system accesses the memory to perform the computing job using the operational memory layout. The operationalmore » memory layout reduces an amount of energy consumed by the processor to perform the computing job.« less
BIM Based Virtual Environment for Fire Emergency Evacuation
Rezgui, Yacine; Ong, Hoang N.
2014-01-01
Recent building emergency management research has highlighted the need for the effective utilization of dynamically changing building information. BIM (building information modelling) can play a significant role in this process due to its comprehensive and standardized data format and integrated process. This paper introduces a BIM based virtual environment supported by virtual reality (VR) and a serious game engine to address several key issues for building emergency management, for example, timely two-way information updating and better emergency awareness training. The focus of this paper lies on how to utilize BIM as a comprehensive building information provider to work with virtual reality technologies to build an adaptable immersive serious game environment to provide real-time fire evacuation guidance. The innovation lies on the seamless integration between BIM and a serious game based virtual reality (VR) environment aiming at practical problem solving by leveraging state-of-the-art computing technologies. The system has been tested for its robustness and functionality against the development requirements, and the results showed promising potential to support more effective emergency management. PMID:25197704
Web Service Distributed Management Framework for Autonomic Server Virtualization
NASA Astrophysics Data System (ADS)
Solomon, Bogdan; Ionescu, Dan; Litoiu, Marin; Mihaescu, Mircea
Virtualization for the x86 platform has imposed itself recently as a new technology that can improve the usage of machines in data centers and decrease the cost and energy of running a high number of servers. Similar to virtualization, autonomic computing and more specifically self-optimization, aims to improve server farm usage through provisioning and deprovisioning of instances as needed by the system. Autonomic systems are able to determine the optimal number of server machines - real or virtual - to use at a given time, and add or remove servers from a cluster in order to achieve optimal usage. While provisioning and deprovisioning of servers is very important, the way the autonomic system is built is also very important, as a robust and open framework is needed. One such management framework is the Web Service Distributed Management (WSDM) system, which is an open standard of the Organization for the Advancement of Structured Information Standards (OASIS). This paper presents an open framework built on top of the WSDM specification, which aims to provide self-optimization for applications servers residing on virtual machines.
Virtual water trade in the Roman Mediterranean
NASA Astrophysics Data System (ADS)
Dermody, Brian; van Beek, Rens; Meeks, Elijah; Klein Goldewijk, Kees; Scheidel, Walter; van der Velde, Ype; Bierkens, Marc; Wassen, Martin; Dekker, Stefan
2015-04-01
The Romans were perhaps the most impressive exponents of water resource management in pre-industrial times with irrigation and virtual water trade facilitating unprecedented urbanisation and socio-economic stability for hundreds of years in a region of highly variable climate. To understand Roman water resource management in response to urbanisation and climate variability, a Virtual Water Network of the Roman World was developed. Using this network we found that irrigation and virtual water trade increased Roman resilience to inter-annual climate variability. However, urbanisation and population growth arising from virtual water trade likely pushed the Empire closer to the boundary of its water resources, led to an increase in import costs, and eroded its resilience to climate variability in the long term. Our newest findings also assess the impact that persistent climate change associated with Holocene climate anomalies had on Roman water resource management. Specifically we assess the impact of the change in climate from the Roman Warm Period to the Dark Ages Cold Period on the Roman food supply and whether it could have contributed to the fall of the Western Roman Empire.
On the flexibility of social source memory: a test of the emotional incongruity hypothesis.
Bell, Raoul; Buchner, Axel; Kroneisen, Meike; Giang, Trang
2012-11-01
A popular hypothesis in evolutionary psychology posits that reciprocal altruism is supported by a cognitive module that helps cooperative individuals to detect and remember cheaters. Consistent with this hypothesis, a source memory advantage for faces of cheaters (better memory for the cheating context in which these faces were encountered) was observed in previous studies. Here, we examined whether positive or negative expectancies would influence source memory for cheaters and cooperators. A cooperation task with virtual opponents was used in Experiments 1 and 2. Source memory for the emotionally incongruent information was enhanced relative to the congruent information: In Experiment 1, source memory was best for cheaters with likable faces and for cooperators with unlikable faces; in Experiment 2, source memory was better for smiling cheater faces than for smiling cooperator faces, and descriptively better for angry cooperator faces than for angry cheater faces. Experiments 3 and 4 showed that the emotional incongruity effect generalizes to 3rd-party reputational information (descriptions of cheating and trustworthy behavior). The results are inconsistent with the assumption of a highly specific cheater detection module. Focusing on expectancy-incongruent information may represent a more efficient, general, and hence more adaptive memory strategy for remembering exchange-relevant information than focusing only on cheaters.
Dreaming of a Learning Task is Associated with Enhanced Sleep-Dependent Memory Consolidation
Wamsley, Erin J.; Tucker, Matthew; Payne, Jessica D.; Benavides, Joseph; Stickgold, Robert
2010-01-01
Summary It is now well established that post-learning sleep is beneficial for human memory performance [1–5]. Meanwhile, human and animal studies demonstrate that learning-related neural activity is re-expressed during post-training non-rapid eye movement sleep (NREM) [6–9]. NREM sleep processes appear to be particularly beneficial for hippocampus-dependent forms of memory [1–3, 10]. These observations suggest that learning triggers the reactivation and reorganization of memory traces during sleep, a systems-level process that in turn enhances behavioral performance. Here, we hypothesized that dreaming about a learning experience during NREM sleep would be associated with improved performance on a hippocampus-dependent spatial memory task. Subjects (n=99) were trained on a virtual navigation task, and then retested on the same task 5 hours after initial training. Improved performance at retest was strongly associated with task-related dream imagery during an intervening afternoon nap. Task-related thoughts during wakefulness, in contrast, did not predict improved performance. These observations suggest that sleep-dependent memory consolidation in humans is facilitated by the offline reactivation of recently formed memories, and furthermore, that dream experiences reflect this memory processing. That similar effects were not seen during wakefulness suggests that these mnemonic processes are specific to the sleep state. PMID:20417102
Bridges, Susan M; Zhu, Frank; Leung, W Keung; Burrow, Michael F; Poolton, Jamie; Masters, Rich SW
2017-01-01
Background There is little evidence considering the relationship between movement-specific reinvestment (a dimension of personality which refers to the propensity for individuals to consciously monitor and control their movements) and working memory during motor skill performance. Functional near-infrared spectroscopy (fNIRS) measuring oxyhemoglobin demands in the frontal cortex during performance of virtual reality (VR) psychomotor tasks can be used to examine this research gap. Objective The aim of this study was to determine the potential relationship between the propensity to reinvest and blood flow to the dorsolateral prefrontal cortices of the brain. A secondary aim was to determine the propensity to reinvest and performance during 2 dental tasks carried out using haptic VR simulators. Methods We used fNIRS to assess oxygen demands in 24 undergraduate dental students during 2 dental tasks (clinical, nonclinical) on a VR haptic simulator. We used the Movement-Specific Reinvestment Scale questionnaire to assess the students’ propensity to reinvest. Results Students with a high propensity for movement-specific reinvestment displayed significantly greater oxyhemoglobin demands in an area associated with working memory during the nonclinical task (Spearman correlation, rs=.49, P=.03). Conclusions This small-scale study suggests that neurophysiological differences are evident between high and low reinvesters during a dental VR task in terms of oxyhemoglobin demands in an area associated with working memory. PMID:29233801
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.
Speeding up local correlation methods
DOE Office of Scientific and Technical Information (OSTI.GOV)
Kats, Daniel
2014-12-28
We present two techniques that can substantially speed up the local correlation methods. The first one allows one to avoid the expensive transformation of the electron-repulsion integrals from atomic orbitals to virtual space. The second one introduces an algorithm for the residual equations in the local perturbative treatment that, in contrast to the standard scheme, does not require holding the amplitudes or residuals in memory. It is shown that even an interpreter-based implementation of the proposed algorithm in the context of local MP2 method is faster and requires less memory than the highly optimized variants of conventional algorithms.
Fast Response Shape Memory Effect Titanium Nickel (TiNi) Foam Torque Tubes
NASA Technical Reports Server (NTRS)
Jardine, Peter
2014-01-01
Shape Change Technologies has developed a process to manufacture net-shaped TiNi foam torque tubes that demonstrate the shape memory effect. The torque tubes dramatically reduce response time by a factor of 10. This Phase II project matured the actuator technology by rigorously characterizing the process to optimize the quality of the TiNi and developing a set of metrics to provide ISO 9002 quality assurance. A laboratory virtual instrument engineering workbench (LabVIEW'TM')-based, real-time control of the torsional actuators was developed. These actuators were developed with The Boeing Company for aerospace applications.
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…
LeRouge, Cynthia; Dickhut, Kathryn; Lisetti, Christine; Sangameswaran, Savitha; Malasanos, Toree
2016-01-01
This research focuses on the potential ability of animated avatars (a digital representation of the user) and virtual agents (a digital representation of a coach, buddy, or teacher) to deliver computer-based interventions for adolescents' chronic weight management. An exploration of the acceptance and desire of teens to interact with avatars and virtual agents for self-management and behavioral modification was undertaken. The utilized approach was inspired by community-based participatory research. Data was collected from 2 phases: Phase 1) focus groups with teens, provider interviews, parent interviews; and Phase 2) mid-range prototype assessment by teens and providers. Data from all stakeholder groups expressed great interest in avatars and virtual agents assisting self-management efforts. Adolescents felt the avatars and virtual agents could: 1) reinforce guidance and support, 2) fit within their lifestyle, and 3) help set future goals, particularly after witnessing the effect of their current behavior(s) on the projected physical appearance (external and internal organs) of avatars. Teens wanted 2 virtual characters: a virtual agent to act as a coach or teacher and an avatar (extension of themselves) to serve as a "buddy" for empathic support and guidance and as a surrogate for rewards. Preferred modalities for use include both mobile devices to accommodate access and desktop to accommodate preferences for maximum screen real estate to support virtualization of functions that are more contemplative and complex (e.g., goal setting). Adolescents expressed a desire for limited co-user access, which they could regulate. Data revealed certain barriers and facilitators that could affect adoption and use. The current study extends the support of teens, parents, and providers for adding avatars or virtual agents to traditional computer-based interactions. Data supports the desire for a personal relationship with a virtual character in support of previous studies. The study provides a foundation for further work in the area of avatar-driven motivational interviewing. This study provides evidence supporting the use of avatars and virtual agents, designed using participatory approaches, to be included in the continuum of care. Increased probability of engagement and long-term retention of overweight, obese adolescent users and suggests expanding current chronic care models toward more comprehensive, socio-technical representations. © The Author 2015. Published by Oxford University Press on behalf of the American Medical Informatics Association. All rights reserved. For Permissions, please email: journals.permissions@oup.com.
Effects of telework and the virtual enterprise on the organization
DOE Office of Scientific and Technical Information (OSTI.GOV)
Moore, R.A.
1996-12-31
This paper provides information on the growing trend towards telework and using {open_quotes}virtual employees{close_quotes} as a fundamental component of the human resource requirements for the conduct of business. As the organization moves from a traditional approach of fixed plant and permanent employees toward a more dynamic model of motile office arrangements and virtual workers, new challenges arise for workers, supervisors, and managers. These challenges pertain to both the individual and the organization and are rooted in both technology and human behavior. Notwithstanding the challenges, the opportunities created for increased productivity and cost-effective operations are propelling organizations globally to adopt themore » virtual enterprise model, to a greater or lesser extent. Management hierarchy is giving way to autonomous teams. Middle management is being replaced by better organizational communication systems, better information storage and retrieval systems, and a newly developing classification of software called groupware. In the midst of these changes, the business process of identifying and acquiring the services of the virtual team member seems to lie at an intersection where Human Resources, Information Systems, Contracts/Subcontracts, and the functional department requiring the services intersect. Human Resources departments are slowly coming to grips with the virtual worker model but are largely uncomfortable in the role. Information Systems departments can implement networks; but, dynamic links outside the traditional organization bring up a myriad of questions about compatibility and system security. The champion of the virtual worker is the Functional Department. This might be engineering, software development, the design department, the financial analysis group, or whichever department in the organization is faced with the responsibility of creating knowledge work product and has resource constraints and upper management support.« less
Master-slave system with force feedback based on dynamics of virtual model
NASA Technical Reports Server (NTRS)
Nojima, Shuji; Hashimoto, Hideki
1994-01-01
A master-slave system can extend manipulating and sensing capabilities of a human operator to a remote environment. But the master-slave system has two serious problems: one is the mechanically large impedance of the system; the other is the mechanical complexity of the slave for complex remote tasks. These two problems reduce the efficiency of the system. If the slave has local intelligence, it can help the human operator by using its good points like fast calculation and large memory. The authors suggest that the slave is a dextrous hand with many degrees of freedom able to manipulate an object of known shape. It is further suggested that the dimensions of the remote work space be shared by the human operator and the slave. The effect of the large impedance of the system can be reduced in a virtual model, a physical model constructed in a computer with physical parameters as if it were in the real world. A method to determine the damping parameter dynamically for the virtual model is proposed. Experimental results show that this virtual model is better than the virtual model with fixed damping.
Context-aware distributed cloud computing using CloudScheduler
NASA Astrophysics Data System (ADS)
Seuster, R.; Leavett-Brown, CR; Casteels, K.; Driemel, C.; Paterson, M.; Ring, D.; Sobie, RJ; Taylor, RP; Weldon, J.
2017-10-01
The distributed cloud using the CloudScheduler VM provisioning service is one of the longest running systems for HEP workloads. It has run millions of jobs for ATLAS and Belle II over the past few years using private and commercial clouds around the world. Our goal is to scale the distributed cloud to the 10,000-core level, with the ability to run any type of application (low I/O, high I/O and high memory) on any cloud. To achieve this goal, we have been implementing changes that utilize context-aware computing designs that are currently employed in the mobile communication industry. Context-awareness makes use of real-time and archived data to respond to user or system requirements. In our distributed cloud, we have many opportunistic clouds with no local HEP services, software or storage repositories. A context-aware design significantly improves the reliability and performance of our system by locating the nearest location of the required services. We describe how we are collecting and managing contextual information from our workload management systems, the clouds, the virtual machines and our services. This information is used not only to monitor the system but also to carry out automated corrective actions. We are incrementally adding new alerting and response services to our distributed cloud. This will enable us to scale the number of clouds and virtual machines. Further, a context-aware design will enable us to run analysis or high I/O application on opportunistic clouds. We envisage an open-source HTTP data federation (for example, the DynaFed system at CERN) as a service that would provide us access to existing storage elements used by the HEP experiments.
Knowledge Searching and Sharing on Virtual Networks.
ERIC Educational Resources Information Center
Helokunnas, Tuija; Herrala, Juha
2001-01-01
Describes searching and sharing of knowledge on virtual networks, based on experiences gained when hosting virtual knowledge networks at Tampere University of Technology in Finland. Discusses information and knowledge management studies; role of information technology in knowledge searching and sharing; implementation and experiences of the…
ERIC Educational Resources Information Center
Pappas, Marjorie L.
2003-01-01
Virtual library? Electronic library? Digital library? Online information network? These all apply to the growing number of Web-based resource collections managed by consortiums of state library entities. Some, like "INFOhio" and "KYVL" ("Kentucky Virtual Library"), have been available for a few years, but others are just starting. Searching for…
Parts, Cavities, and Object Representation in Infancy
ERIC Educational Resources Information Center
Hayden, Angela; Bhatt, Ramesh S.; Kangas, Ashley; Zieber, Nicole
2011-01-01
Part representation is not only critical to object perception but also plays a key role in a number of basic visual cognition functions, such as figure-ground segregation, allocation of attention, and memory for shapes. Yet, virtually nothing is known about the development of part representation. If parts are fundamental components of object shape…
Is It Always Me First? Effects of Self-Tagging on Third-Person Perspective-Taking
ERIC Educational Resources Information Center
Mattan, Bradley; Quinn, Kimberly A.; Apperly, Ian A.; Sui, Jie; Rotshtein, Pia
2015-01-01
Self-relevant information is associated with facilitation of perceptual and memory processes. In 2 experiments, participants verified the number of dots within a virtual room that were visible to a given perspective, corresponding to participants' own first-person perspectives or the third-person perspectives for self- and other-associated…
Task Demands Control Acquisition and Storage of Visual Information
ERIC Educational Resources Information Center
Droll, Jason A.; Hayhoe, Mary M.; Triesch, Jochen; Sullivan, Brian T.
2005-01-01
Attention and working memory limitations set strict limits on visual representations, yet researchers have little appreciation of how these limits constrain the acquisition of information in ongoing visually guided behavior. Subjects performed a brick sorting task in a virtual environment. A change was made to 1 of the features of the brick being…
Intrusion Detection and Forensics for Self-Defending Wireless Networks
2012-12-01
ICNP), Nov. 2007. 5. Yao Zhao, Yan Chen, Bo Li, and Qian Zhang, Hop ID: A Virtual Coordinate based Routing for Sparse Mobile Ad Hoc Networks, in...Liu, Hongbo Zhao, Kai Chen and Yan Chen, " DISCO : Memory Efficient and Accurate Flow Statistics for Network Measurement", in the Proc. of IEEE ICDCS
Controlling Within-Field Sheep Movement Using Virtual Fencing.
Marini, Danila; Llewellyn, Rick; Belson, Sue; Lee, Caroline
2018-02-26
Virtual fencing has the potential to greatly improve livestock movement, grazing efficiency, and land management by farmers; however, relatively little work has been done to test the potential of virtual fencing with sheep. Commercial dog training equipment, comprising of a collar and GPS hand-held unit were used to implement a virtual fence in a commercial setting. Six, 5-6 year-old Merino wethers, which were naïve to virtual fencing were GPS tracked for their use of a paddock (80 × 20 m) throughout the experiment. The virtual fence was effective at preventing a small group of sheep from entering the exclusion zone. The probability of a sheep receiving an electrical stimulus following an audio cue was low (19%), and declined over the testing period. It took an average of eight interactions with the fence for an association to be made between the audio and stimulus cue, with all of the animals responding to the audio alone by the third day. Following the removal of the virtual fence, sheep were willing to cross the previous location of the virtual fence after 30 min of being in the paddock. This is an important aspect in the implementation of virtual fencing as a grazing management tool and further enforces that the sheep in this study were able to associate the audio with the virtual fence and not the physical location itself.
Programming Models for Concurrency and Real-Time
NASA Astrophysics Data System (ADS)
Vitek, Jan
Modern real-time applications are increasingly large, complex and concurrent systems which must meet stringent performance and predictability requirements. Programming those systems require fundamental advances in programming languages and runtime systems. This talk presents our work on Flexotasks, a programming model for concurrent, real-time systems inspired by stream-processing and concurrent active objects. Some of the key innovations in Flexotasks are that it support both real-time garbage collection and region-based memory with an ownership type system for static safety. Communication between tasks is performed by channels with a linear type discipline to avoid copying messages, and by a non-blocking transactional memory facility. We have evaluated our model empirically within two distinct implementations, one based on Purdue’s Ovm research virtual machine framework and the other on Websphere, IBM’s production real-time virtual machine. We have written a number of small programs, as well as a 30 KLOC avionics collision detector application. We show that Flexotasks are capable of executing periodic threads at 10 KHz with a standard deviation of 1.2us and have performance competitive with hand coded C programs.
Quinn, Kylie M; Fox, Annette; Harland, Kim L; Russ, Brendan E; Li, Jasmine; Nguyen, Thi H O; Loh, Liyen; Olshanksy, Moshe; Naeem, Haroon; Tsyganov, Kirill; Wiede, Florian; Webster, Rosela; Blyth, Chantelle; Sng, Xavier Y X; Tiganis, Tony; Powell, David; Doherty, Peter C; Turner, Stephen J; Kedzierska, Katherine; La Gruta, Nicole L
2018-06-19
Age-associated decreases in primary CD8 + T cell responses occur, in part, due to direct effects on naive CD8 + T cells to reduce intrinsic functionality, but the precise nature of this defect remains undefined. Aging also causes accumulation of antigen-naive but semi-differentiated "virtual memory" (T VM ) cells, but their contribution to age-related functional decline is unclear. Here, we show that T VM cells are poorly proliferative in aged mice and humans, despite being highly proliferative in young individuals, while conventional naive T cells (T N cells) retain proliferative capacity in both aged mice and humans. Adoptive transfer experiments in mice illustrated that naive CD8 T cells can acquire a proliferative defect imposed by the aged environment but age-related proliferative dysfunction could not be rescued by a young environment. Molecular analyses demonstrate that aged T VM cells exhibit a profile consistent with senescence, marking an observation of senescence in an antigenically naive T cell population. Copyright © 2018 The Author(s). Published by Elsevier Inc. All rights reserved.
Assessing the mental frame syncing in the elderly: a virtual reality protocol.
Serino, Silvia; Cipresso, Pietro; Gaggioli, Andrea; Riva, Giuseppe
2014-01-01
Decline in spatial memory in the elderly is often underestimated, and it is crucial to fully investigate the cognitive underpinnings of early spatial impairment. A virtual reality-based procedure was developed to assess deficit in the "mental frame syncing", namely the cognitive ability that allows an effective orientation by synchronizing the allocentric view-point independent representation with the allocentric view-point dependent representation. A pilot study was carried out to evaluate abilities in the mental frame syncing in a sample of 16 elderly participants. Preliminary results indicated that the general cognitive functioning was associated with the ability in the synchronization between these two allocentric references frames.
From network heterogeneities to familiarity detection and hippocampal memory management
Wang, Jane X.; Poe, Gina; Zochowski, Michal
2009-01-01
Hippocampal-neocortical interactions are key to the rapid formation of novel associative memories in the hippocampus and consolidation to long term storage sites in the neocortex. We investigated the role of network correlates during information processing in hippocampal-cortical networks. We found that changes in the intrinsic network dynamics due to the formation of structural network heterogeneities alone act as a dynamical and regulatory mechanism for stimulus novelty and familiarity detection, thereby controlling memory management in the context of memory consolidation. This network dynamic, coupled with an anatomically established feedback between the hippocampus and the neocortex, recovered heretofore unexplained properties of neural activity patterns during memory management tasks which we observed during sleep in multiunit recordings from behaving animals. Our simple dynamical mechanism shows an experimentally matched progressive shift of memory activation from the hippocampus to the neocortex and thus provides the means to achieve an autonomous off-line progression of memory consolidation. PMID:18999453
Undergraduate Management Students' Perceptions of What Makes a Successful Virtual Group
ERIC Educational Resources Information Center
Gapp, Rod; Fisher, Ron
2012-01-01
Purpose: There are a number of factors that are essential to understanding the pedagogy, learning and knowledge requirements of developing virtual platforms for delivering effective course interaction using the World Wide Web (the web). The purpose of this paper is to focus on web-based group work amongst undergraduate management students, during…
The Effects of Virtual Communities on Group Identity in Classroom Management
ERIC Educational Resources Information Center
Ho, Tu-Kuang; Lin, Yu-Tzeng
2016-01-01
Group identity is a critical component in developing effective classroom management. While there have been numerous studies on group identity, they have primarily focused on its effects on the physical classroom entity. Advances in information technology, however, have enabled the creation of virtual communities, which have become a vital channel…
Gironacel[R]: A Virtual Tool for Learning Quality Management
ERIC Educational Resources Information Center
Mendez, Empar; Casadesus, Marti; De Ciurana, Quim
2006-01-01
This article describes the Gironacel[R] project--a virtual learning environment produced by the University of Girona. The purpose of this tool is to make it easier for students studying quality management courses within engineering schools to understand what the "quality culture" is and how to implement the ISO 9001:2000 standard in a…
An Integration Architecture of Virtual Campuses with External e-Learning Tools
ERIC Educational Resources Information Center
Navarro, Antonio; Cigarran, Juan; Huertas, Francisco; Rodriguez-Artacho, Miguel; Cogolludo, Alberto
2014-01-01
Technology enhanced learning relies on a variety of software architectures and platforms to provide different kinds of management service and enhanced instructional interaction. As e-learning support has become more complex, there is a need for virtual campuses that combine learning management systems with the services demanded by educational…
Utilizing Virtual Teams in a Management Principles Course
ERIC Educational Resources Information Center
Olson-Buchanan, Julie B.; Rechner, Paula L.; Sanchez, Rudolph J.; Schmidtke, James M.
2007-01-01
Purpose: The purpose of this paper is to describe development of a component in a management principles course to develop university students' virtual team skills. There were several challenges in creating and implementing this new component. The paper aims to describe how these challenges were addressed and discusses outcomes associated with this…
Virtual worlds and team training.
Dev, Parvati; Youngblood, Patricia; Heinrichs, W Leroy; Kusumoto, Laura
2007-06-01
An important component of all emergency medicine residency programs is managing trauma effectively as a member of an emergency medicine team, but practice on live patients is often impractical and mannequin-based simulators are expensive and require all trainees to be physically present at the same location. This article describes a project to develop and evaluate a computer-based simulator (the Virtual Emergency Department) for distance training in teamwork and leadership in trauma management. The virtual environment provides repeated practice opportunities with life-threatening trauma cases in a safe and reproducible setting.
Heyden, Robin; Mejilla, Roanne; Capelson, Roberta; Chalmers, Karen A; Rizzo DePaoli, Maria; Veerappa, Chetty; Wiecha, John M
2014-01-01
Background Virtual world environments have the potential to increase access to diabetes self-management interventions and may lower cost. Objective We tested the feasibility and comparative effectiveness of a virtual world versus a face-to-face diabetes self-management group intervention. Methods We recruited African American women with type 2 diabetes to participate in an 8-week diabetes self-management program adapted from Power to Prevent, a behavior-change in-person group program for African Americans with diabetes or pre-diabetes. The program is social cognitive theory–guided, evidence-based, and culturally tailored. Participants were randomized to participate in the program via virtual world (Second Life) or face-to-face, both delivered by a single intervention team. Blinded assessors conducted in-person clinical (HbA1c), behavioral, and psychosocial measurements at baseline and 4-month follow-up. Pre-post differences within and between intervention groups were assessed using t tests and chi-square tests (two-sided and intention-to-treat analyses for all comparisons). Results Participants (N=89) were an average of 52 years old (SD 10), 60% had ≤high school, 82% had household incomes
Interactive browsing of 3D environment over the Internet
NASA Astrophysics Data System (ADS)
Zhang, Cha; Li, Jin
2000-12-01
In this paper, we describe a system for wandering in a realistic environment over the Internet. The environment is captured by the concentric mosaic, compressed via the reference block coder (RBC), and accessed and delivered over the Internet through the virtual media (Vmedia) access protocol. Capturing the environment through the concentric mosaic is easy. We mount a camera at the end of a level beam, and shoot images as the beam rotates. The huge dataset of the concentric mosaic is then compressed through the RBC, which is specifically designed for both high compression efficiency and just-in-time (JIT) rendering. Through the JIT rendering function, only a portion of the RBC bitstream is accessed, decoded and rendered for each virtual view. A multimedia communication protocol -- the Vmedia protocol, is then proposed to deliver the compressed concentric mosaic data over the Internet. Only the bitstream segments corresponding to the current view are streamed over the Internet. Moreover, the delivered bitstream segments are managed by a local Vmedia cache so that frequently used bitstream segments need not be streamed over the Internet repeatedly, and the Vmedia is able to handle a RBC bitstream larger than its memory capacity. A Vmedia concentric mosaic interactive browser is developed where the user can freely wander in a realistic environment, e.g., rotate around, walk forward/backward and sidestep, even under a tight bandwidth of 33.6 kbps.
Improving Virtual Teams through Knowledge Management: A Case Study
ERIC Educational Resources Information Center
Laughridge, James F.
2012-01-01
Within the dynamic globalized operating environment, organizations are increasingly relying on virtual teams to solve their most difficult problems, leverage their expertise and expand their presence. The use of virtual teams by organizations continues to increase greatly as the technologies supporting them evolve. Despite improvements in…
Virtual Team Effectiveness: An Empirical Study Using SEM
ERIC Educational Resources Information Center
Bhat, Swati Kaul; Pande, Neerja; Ahuja, Vandana
2016-01-01
Advances in communication and information technology create new opportunities for organizations to build and manage virtual teams. Virtual teams have become a norm for organizations whose members work across disparate geographical locations, relying primarily or exclusively, on the usage of Information and Communications Technology (ICT) for the…
Migrating EO/IR sensors to cloud-based infrastructure as service architectures
NASA Astrophysics Data System (ADS)
Berglie, Stephen T.; Webster, Steven; May, Christopher M.
2014-06-01
The Night Vision Image Generator (NVIG), a product of US Army RDECOM CERDEC NVESD, is a visualization tool used widely throughout Army simulation environments to provide fully attributed synthesized, full motion video using physics-based sensor and environmental effects. The NVIG relies heavily on contemporary hardware-based acceleration and GPU processing techniques, which push the envelope of both enterprise and commodity-level hypervisor support for providing virtual machines with direct access to hardware resources. The NVIG has successfully been integrated into fully virtual environments where system architectures leverage cloudbased technologies to various extents in order to streamline infrastructure and service management. This paper details the challenges presented to engineers seeking to migrate GPU-bound processes, such as the NVIG, to virtual machines and, ultimately, Cloud-Based IAS architectures. In addition, it presents the path that led to success for the NVIG. A brief overview of Cloud-Based infrastructure management tool sets is provided, and several virtual desktop solutions are outlined. A discrimination is made between general purpose virtual desktop technologies compared to technologies that expose GPU-specific capabilities, including direct rendering and hard ware-based video encoding. Candidate hypervisor/virtual machine configurations that nominally satisfy the virtualized hardware-level GPU requirements of the NVIG are presented , and each is subsequently reviewed in light of its implications on higher-level Cloud management techniques. Implementation details are included from the hardware level, through the operating system, to the 3D graphics APls required by the NVIG and similar GPU-bound tools.
Training, transfer, and retention of three-dimensional spatial memory in virtual environments
NASA Technical Reports Server (NTRS)
Richards, Jason T.; Oman, Charles M.; Shebilske, Wayne L.; Beall, Andrew C.; Liu, Andrew; Natapoff, Alan
2002-01-01
Human orientation requires one to remember and visualize spatial arrangements of landmarks from different perspectives. Astronauts have reported difficulties remembering relationships between environmental landmarks when imagined in arbitrary 3D orientations. The present study investigated the effects of strategy training on humans' 1) ability to infer their orientation from landmarks presented ahead and below, 2) performance when subsequently learning a different array, and 3) retention of configurational knowledge over time. On the first experiment day, 24 subjects were tested in a virtual cubic chamber in which a picture of an animal was drawn on each wall. Through trial-by-trial exposures, they had to memorize the spatial relationships among the six pictures around them and learn to predict the direction to a specific picture when facing any view direction, and in any roll orientation. Half of the subjects ("strategy group") were taught methods for remembering picture groupings, while the remainder received no such training ("control group"). After learning one picture array, the procedure was repeated in a second. Accuracy (% correct) and response time learning curves were measured. Performance for the second array and configurational memory of both arrays were also retested 1, 7, and 30 days later. Results showed that subjects "learned how to learn" this generic 3D spatial memory task regardless of their relative orientation to the environment, that ability and configurational knowledge was retained for at least a month, that figure rotation ability and field independence correlate with performance, and that teaching subjects specific strategies in advance significantly improves performance. Training astronauts to perform a similar generic 3D spatial memory task, and suggesting strategies in advance, may help them orient in three dimensions.
Utilization of Virtual Server Technology in Mission Operations
NASA Technical Reports Server (NTRS)
Felton, Larry; Lankford, Kimberly; Pitts, R. Lee; Pruitt, Robert W.
2010-01-01
Virtualization provides the opportunity to continue to do "more with less"---more computing power with fewer physical boxes, thus reducing the overall hardware footprint, power and cooling requirements, software licenses, and their associated costs. This paper explores the tremendous advantages and any disadvantages of virtualization in all of the environments associated with software and systems development to operations flow. It includes the use and benefits of the Intelligent Platform Management Interface (IPMI) specification, and identifies lessons learned concerning hardware and network configurations. Using the Huntsville Operations Support Center (HOSC) at NASA Marshall Space Flight Center as an example, we demonstrate that deploying virtualized servers as a means of managing computing resources is applicable and beneficial to many areas of application, up to and including flight operations.
Virtualization in the Operations Environments
NASA Technical Reports Server (NTRS)
Pitts, Lee; Lankford, Kim; Felton, Larry; Pruitt, Robert
2010-01-01
Virtualization provides the opportunity to continue to do "more with less"---more computing power with fewer physical boxes, thus reducing the overall hardware footprint, power and cooling requirements, software licenses, and their associated costs. This paper explores the tremendous advantages and any disadvantages of virtualization in all of the environments associated with software and systems development to operations flow. It includes the use and benefits of the Intelligent Platform Management Interface (IPMI) specification, and identifies lessons learned concerning hardware and network configurations. Using the Huntsville Operations Support Center (HOSC) at NASA Marshall Space Flight Center as an example, we demonstrate that deploying virtualized servers as a means of managing computing resources is applicable and beneficial to many areas of application, up to and including flight operations.
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.
Single-pass memory system evaluation for multiprogramming workloads
NASA Technical Reports Server (NTRS)
Conte, Thomas M.; Hwu, Wen-Mei W.
1990-01-01
Modern memory systems are composed of levels of cache memories, a virtual memory system, and a backing store. Varying more than a few design parameters and measuring the performance of such systems has traditionally be constrained by the high cost of simulation. Models of cache performance recently introduced reduce the cost simulation but at the expense of accuracy of performance prediction. Stack-based methods predict performance accurately using one pass over the trace for all cache sizes, but these techniques have been limited to fully-associative organizations. This paper presents a stack-based method of evaluating the performance of cache memories using a recurrence/conflict model for the miss ratio. Unlike previous work, the performance of realistic cache designs, such as direct-mapped caches, are predicted by the method. The method also includes a new approach to the problem of the effects of multiprogramming. This new technique separates the characteristics of the individual program from that of the workload. The recurrence/conflict method is shown to be practical, general, and powerful by comparing its performance to that of a popular traditional cache simulator. The authors expect that the availability of such a tool will have a large impact on future architectural studies of memory systems.
Retrograde amnesia in patients with diencephalic, temporal lobe or frontal lesions.
Kopelman, M D; Stanhope, N; Kingsley, D
1999-07-01
Patients with focal diencephalic, temporal lobe, or frontal lobe lesions were examined on various measures of remote memory. Korsakoff patients showed a severe impairment with a characteristic 'temporal gradient', whereas two patients with focal diencephalic damage (and anterograde amnesia) were virtually unimpaired on remote memory measures. Patients with frontal lobe pathology were severely impaired in the recall of autobiographical incidents and famous news events. Patients with temporal lobe pathology showed severe impairment but a relatively 'flat' temporal gradient, largely attributable to herpes encephalitis patients. From recognition and cued recall tasks, it is argued that there is an important retrieval component to the remote memory deficit across all the lesion groups. In general, the pattern of performance by the frontal lobe and temporal lobe groups was closely similar, and there was no evidence of any major access/storage difference between them. However, laterality comparisons across these groups indicated that the right temporal and frontal lobe regions may make a greater contribution to the retrieval of past episodic (incident and event) memories, whereas the left temporal region is more closely involved in the lexical-semantic labelling of remote memories.
Acquired amnesia in childhood: a single case study.
Vicari, Stefano; Menghini, Deny; Di Paola, Margherita; Serra, Laura; Donfrancesco, Alberto; Fidani, Paola; Milano, Giuseppe Maria; Carlesimo, Giovanni Augusto
2007-03-02
We report the case of C.L., an 8-year-old child who, following the surgical removal of an ependymoma from the left cerebral ventricle at the age of 4 years, developed significant difficulties in retaining day-to-day events and information. A thorough neuropsychological analysis documented in C.L. a severe anterograde amnesic syndrome, characterised by normal short-term memory, but poor performance on episodic long-term memory tests. In particular, C.L. demonstrated virtually no ability to recollect new verbal information several minutes after the presentation. As for semantic memory, C.L. demonstrated general semantic competencies, which, depending on the test, ranged from the level of a 6-year-old girl to a level corresponding to her actual chronological age. Finding a patient who, despite being severely impaired in the ability to recollect new episodic memories, still demonstrates at least partially preserved abilities to acquire new semantic knowledge suggests that neural circuits implicated in the memorisation of autobiographical events and factual information do not overlap completely. This case is examined in the light of growing literature concerned with the dissociation between episodic and semantic memory in childhood amnesia.
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…
Virtual Teams and Synchronous Presentations: An Online Class Experience
ERIC Educational Resources Information Center
Adkins, Joni K.
2013-01-01
Global expansion, cost containment, and technology advances have all played a role in the increase of virtual teams in today's workplace. Virtual teams in an online graduate information technology management class prepared and presented synchronous presentations over a business or non-profit sector case. This paper includes a brief literature…
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…
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…
Acai, Anita; Sonnadara, Ranil R; O'Neill, Thomas A
2018-06-01
Concerns around the time and administrative burden of trainee promotion processes have been reported, making virtual meetings an attractive option for promotions committees in undergraduate and postgraduate medicine. However, whether such meetings can uphold the integrity of decision-making processes has yet to be explored. This narrative review aimed to summarize the literature on decision making in virtual teams, discuss ways to improve the effectiveness of virtual teams, and explore their implications for practice. In August 2017, the Web of Science platform was searched with the terms 'decision making' AND 'virtual teams' for articles published within the last 20 years. The search yielded 336 articles, which was narrowed down to a final set of 188 articles. A subset of these, subjectively deemed to be of high-quality and relevant to the work of promotions committees, was included in this review. Virtual team functioning was explored with respect to team composition and development, idea generation and selection, group memory, and communication. While virtual teams were found to potentially offer a number of key benefits over face-to-face meetings including convenience and scheduling flexibility, inclusion of members at remote sites, and enhanced idea generation and external storage, these benefits must be carefully weighed against potential challenges involving planning and coordination, integration of perspectives, and relational conflict among members, all of which can potentially reduce decision-making quality. Avenues to address these issues and maximize the outcomes of virtual promotions meetings are offered in light of the evidence.
A Descriptive Study of Wisconsin PK-12 Virtual Public School Program Operations and Management
ERIC Educational Resources Information Center
Banker, Margaret M.
2012-01-01
E-Learning as it pertains to public education is in its infancy in America. There is limited research on what operational design, development, and management attributes of virtual school programs foster student achievement. The Wisconsin Department of Instruction has not developed or adopted program standards for E-Learning programs. The purpose…
ERIC Educational Resources Information Center
Barrett, Bob
2012-01-01
While many students and instructors are transitioning from the brick-and-mortar classrooms to virtual classrooms, labs, and simulations, this requires a higher-level of expertise, control, and perseverance by the instructor. Traditional methods of teaching, leading, managing, and organizing learn activities has changed in terms of the virtual…
ERIC Educational Resources Information Center
Nelson, Brian C.; Erlandson, Benjamin E.
2008-01-01
In this paper, we explore how the application of multimedia design principles may inform the development of educational multi-user virtual environments (MUVEs). We look at design principles that have been shown to help learners manage cognitive load within multimedia environments and conduct a conjectural analysis of the extent to which such…
ERIC Educational Resources Information Center
Long, Suzanna; Moos, J. Chris; Radic, Anne Bartel
2012-01-01
The authors examined the skills achieved through a multicultural, virtual student project environment among 3 supply chain management courses. The partnership included 2 universities in the United States and 1 in France and created virtual teams of students across university lines and is presented as a case study. The case includes detailed…
ERIC Educational Resources Information Center
Johnson, Kevin A.
2012-01-01
The purpose of this quantitative correlational study was to examine the possible relationship between transformational leadership style behaviors and the influence it had on employee satisfaction. The information presented in this study involved virtual team members at the Defense Contract Management Agency, Navy Special Emphasis Operations. The…
Simplified Virtualization in a HEP/NP Environment with Condor
NASA Astrophysics Data System (ADS)
Strecker-Kellogg, W.; Caramarcu, C.; Hollowell, C.; Wong, T.
2012-12-01
In this work we will address the development of a simple prototype virtualized worker node cluster, using Scientific Linux 6.x as a base OS, KVM and the libvirt API for virtualization, and the Condor batch software to manage virtual machines. The discussion in this paper provides details on our experience with building, configuring, and deploying the various components from bare metal, including the base OS, creation and distribution of the virtualized OS images and the integration of batch services with the virtual machines. Our focus was on simplicity and interoperability with our existing architecture.
Incidental memory and navigation in panoramic virtual reality for electronic commerce.
Howes, A; Miles, G E; Payne, S J; Mitchell, C D; Davies, A J
2001-01-01
Recently much effort has been dedicated to designing and implementing World Wide Web sites for virtual shopping and e-commerce. Despite this effort, relatively little empirical work has been done to determine the effectiveness with which different site designs sell products. We report three experiments in which participants were asked to search for products in various experimental e-commerce sites. Across the experiments participants were asked to search in either QTVR (QuickTime Virtual Reality), hypertext, or pictorially rich hypertext environments; they were then tested for their ability to recall the products seen and to recognize product locations. The experiments demonstrated that when using QTVR (Experiments 1, 2, and 3) or pictorial environments (Experiment 2), participants retained more information about products that were incidental to their goals. In two of the experiments it was shown that participants navigated more efficiently when using a QTVR environment. The costs and benefits of using 3D virtual environments for on-line shops are discussed. Actual or potential applications of this research include support for the development of e-commerce design guidelines.
The virtual windtunnel: Visualizing modern CFD datasets with a virtual environment
NASA Technical Reports Server (NTRS)
Bryson, Steve
1993-01-01
This paper describes work in progress on a virtual environment designed for the visualization of pre-computed fluid flows. The overall problems involved in the visualization of fluid flow are summarized, including computational, data management, and interface issues. Requirements for a flow visualization are summarized. Many aspects of the implementation of the virtual windtunnel were uniquely determined by these requirements. The user interface is described in detail.
Managing in the Virtual World: How Second Life is Rewriting the Rules of "Real Life" Business
NASA Astrophysics Data System (ADS)
Wyld, David C.
In this paper, we will explore the growth of virtual worlds - one of the most exciting and fast-growing concepts in the Web 2.0 era. We will see that while there has been significant growth across all demographic groups, online gaming in MMOGs (Massively Multiplayer Online Games) are finding particular appeal in today's youth - the so-called "digital native" generation. We then overview the today's virtual world marketplace, both in the youth and adult-oriented markets. Second Life is emerging as the most important virtual world today, due to the intense interest amongst both large organizations and individual entrepreneurs to conduct real business in the virtual environment. Due to its prominence today and its forecasted growth over the next decade, we take a look at the unscripted world of Second Life, examining the corporate presence in-world, as well as the economic, technical, legal, ethical and security issues involved for companies doing business in the virtual world. In conclusion, we present an analysis of where we stand in terms of virtual world development today and a projection of where we will be heading in the near future. Finally, we present advice to management practitioners and academicians on how to learn about virtual worlds and explore the world of opportunities in them.
VTGRAPH - GRAPHIC SOFTWARE TOOL FOR VT TERMINALS
NASA Technical Reports Server (NTRS)
Wang, C.
1994-01-01
VTGRAPH is a graphics software tool for DEC/VT or VT compatible terminals which are widely used by government and industry. It is a FORTRAN or C-language callable library designed to allow the user to deal with many computer environments which use VT terminals for window management and graphic systems. It also provides a PLOT10-like package plus color or shade capability for VT240, VT241, and VT300 terminals. The program is transportable to many different computers which use VT terminals. With this graphics package, the user can easily design more friendly user interface programs and design PLOT10 programs on VT terminals with different computer systems. VTGRAPH was developed using the ReGis Graphics set which provides a full range of graphics capabilities. The basic VTGRAPH capabilities are as follows: window management, PLOT10 compatible drawing, generic program routines for two and three dimensional plotting, and color graphics or shaded graphics capability. The program was developed in VAX FORTRAN in 1988. VTGRAPH requires a ReGis graphics set terminal and a FORTRAN compiler. The program has been run on a DEC MicroVAX 3600 series computer operating under VMS 5.0, and has a virtual memory requirement of 5KB.
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Use of Virtual Mission Operations Center Technology to Achieve JPDO's Virtual Tower Vision
NASA Technical Reports Server (NTRS)
Ivancic, William D.; Paulsen, Phillip E.
2006-01-01
The Joint Program Development Office has proposed that the Next Generation Air Transportation System (NGATS) consolidate control centers. NGATS would be managed from a few strategically located facilities with virtual towers and TRACONS. This consolidation is about combining the delivery locations for these services not about decreasing service. By consolidating these locations, cost savings in the order of $500 million have been projected. Evolving to spaced-based communication, navigation, and surveillance offers the opportunity to reduce or eliminate much of the ground-based infrastructure cost. Dynamically adjusted airspace offers the opportunity to reduce the number of sectors and boundary inconsistencies; eliminate or reduce "handoffs;" and eliminate the distinction between Towers, TRACONS, and Enroute Centers. To realize a consolidation vision for air traffic management there must be investment in networking. One technology that holds great potential is the use of Virtual Mission Operations Centers to provide secure, automated, intelligent management of the NGATS. This paper provides a conceptual framework for incorporating VMOC into the NGATS.
A Case Study on Neural Inspired Dynamic Memory Management Strategies for High Performance Computing.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Vineyard, Craig Michael; Verzi, Stephen Joseph
As high performance computing architectures pursue more computational power there is a need for increased memory capacity and bandwidth as well. A multi-level memory (MLM) architecture addresses this need by combining multiple memory types with different characteristics as varying levels of the same architecture. How to efficiently utilize this memory infrastructure is an unknown challenge, and in this research we sought to investigate whether neural inspired approaches can meaningfully help with memory management. In particular we explored neurogenesis inspired re- source allocation, and were able to show a neural inspired mixed controller policy can beneficially impact how MLM architectures utilizemore » memory.« less
NASA Technical Reports Server (NTRS)
Schnase, John L.; Tamkin, Glenn S.; Ripley, W. David III; Stong, Savannah; Gill, Roger; Duffy, Daniel Q.
2012-01-01
Scientific data services are becoming an important part of the NASA Center for Climate Simulation's mission. Our technological response to this expanding role is built around the concept of a Virtual Climate Data Server (vCDS), repetitive provisioning, image-based deployment and distribution, and virtualization-as-a-service. The vCDS is an iRODS-based data server specialized to the needs of a particular data-centric application. We use RPM scripts to build vCDS images in our local computing environment, our local Virtual Machine Environment, NASA s Nebula Cloud Services, and Amazon's Elastic Compute Cloud. Once provisioned into one or more of these virtualized resource classes, vCDSs can use iRODS s federation capabilities to create an integrated ecosystem of managed collections that is scalable and adaptable to changing resource requirements. This approach enables platform- or software-asa- service deployment of vCDS and allows the NCCS to offer virtualization-as-a-service: a capacity to respond in an agile way to new customer requests for data services.
Pneumoperitoneum after virtual colonoscopy: causes, risk factors, and management.
Baccaro, Leopoldo M; Markelov, Alexey; Wilhelm, Jakub; Bloch, Robert
2014-06-01
Computed tomographic virtual colonoscopy (CTVC) is a safe and minimally invasive modality when compared with fiberoptic colonoscopy for evaluating the colon and rectum. We have reviewed the risks for colonic perforation by investigating the relevant literature. The objectives of this study were to assess the risk of colonic perforation during CTVC, describe risk factors, evaluate ways to reduce the incidence complications, and to review management and treatment options. A formal search of indexed publications was performed through PubMed. Search queries using keywords "CT colonography," "CT virtual colonoscopy," "virtual colonoscopy," and "perforation" yielded a total of 133 articles. A total of eight case reports and four review articles were selected. Combining case reports and review articles, a total of 25 cases of colonic perforation after CTVC have been reported. Causes include, but are not limited to, diverticular disease, irritable bowel diseases, obstructive processes, malignancies, and iatrogenic injury. Both operative and nonoperative management has been described. Nonoperative management has been proven safe and successful in minimally symptomatic and stable patients. Colonic perforation after CTVC is a rare complication and very few cases have been reported. Several risk factors are recurrent in the literature and must be acknowledged at the time of the study. Management options vary and should be tailored to each individual patient.
1987-12-01
Synchronization and Data Passing Mechanism ........ 50 4. System Shut Down .................................................................. 51 5...high performance, fault tolerance, and extensibility. These features are attained by synchronizing and coordinating the dis- tributed multicomputer... synchronizing all processors in the network. In a multitransputer network, processes that communicate with each other do so synchronously . This makes
Co-Curate: Working with Schools and Communities to Add Value to Open Collections
ERIC Educational Resources Information Center
Cotterill, Simon; Hudson, Martyn; Lloyd, Katherine; Outterside, James; Peterson, John; Coburn, John; Thomas, Ulrike; Tiplady, Lucy; Robinson, Phil; Heslop, Phil
2016-01-01
Co-Curate North East is a cross-disciplinary initiative involving Newcastle University and partner organisations, working with schools and community groups in the North East of England. Co-curation builds on the concept of the "ecomuseum" model for heritage based around a virtual territory, social memory and participative input from the…
Virtual Parts Engineering Research Center
2010-05-20
engineering 10 materials. High strength alloys , composites (polymer composites and metallic composites), and the like cannot merely be replaced by...ceramics, smart materials, shape memory alloys , super plastic materials and nano- structured materials may be more appropriate substitutes in a reverse...molding process using thermosetting Bakelite. For remanufacturing the part in small quantities, machining has been identified as the most economical
Sleep Enhances a Spatially Mediated Generalization of Learned Values
ERIC Educational Resources Information Center
Javadi, Amir-Homayoun; Tolat, Anisha; Spiers, Hugo J.
2015-01-01
Sleep is thought to play an important role in memory consolidation. Here we tested whether sleep alters the subjective value associated with objects located in spatial clusters that were navigated to in a large-scale virtual town. We found that sleep enhances a generalization of the value of high-value objects to the value of locally clustered…
Comparable Rest-related Promotion of Spatial Memory Consolidation in Younger and Older Adults
Craig, Michael; Wolbers, Thomas; Harris, Mathew A.; Hauff, Patrick; Della Sala, Sergio; Dewar, Michaela
2017-01-01
Flexible spatial navigation depends on cognitive mapping, a function that declines with increasing age. In young adults, a brief period of post-navigation rest promotes the consolidation/integration of spatial memories into accurate cognitive maps. We examined (1) whether rest promotes spatial memory consolidation/integration in older adults and (2) whether the magnitude of the rest benefit changes with increasing age. Young and older adults learned a route through a virtual environment, followed by a 10min delay comprising either wakeful rest or a perceptual task, and a subsequent cognitive mapping task, requiring the pointing to landmarks from different locations. Pointing accuracy was lower in the older than younger adults. However, there was a comparable rest-related enhancement in pointing accuracy in the two age groups. Together our findings suggest that (i) the age-related decline in cognitive mapping cannot be explained by increased consolidation interference in older adults, and (ii) as we grow older rest continues to support the consolidation/integration of spatial memories. PMID:27689512
Seeing an Embodied Virtual Hand is Analgesic Contingent on Colocation.
Nierula, Birgit; Martini, Matteo; Matamala-Gomez, Marta; Slater, Mel; Sanchez-Vives, Maria V
2017-06-01
Seeing one's own body has been reported to have analgesic properties. Analgesia has also been described when seeing an embodied virtual body colocated with the real one. However, there is controversy regarding whether this effect holds true when seeing an illusory-owned body part, such as during the rubber-hand illusion. A critical difference between these paradigms is the distance between the real and surrogate body part. Colocation of the real and surrogate arm is possible in an immersive virtual environment, but not during illusory ownership of a rubber arm. The present study aimed at testing whether the distance between a real and a virtual arm can explain such differences in terms of pain modulation. Using a paradigm of embodiment of a virtual body allowed us to evaluate heat pain thresholds at colocation and at a 30-cm distance between the real and the virtual arm. We observed a significantly higher heat pain threshold at colocation than at a 30-cm distance. The analgesic effects of seeing a virtual colocated arm were eliminated by increasing the distance between the real and the virtual arm, which explains why seeing an illusorily owned rubber arm does not consistently result in analgesia. These findings are relevant for the use of virtual reality in pain management. Looking at a virtual body has analgesic properties similar to looking at one's real body. We identify the importance of colocation between a real and a surrogate body for this to occur and thereby resolve a scientific controversy. This information is useful for exploiting immersive virtual reality in pain management. Copyright © 2017. Published by Elsevier Inc.
[The Role of Distinctiveness of Stimulus in Memory Distrust as a Function of Repeated Checking].
Demirsöz, Talat; Ayvaşık, H Belgin
2017-01-01
Recent literature proposes that repeated checking increases familiarity with the material, making recollections less vivid and detailed and promoting distrust in memory. The aim of the current study is to investigate the possible underlying mechanisms of low confidence in memory. The Padua Inventory-Washington State University Revision (PI-WSUR) was applied in a cohort of university students. Among the students who completed the PI-WSUR, 84 participants were selected and assigned to low Obsessive-Compulsive Symptomatology (OCS) group or high OCS group according to their PI-WSUR scores. An interactive computer animation was developed to test repeated checking behavior. Participants were randomly assigned to two experimental conditions: "Feedback condition" and "no feedback condition". The participants were all asked to carry out checking rituals on a virtual gas ring. However, half of the participants were given feedback indicating that checking activity was successful and complete and half of the participants were not. While there was no significant difference in terms of memory accuracy, memory detail and memory vividness between feedback condition and no feedback condition, there was a significant difference in terms of memory confidence between two experimental groups. Results are discussed in the light of a different explanation offering that the level of distinctiveness of recollections plays crucial role in memory distrust rather than the explanation of low confidence hypothesis.
Ariane 5-ALF: Evolution of the Ariane 5 Data Handling System
NASA Astrophysics Data System (ADS)
Notebaert, O.; Stransky, Arnaud; Corin, Hans; Hult, Torbjorn; Bonnerot, Georges-Albert
2004-06-01
In the coming years, the Ariane 5 On-Board-Computer (OBC) will handle missions and performances enhancements together with the need for significantly reducing costs and the replacement of obsolescent components. The OBC evolution is naturally driven by these factors, but also needs to consider the SW system compliance. Indeed, it would be a major concern that the necessary change of the underlying HW should imply new development of the flight software, mission database and ground control system.The Ariane 5 SW uses ADA language, which enables verifiable definition of the interfaces and provides a standardized level of the real-time behavior. To enforce portability, it has a layered architecture that clearly separates application SW and data from the lower level software. In addition, the on-board mission data is managed thanks to the extraction of an image of the systems database located in a structured memory area (the exchange memory). Used for all interchanges between the system application software and the launcher's subsystems and peripherals, the exchange memory is the virtual view of the Ariane 5 system from the flight SW standpoint. Thanks to these early architectural and structural choices, portability on future hardware is theoretically guaranteed, whenever the exchange memory data structures and the service layer interfaces remains stable. The ALF working group has defined and manufactured a mock-up that fulfils these architectural constraints with a completely new on-board computer featuring improvements such as the microprocessor replacement as well as an advanced integrated I/O controller for access to the system data bus. Lower level SW has been prototyped on this new hardware in order to fulfill the same level of services as the current one while completely hiding the underlying HW/SW implementation to the rest of the system. Functional and performance evaluation of this platform consolidated at system level will show the potential benefits and the limits of such approach.
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Impact of workstations on criticality analyses at ABB combustion engineering
DOE Office of Scientific and Technical Information (OSTI.GOV)
Tarko, L.B.; Freeman, R.S.; O'Donnell, P.F.
1993-01-01
During 1991, ABB Combustion Engineering (ABB C-E) made the transition from a CDC Cyber 990 mainframe for nuclear criticality safety analyses to Hewlett Packard (HP)/Apollo workstations. The primary motivation for this change was improved economics of the workstation and maintaining state-of-the-art technology. The Cyber 990 utilized the NOS operating system with a 60-bit word size. The CPU memory size was limited to 131 100 words of directly addressable memory with an extended 250000 words available. The Apollo workstation environment at ABB consists of HP/Apollo-9000/400 series desktop units used by most application engineers, networked with HP/Apollo DN10000 platforms that use 32-bitmore » word size and function as the computer servers and network administrative CPUS, providing a virtual memory system.« less
Building a Virtual Environment for Diabetes Self-Management Education and Support
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
Key Technologies of Phone Storage Forensics Based on ARM Architecture
NASA Astrophysics Data System (ADS)
Zhang, Jianghan; Che, Shengbing
2018-03-01
Smart phones are mainly running Android, IOS and Windows Phone three mobile platform operating systems. The android smart phone has the best market shares and its processor chips are almost ARM software architecture. The chips memory address mapping mechanism of ARM software architecture is different with x86 software architecture. To forensics to android mart phone, we need to understand three key technologies: memory data acquisition, the conversion mechanism from virtual address to the physical address, and find the system’s key data. This article presents a viable solution which does not rely on the operating system API for a complete solution to these three issues.
Theng, Yin-Leng; Lee, Jason W Y; Patinadan, Paul V; Foo, Schubert S B
2015-10-01
The use of videogames in healthcare interventions is gaining popularity, but there is still a gap in the understanding on how these types of interventions are used for the management of diabetes. The purpose of this review is to examine published research on the use of videogames for diabetes management. With the increased use of mobile technology, the review was expanded to understand whether games, gamification, and virtual environments can be used for diabetes self-management. Out of the 307 articles identified, only 10 articles met the inclusion criteria of the study. The duration of most studies was short, with small sample sizes. All interventions targeted behavioral changes examining risk reduction of diabetes-related risk and promotion of healthy behavior among study participants. Videogames appeared to be helpful tools for education in some interventions, whereas gamification and virtual environments increased extrinsic motivation and provided positive reinforcement. This review concludes by discussing the potential of using videogames and gamification for the self-management of diabetes.
Working Virtually: Transforming the Mobile Workplace. 2nd Edition
ERIC Educational Resources Information Center
Hoefling, Trina
2017-01-01
Remote working is the new reality, and transactional work--provided by freelancers, contract employees or consultants--has increased exponentially. It is forecast that as much as half the labor force will be working independently and virtually by 2020. Most organizations are still grappling with how to effectively manage their virtual staff and…
Social Virtual Worlds for Technology-Enhanced Learning on an Augmented Learning Platform
ERIC Educational Resources Information Center
Jin, Li; Wen, Zhigang; Gough, Norman
2010-01-01
Virtual worlds have been linked with e-learning applications to create virtual learning environments (VLEs) for the past decade. However, while they can support many educational activities that extend both traditional on-campus teaching and distance learning, they are used primarily for learning content generated and managed by instructors. With…
ERIC Educational Resources Information Center
Barefield, Amanda C.; Condon, Jim; McCuen, Charlotte; Sayles, Nanette B.
2010-01-01
This article will highlight the experiences of two baccalaureate Health Information Administration (HIA) programs in the adoption of the American Health Information Management Association's (AHIMA) e-HIM Virtual Laboratory (Virtual Lab) into the Professional Practice Experience (PPE). Information is provided describing the implementation of the…
Managing Multimodal Data in Virtual World Research for Language Learning
ERIC Educational Resources Information Center
Palomeque, Cristina; Pujolà, Joan-Tomàs
2018-01-01
The study of multimodality in communication has attracted the attention of researchers studying online multimodal environments such as virtual worlds. Specifically, 3D virtual worlds have especially attracted the interest of educators and academics due to the multiplicity of verbal channels, which are often comprised of text and voice channels, as…
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ERIC Educational Resources Information Center
Newby, Gregory B.
Information technologies such as computer mediated communication (CMC), virtual reality, and telepresence can provide the communication flow required by high-speed management techniques that high-technology industries have adopted in response to changes in the climate of competition. Intra-corporate CMC might be used for a variety of purposes…
ERIC Educational Resources Information Center
Jaradat, Suhair; Qablan, Ahmad; Barham, Areej
2011-01-01
This paper explains how the activity theory is used as a framework to analyze the barriers to a virtual Management Information Stream (MIS) Curriculum in Jordanian schools, from both the sociocultural and pedagogical perspectives. Taking the activity system as a unit of analysis, this study documents the processes by which activities shape and are…
[Construction of information management-based virtual forest landscape and its application].
Chen, Chongcheng; Tang, Liyu; Quan, Bing; Li, Jianwei; Shi, Song
2005-11-01
Based on the analysis of the contents and technical characteristics of different scale forest visualization modeling, this paper brought forward the principles and technical systems of constructing an information management-based virtual forest landscape. With the combination of process modeling and tree geometric structure description, a software method of interactively and parameterized tree modeling was developed, and the corresponding renderings and geometrical elements simplification algorithms were delineated to speed up rendering run-timely. As a pilot study, the geometrical model bases associated with the typical tree categories in Zhangpu County of Fujian Province, southeast China were established as template files. A Virtual Forest Management System prototype was developed with GIS component (ArcObject), OpenGL graphics environment, and Visual C++ language, based on forest inventory and remote sensing data. The prototype could be used for roaming between 2D and 3D, information query and analysis, and virtual and interactive forest growth simulation, and its reality and accuracy could meet the needs of forest resource management. Some typical interfaces of the system and the illustrative scene cross-sections of simulated masson pine growth under conditions of competition and thinning were listed.
SoCRocket: A Virtual Platform for SoC Design
NASA Astrophysics Data System (ADS)
Fossati, Luca; Schuster, Thomas; Meyer, Rolf; Berekovic, Mladen
2013-08-01
Both in the commercial and in the aerospace domain, the continuous increase of transistor density on a single die is leading towards the production of more and more complex systems on a single chip, with an increasing number of components. This brought to the introduction of the System-On-Chip (SoC) architecture, that integrates on a single circuit all the elements of a full system. This strive for efficient utilization of the available silicon has triggered several paradigm shifts in system design. Similarly to what happened in the early 1990s, when VHDL and Verilog took over from schematic design, today SystemC and Transaction Level Modeling [1] are about to further raise the design abstraction level. Such descriptions have to be accurate enough to describe the entire system throughout the phases of its development, and has to provide enough flexibility to be refined iteratively up to the point where the actual device can be produced using current process technology. Besides requiring new languages and methodologies, the complexity of current and future SoCs (SCOC3 [16] and NGMP [5] are example in the space domain) forces the SoC design process to rely on pre-designed or third party components. Components obtained from different providers, and even those designed by different teams of the same company, may be heterogeneous on several aspects: design domains, interfaces, abstraction levels, granularity, etc. Therefore, component integration is required at system level. Only by applying design re-use it is possible to successfully and timely design such complex SoCs. This transition to new languages and design methods is also motivated by the implementation with software of an increasing amount of system functionalities. Hence the need for methodologies to enable early software development and which allow the analysis of the performance of the combined Hw/Sw system, as their design and configuration cannot be performed separately. Virtual Prototyping is a key approach in this sense, enabling embedded software developers to start development earlier in the system design cycle, and cutting the dependency on the physical system hardware. In order to successfully implement the described methodologies, it is requested to have access to the a wide selection of IP-Cores (and related SystemC/TLM models) and access to the latest Electronic Design Automation (EDA, [17]) tools. On the one hand, for what concerns the European Space landscape, such IP-Cores are provided by the European Space Agency [4] and a few other suppliers (e.g Aeroflex Gaisler with GRLIB [2]). On the other hand, for what concerns the related high abstraction models and related design methodologies (partly depicted in Figure 1), the European Space Agency, through the Braunschweig Technische Universitat, has started the development of the SoCRocket Virtual Platform [8]. Together with the Virtual Platform infrastructure SoCRocket contains a library of IP-Core models. The SoCRocket library has been built around the TrapGen LEON instruction set simulator [15]. The library contains a variety of SystemC simulation models such as caches, memory management unit, AMBA interconnect, memory controller, memories, interrupt controller, timer and more. All models are TLM2.0 compliant and come in both loosely-timed and approximately timed coding styles. As later-on presented more in detail, the runtime reconfiguration, the completeness of tools and models, as well as the fact that all simulation IPs have a freely available RTL counterpart differentiates SoCRocket from other commercially available Virtual Platforms. Moreover, due to their TLM2.0 compliance the provided models are not bound to the SoCRocket environment but they can be used with alternative tools, such as Cadence Virtual Platform [3] or Synopsys Platform Architect [10]. The paper is organized as follows: Section 2 presents the architecture of SoCRocket and the related library of SystemC models. Finally Section 3 shows how SoCRocket was used to optimize the design of a LEON3-based SoC targeted to the execution of an implementation of the CCSDS standard n.123 for the lossless compression of hyperspectral images.
Non-volatile main memory management methods based on a file system.
Oikawa, Shuichi
2014-01-01
There are upcoming non-volatile (NV) memory technologies that provide byte addressability and high performance. PCM, MRAM, and STT-RAM are such examples. Such NV memory can be used as storage because of its data persistency without power supply while it can be used as main memory because of its high performance that matches up with DRAM. There are a number of researches that investigated its uses for main memory and storage. They were, however, conducted independently. This paper presents the methods that enables the integration of the main memory and file system management for NV memory. Such integration makes NV memory simultaneously utilized as both main memory and storage. The presented methods use a file system as their basis for the NV memory management. We implemented the proposed methods in the Linux kernel, and performed the evaluation on the QEMU system emulator. The evaluation results show that 1) the proposed methods can perform comparably to the existing DRAM memory allocator and significantly better than the page swapping, 2) their performance is affected by the internal data structures of a file system, and 3) the data structures appropriate for traditional hard disk drives do not always work effectively for byte addressable NV memory. We also performed the evaluation of the effects caused by the longer access latency of NV memory by cycle-accurate full-system simulation. The results show that the effect on page allocation cost is limited if the increase of latency is moderate.
la Paglia, Filippo; la Cascia, Caterina; Rizzo, Rosalinda; Riva, Giuseppe; la Barbera, Daniele
2015-01-01
Neuropsychological disorders are common in Obsessive-Compulsive Disorder (OCD) patients. Executive functions, verbal fluency and verbal memory, shifting attention from one aspect of stimuli to others, mental flexibility, engaging in executive planning and decision making, are the most involved cognitive domains. We focus on two aspects of neuropsychological function: decision making and cognitive behavioral flexibility, assessed through a virtual version of the Multiple Errand Test (V-MET), developed using the NeuroVR software. Thirty OCD patients were compared with thirty matched control subjects. The results showed the presence of difficulties in OCD patients with tasks where the goal is not clear, the information is incomplete or the parameters are ill-defined.
The Organization and Management of the Virtual Astronomical Observatory
NASA Technical Reports Server (NTRS)
Berriman, G. Bruce; Hanisch, Robert J.; Lazio, T. Joseph W.; Szalay, Alexander; Fabbiano, Giussepina
2012-01-01
The U.S. Virtual Astronomical Observatory (VAO; http://www.us-vao.org/) has been in operation since May 2010. Its goal is to enable new science through efficient integration of distributed multi-wavelength data. This paper describes the management and organization of the VAO, and emphasizes the techniques used to ensure efficiency in a distributed organization. Management methods include using an annual program plan as the basis for establishing contracts with member organizations, regular communication, and monitoring of processes.
The organization and management of the Virtual Astronomical Observatory
NASA Astrophysics Data System (ADS)
Berriman, G. Bruce; Hanisch, Robert J.; Lazio, T. Joseph W.; Szalay, Alexander; Fabbiano, Giuseppina
2012-09-01
The U.S. Virtual Astronomical Observatory (VAO; http://www.us-vao.org/) has been in operation since May 2010. Its goal is to enable new science through efficient integration of distributed multi-wavelength data. This paper describes the management and organization of the VAO, and emphasizes the techniques used to ensure efficiency in a distributed organization. Management methods include using an annual program plan as the basis for establishing contracts with member organizations, regular communication, and monitoring of processes.
Sexually Transmitted Diseases (and HIV)
... usando el icono . Ver Mas Recursos Digital Tools Social Media Facebook Twitter Instagram YouTube Planning and Management Strategy & Planning Monitoring & Evaluation Social Media Policies Digital Government Strategy Virtual Office Hours Virtual ...
... living. Functions affected include memory, language skills, visual perception, problem solving, self-management, and the ability to ... living. Functions affected include memory, language skills, visual perception, problem solving, self-management, and the ability to ...
A Virtual Notebook for biomedical work groups.
Gorry, G A; Burger, A M; Chaney, R J; Long, K B; Tausk, C M
1988-01-01
During the past several years, Baylor College of Medicine has made a substantial commitment to the use of information technology in support of its corporate and academic programs. The concept of an Integrated Academic Information Management System (IAIMS) has proved central in our planning, and the IAIMS activities that we have undertaken with funding from the National Library of Medicine have proved to be important extensions of our technology development. Here we describe our Virtual Notebook system, a conceptual and technologic framework for task coordination and information management in biomedical work groups. When fully developed and deployed, the Virtual Notebook will improve the functioning of basic and clinical research groups in the college, and it currently serves as a model for the longer-term development of our entire information management environment. PMID:3046694
Rouleau, Geneviève; Ramirez-Garcia, Pilar; Bourbonnais, Anne
2015-01-01
Background Persons living with HIV (PLHIV) must adhere optimally to antiretroviral therapy (ART) on a daily basis and for their lifetime to maintain an undetectable viral load, allowing them to preserve their health. Taking advantage of the opportunity that information and communication technologies provide to broaden intervention modalities and intensify clinical follow-up, a virtual nursing intervention consisting of four interactive computer sessions was developed to empower PLHIV to manage their ART and symptoms optimally. Compared with other types of information and communication technologies-assisted interventions such as text messages, HIV Treatment, Virtual Nursing Assistance and Education (VIH-TAVIE) requires a certain degree of active engagement on the part of the user to develop and strengthen the self-management skills to optimize adherence. After the intervention’s impact on ART adherence was measured quantitatively, a qualitative study was undertaken to describe how users experience the intervention. Understanding how PLHIV perceive being assisted asynchronously by a virtual nurse was of particular interest. Objective The objective of the study was to explore and describe how PLHIV experience VIH-TAVIE, that is, receiving customized asynchronous accompaniment via a virtual nurse. Methods A qualitative study was conducted with 26 PLHIV (20 men, 6 women) who received all four VIH-TAVIE sessions. Participants had been diagnosed with HIV 14 years earlier on average and had been on ART for a mean period of 10 years. The sessions lasted 20-30 minutes each and were received two weeks apart. They are hosted by a virtual nurse who engages the user in a self-management skills-learning process for the purpose of treatment adherence. Semistructured interviews were conducted lasting 30-40 minutes to get participants to share their experience of the intervention through personal stories and what they thought and felt during their participation. Data were analyzed using Miles and Huberman’s method, by performing these three steps: (1) data reduction (data coding, summaries); (2) data display (in tables and text form); and (3) recontextualization of results. Results Content analysis yielded five themes regarding how PLHIV experience VIH-TAVIE: (1) exposure to the virtual nursing intervention; (2) virtual nurse humanizes experience of the computer-delivered intervention; (3) learner’s experience of the virtual nursing intervention; (4) perceived benefits following participation in the virtual nursing intervention; and (5) relevance of the virtual nursing intervention in relation to the medication management trajectory. Conclusions Analyzing the participants’ experience revealed they found the intervention’s content and format appropriate. To them, the virtual nurse humanized the experience and helped them acquire new skills for achieving optimal ART adherence. Results seem to underscore the importance of offering the intervention to persons who have more problems with drug intake or who are just beginning ART. PMID:26487327
Côté, José; Rouleau, Geneviève; Ramirez-Garcia, Pilar; Bourbonnais, Anne
2015-10-20
Persons living with HIV (PLHIV) must adhere optimally to antiretroviral therapy (ART) on a daily basis and for their lifetime to maintain an undetectable viral load, allowing them to preserve their health. Taking advantage of the opportunity that information and communication technologies provide to broaden intervention modalities and intensify clinical follow-up, a virtual nursing intervention consisting of four interactive computer sessions was developed to empower PLHIV to manage their ART and symptoms optimally. Compared with other types of information and communication technologies-assisted interventions such as text messages, HIV Treatment, Virtual Nursing Assistance and Education (VIH-TAVIE) requires a certain degree of active engagement on the part of the user to develop and strengthen the self-management skills to optimize adherence. After the intervention's impact on ART adherence was measured quantitatively, a qualitative study was undertaken to describe how users experience the intervention. Understanding how PLHIV perceive being assisted asynchronously by a virtual nurse was of particular interest. The objective of the study was to explore and describe how PLHIV experience VIH-TAVIE, that is, receiving customized asynchronous accompaniment via a virtual nurse. A qualitative study was conducted with 26 PLHIV (20 men, 6 women) who received all four VIH-TAVIE sessions. Participants had been diagnosed with HIV 14 years earlier on average and had been on ART for a mean period of 10 years. The sessions lasted 20-30 minutes each and were received two weeks apart. They are hosted by a virtual nurse who engages the user in a self-management skills-learning process for the purpose of treatment adherence. Semistructured interviews were conducted lasting 30-40 minutes to get participants to share their experience of the intervention through personal stories and what they thought and felt during their participation. Data were analyzed using Miles and Huberman's method, by performing these three steps: (1) data reduction (data coding, summaries); (2) data display (in tables and text form); and (3) recontextualization of results. Content analysis yielded five themes regarding how PLHIV experience VIH-TAVIE: (1) exposure to the virtual nursing intervention; (2) virtual nurse humanizes experience of the computer-delivered intervention; (3) learner's experience of the virtual nursing intervention; (4) perceived benefits following participation in the virtual nursing intervention; and (5) relevance of the virtual nursing intervention in relation to the medication management trajectory. Analyzing the participants' experience revealed they found the intervention's content and format appropriate. To them, the virtual nurse humanized the experience and helped them acquire new skills for achieving optimal ART adherence. Results seem to underscore the importance of offering the intervention to persons who have more problems with drug intake or who are just beginning ART.
An information model for a virtual private optical network (OVPN) using virtual routers (VRs)
NASA Astrophysics Data System (ADS)
Vo, Viet Minh Nhat
2002-05-01
This paper describes a virtual private optical network architecture (Optical VPN - OVPN) based on virtual router (VR). It improves over architectures suggested for virtual private networks by using virtual routers with optical networks. The new things in this architecture are necessary changes to adapt to devices and protocols used in optical networks. This paper also presents information models for the OVPN: at the architecture level and at the service level. These are extensions to the DEN (directory enable network) and CIM (Common Information Model) for OVPNs using VRs. The goal is to propose a common management model using policies.
Bisby, James A; King, John A; Brewin, Chris R; Burgess, Neil; Curran, H Valerie
2010-08-01
A dual representation model of intrusive memory proposes that personally experienced events give rise to two types of representation: an image-based, egocentric representation based on sensory-perceptual features; and a more abstract, allocentric representation that incorporates spatiotemporal context. The model proposes that intrusions reflect involuntary reactivation of egocentric representations in the absence of a corresponding allocentric representation. We tested the model by investigating the effect of alcohol on intrusive memories and, concurrently, on egocentric and allocentric spatial memory. With a double-blind independent group design participants were administered alcohol (.4 or .8 g/kg) or placebo. A virtual environment was used to present objects and test recognition memory from the same viewpoint as presentation (tapping egocentric memory) or a shifted viewpoint (tapping allocentric memory). Participants were also exposed to a trauma video and required to detail intrusive memories for 7 days, after which explicit memory was assessed. There was a selective impairment of shifted-view recognition after the low dose of alcohol, whereas the high dose induced a global impairment in same-view and shifted-view conditions. Alcohol showed a dose-dependent inverted "U"-shaped effect on intrusions, with only the low dose increasing the number of intrusions, replicating previous work. When same-view recognition was intact, decrements in shifted-view recognition were associated with increases in intrusions. The differential effect of alcohol on intrusive memories and on same/shifted-view recognition support a dual representation model in which intrusions might reflect an imbalance between two types of memory representation. These findings highlight important clinical implications, given alcohol's involvement in real-life trauma. Copyright 2010 Society of Biological Psychiatry. Published by Elsevier Inc. All rights reserved.
Lewis, Geraint; Vaithianathan, Rhema; Wright, Lorraine; Brice, Mary R; Lovell, Paul; Rankin, Seth; Bardsley, Martin
2013-01-01
Background Patients at high risk of emergency hospitalisation are particularly likely to experience fragmentation in care. The virtual ward model attempts to integrate health and social care by offering multidisciplinary case management to people at high predicted risk of unplanned hospitalisation. Objective To describe the care practice in three virtual ward sites in England and to explore how well each site had achieved meaningful integration. Method Case studies conducted in Croydon, Devon and Wandsworth during 2011–2012, consisting of semi-structured interviews, workshops, and site visits. Results Different versions of the virtual wards intervention had been implemented in each site. In Croydon, multidisciplinary care had reverted back to one-to-one case management. Conclusions To integrate successfully, virtual ward projects should safeguard the multidisciplinary nature of the intervention, ensure the active involvement of General Practitioners, and establish feedback processes to monitor performance such as the number of professions represented at each team meeting. PMID:24250284
Virtual Worlds as the Next Asset of Virtual Learning Environments for Students in Business?
ERIC Educational Resources Information Center
Pelet, Jean-Eric; Lecat, Benoît
2012-01-01
The authors' research examines the effectiveness of a web-based virtual learning environment (VLE) in the context of management studies. This article provides two main contributions. First, an exploratory study introduces and describes the concept of VLE applied to the training of seven students in an "interactivity design" (IS) course.…
ERIC Educational Resources Information Center
Beck, Dennis; Maranto, Robert
2014-01-01
Virtual charter schools have the potential to transform teacher personnel management. However, there is currently little evidence that they are doing so. This study examined how 89 teachers at two virtual charter schools perceived school personnel practices and leadership. Survey analysis indicated that teachers perceived personnel practices as…
Virtual Reality Simulation Training for Ebola Deployment.
Ragazzoni, Luca; Ingrassia, Pier Luigi; Echeverri, Lina; Maccapani, Fabio; Berryman, Lizzy; Burkle, Frederick M; Della Corte, Francesco
2015-10-01
Both virtual and hybrid simulation training offer a realistic and effective educational framework and opportunity to provide virtual exposure to operational public health skills that are essential for infection control and Ebola treatment management. This training is designed to increase staff safety and create a safe and realistic environment where trainees can gain essential basic and advanced skills.
Running GUI Applications on Peregrine from OSX | High-Performance Computing
Learn how to use Virtual Network Computing to access a Linux graphical desktop environment on Peregrine local port (on, e.g., your laptop), starts a VNC server process that manages a virtual desktop on your virtual desktop. This is persistent, so remember it-you will use this password whenever accessing
ERIC Educational Resources Information Center
Hosseini, Seyede Mehrnoush
2011-01-01
The research aims to define SECI model of knowledge creation (socialization, externalization, combination, and internalization) as a framework of Virtual class management which can lead to better online teaching-learning mechanisms as well as knowledge creation. It has used qualitative research methodology including researcher's close observation…
Healthcare knowledge management through building and operationalising healthcare enterprise memory.
Cheah, Y N; Abidi, S S
1999-01-01
In this paper we suggest that the healthcare enterprise needs to be more conscious of its vast knowledge resources vis-à-vis the exploitation of knowledge management techniques to efficiently manage its knowledge. The development of healthcare enterprise memory is suggested as a solution, together with a novel approach advocating the operationalisation of healthcare enterprise memories leading to the modelling of healthcare processes for strategic planning. As an example, we present a simulation of Service Delivery Time in a hospital's OPD.
ERIC Educational Resources Information Center
Caminero, Agustín C.; Ros, Salvador; Hernández, Roberto; Robles-Gómez, Antonio; Tobarra, Llanos; Tolbaños Granjo, Pedro J.
2016-01-01
The use of practical laboratories is a key in engineering education in order to provide our students with the resources needed to acquire practical skills. This is specially true in the case of distance education, where no physical interactions between lecturers and students take place, so virtual or remote laboratories must be used. UNED has…
Rethinking Traffic Management: Design of Optimizable Networks
2008-06-01
Though this paper used optimization theory to design and analyze DaVinci , op- timization theory is one of many possible tools to enable a grounded...dynamically allocate bandwidth shares. The distributed protocols can be implemented using DaVinci : Dynamically Adaptive VIrtual Networks for a Customized...Internet. In DaVinci , each virtual network runs traffic-management protocols optimized for a traffic class, and link bandwidth is dynamically allocated
Workload-Driven Design and Evaluation of Large-Scale Data-Centric Systems
2012-05-09
in the batch zone in and out of a low-power state, e.g., sending a “ hibernate ” command via ssh and using Wake-on-LAN or related technologies [85]. If...parameter values for experiments with stand-alone jobs. The mapred.child.java.opts parameter sets the maximum virtual memory of the Java child pro- cesses
Your Family Land: Legacy or Memory? An Introduction to the Family Land Protection Process
USDA Forest Service, Northeastern Area, State and Private Forestry
2008-01-01
If you have this perspective, protecting your land from development is a task you certainly can accomplish. Virtually every situation is workable and every problem can be solved. It does require some planning and decisionmaking; however, so the sooner you start the better. Experience has shown that the number one obstacle to the protection of family land...
ERIC Educational Resources Information Center
von Stulpnagel, Rul; Steffens, Melanie C.
2012-01-01
When driving a vehicle, either the driver or a passenger (henceforth: backseat driver) may be responsible for navigation. Research on active navigation, primarily addressed in virtual environments, suggests that controlling navigation is more central for spatial learning than controlling movement. To test this assumption in a real-world scenario,…
Pu, Yi; Cornwell, Brian R; Cheyne, Douglas; Johnson, Blake W
2018-05-19
In rodents, hippocampal cell assemblies formed during learning of a navigation task are observed to re-emerge during resting (offline) periods, accompanied by high-frequency oscillations (HFOs). This phenomenon is believed to reflect mechanisms for strengthening newly-formed memory traces. Using magnetoencephalography recordings and a beamforming source location algorithm (synthetic aperture magnetometry), we investigated high-gamma (80-140 Hz) oscillations in the hippocampal region in 18 human participants during inter-trial rest periods in a virtual navigation task. We found right hippocampal gamma oscillations mirrored the pattern of theta power in the same region during navigation, varying as a function of environmental novelty. Gamma power during inter-trial rest periods was positively correlated with theta power during navigation in the first task set when the environment was new and predicted greater performance improvement in the subsequent task set two where the environment became familiar. These findings provide evidence for human hippocampal reactivation accompanied by high-gamma activities immediately after learning and establish a link between hippocampal high-gamma activities and subsequent memory performance. Copyright © 2018 Elsevier Inc. All rights reserved.
Sex differences in a virtual water maze: an eye tracking and pupillometry study.
Mueller, Sven C; Jackson, Carl P T; Skelton, Ron W
2008-11-21
Sex differences in human spatial navigation are well known. However, the exact strategies that males and females employ in order to navigate successfully around the environment are unclear. While some researchers propose that males prefer environment-centred (allocentric) and females prefer self-centred (egocentric) navigation, these findings have proved difficult to replicate. In the present study we examined eye movements and physiological measures of memory (pupillometry) in order to compare visual scanning of spatial orientation using a human virtual analogue of the Morris Water Maze task. Twelve women and twelve men (average age=24 years) were trained on a visible platform and had to locate an invisible platform over a series of trials. On all but the first trial, participants' eye movements were recorded for 3s and they were asked to orient themselves in the environment. While the behavioural data replicated previous findings of improved spatial performance for males relative to females, distinct sex differences in eye movements were found. Males tended to explore consistently more space early on while females demonstrated initially longer fixation durations and increases in pupil diameter usually associated with memory processing. The eye movement data provides novel insight into differences in navigational strategies between the sexes.
Reconstituted Three-Dimensional Interactive Imaging
NASA Technical Reports Server (NTRS)
Hamilton, Joseph; Foley, Theodore; Duncavage, Thomas; Mayes, Terrence
2010-01-01
A method combines two-dimensional images, enhancing the images as well as rendering a 3D, enhanced, interactive computer image or visual model. Any advanced compiler can be used in conjunction with any graphics library package for this method, which is intended to take digitized images and virtually stack them so that they can be interactively viewed as a set of slices. This innovation can take multiple image sources (film or digital) and create a "transparent" image with higher densities in the image being less transparent. The images are then stacked such that an apparent 3D object is created in virtual space for interactive review of the set of images. This innovation can be used with any application where 3D images are taken as slices of a larger object. These could include machines, materials for inspection, geological objects, or human scanning. Illuminous values were stacked into planes with different transparency levels of tissues. These transparency levels can use multiple energy levels, such as density of CT scans or radioactive density. A desktop computer with enough video memory to produce the image is capable of this work. The memory changes with the size and resolution of the desired images to be stacked and viewed.
Virtual Treatment of Basilar Aneurysms Using Shape Memory Polymer Foam
Ortega, J.M.; Hartman, J.; Rodriguez, J.N.; Maitland, D.J.
2013-01-01
Numerical simulations are performed on patient-specific basilar aneurysms that are treated with shape memory polymer (SMP) foam. In order to assess the post-treatment hemodynamics, two modeling approaches are employed. In the first, the foam geometry is obtained from a micro-CT scan and the pulsatile blood flow within the foam is simulated for both Newtonian and non-Newtonian viscosity models. In the second, the foam is represented as a porous media continuum, which has permeability properties that are determined by computing the pressure gradient through the foam geometry over a range of flow speeds comparable to those of in vivo conditions. Virtual angiography and additional post-processing demonstrate that the SMP foam significantly reduces the blood flow speed within the treated aneurysms, while eliminating the high-frequency velocity fluctuations that are present within the pre-treatment aneurysms. An estimation of the initial locations of thrombus formation throughout the SMP foam is obtained by means of a low fidelity thrombosis model that is based upon the residence time and shear rate of blood. The Newtonian viscosity model and the porous media model capture similar qualitative trends, though both yield a smaller volume of thrombus within the SMP foam. PMID:23329002
Virtual Treatment of Basilar Aneurysms Using Shape Memory Polymer Foam
NASA Astrophysics Data System (ADS)
Ortega, J. M.; Hartman, J.; Rodriguez, J. N.; Maitland, D. J.
2012-11-01
Numerical simulations are performed on patient-specific basilar aneurysms that are treated with shape memory polymer (SMP) foam. In order to assess the post-treatment hemodynamics, two modeling approaches are employed. In the first, the foam geometry is obtained from a micro-CT scan and the pulsatile blood flow within the foam is simulated for both Newtonian and non-Newtonian viscosity models. In the second, the foam is represented as a porous media continuum, which has permeability properties that are determined by computing the pressure gradient through the foam geometry over a range of flow speeds comparable to those of in vivo conditions. Virtual angiography and additional post-processing demonstrate that the SMP foam significantly reduces the blood flow speed within the treated aneurysms, while eliminating the high-frequency velocity fluctuations that are present prior to treatment. A prediction of the initial locations of thrombus formation throughout the SMP foam is obtained by means of a low fidelity thrombosis model that is based upon the residence time and shear rate of blood. The two modeling approaches capture similar qualitative trends for the initial locations of thrombus within the SMP foam.
WriteShield: A Pseudo Thin Client for Prevention of Information Leakage
NASA Astrophysics Data System (ADS)
Kirihata, Yasuhiro; Sameshima, Yoshiki; Onoyama, Takashi; Komoda, Norihisa
While thin-client systems are diffusing as an effective security method in enterprises and organizations, there is a new approach called pseudo thin-client system. In this system, local disks of clients are write-protected and user data is forced to save on the central file server to realize the same security effect of conventional thin-client systems. Since it takes purely the software-based simple approach, it does not require the hardware enhancement of network and servers to reduce the installation cost. However there are several problems such as no write control to external media, memory depletion possibility, and lower security because of the exceptional write permission to the system processes. In this paper, we propose WriteShield, a pseudo thin-client system which solves these issues. In this system, the local disks are write-protected with volume filter driver and it has a virtual cache mechanism to extend the memory cache size for the write protection. This paper presents design and implementation details of WriteShield. Besides we describe the security analysis and simulation evaluation of paging algorithms for virtual cache mechanism and measure the disk I/O performance to verify its feasibility in the actual environment.
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.
Memory-based snowdrift game on a square lattice
NASA Astrophysics Data System (ADS)
Shu, Feng; Liu, Xingwen; Fang, Kai; Chen, Hao
2018-04-01
Spatial reciprocity is an effective way widely accepted to facilitate cooperation. In the case of snowdrift game, some researches showed that spatial reciprocity inhibits cooperation for a very wide range of cost-to-benefit ratio r. However, some other researches found that based on the spatial reciprocity, a wider range of r is helpful to achieve a high cooperation level. Thus, how to enlarge the range of r for the purpose of promoting cooperation becomes a hot topic recently. This paper proposes a new memory-based method, in which each individual compares with its own previous payoffs to find out the maximal one as virtual payoff and then randomly compares with one of its neighbours to obtain the optimal strategy according to the given updating rules. It shows the positive effect of spatial reciprocity in the context of memory. Specifically, in this situation, not only the lower ratio can appear a high cooperation level, but also the larger ratio r can emerge a high cooperation level. That is, an expected cooperation level can be achieved simultaneously for small and large r. Furthermore, the scenarios of both constant-size memory and size-varying memory are investigated. An interesting phenomenon is discovered that the cooperation level drops down gradually as the memory size increases.
Brown, Thackery I.; Stern, Chantal E.
2014-01-01
Many life experiences share information with other memories. In order to make decisions based on overlapping memories, we need to distinguish between experiences to determine the appropriate behavior for the current situation. Previous work suggests that the medial temporal lobe (MTL) and medial caudate interact to support the retrieval of overlapping navigational memories in different contexts. The present study used functional magnetic resonance imaging (fMRI) in humans to test the prediction that the MTL and medial caudate play complementary roles in learning novel mazes that cross paths with, and must be distinguished from, previously learned routes. During fMRI scanning, participants navigated virtual routes that were well learned from prior training while also learning new mazes. Critically, some routes learned during scanning shared hallways with those learned during pre-scan training. Overlap between mazes required participants to use contextual cues to select between alternative behaviors. Results demonstrated parahippocampal cortex activity specific for novel spatial cues that distinguish between overlapping routes. The hippocampus and medial caudate were active for learning overlapping spatial memories, and increased their activity for previously learned routes when they became context dependent. Our findings provide novel evidence that the MTL and medial caudate play complementary roles in the learning, updating, and execution of context-dependent navigational behaviors. PMID:23448868
Ghrelin modulates encoding-related brain function without enhancing memory formation in humans.
Kunath, N; Müller, N C J; Tonon, M; Konrad, B N; Pawlowski, M; Kopczak, A; Elbau, I; Uhr, M; Kühn, S; Repantis, D; Ohla, K; Müller, T D; Fernández, G; Tschöp, M; Czisch, M; Steiger, A; Dresler, M
2016-11-15
Ghrelin regulates energy homeostasis in various species and enhances memory in rodent models. In humans, the role of ghrelin in cognitive processes has yet to be characterized. Here we show in a double-blind randomized crossover design that acute administration of ghrelin alters encoding-related brain activity, however does not enhance memory formation in humans. Twenty-one healthy young male participants had to memorize food- and non-food-related words presented on a background of a virtual navigational route while undergoing fMRI recordings. After acute ghrelin administration, we observed decreased post-encoding resting state fMRI connectivity between the caudate nucleus and the insula, amygdala, and orbitofrontal cortex. In addition, brain activity related to subsequent memory performance was modulated by ghrelin. On the next day, however, no differences were found in free word recall or cued location-word association recall between conditions; and ghrelin's effects on brain activity or functional connectivity were unrelated to memory performance. Further, ghrelin had no effect on a cognitive test battery comprising tests for working memory, fluid reasoning, creativity, mental speed, and attention. In conclusion, in contrast to studies with animal models, we did not find any evidence for the potential of ghrelin acting as a short-term cognitive enhancer in humans. Copyright © 2016 Elsevier Inc. All rights reserved.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Gebis, Joseph; Oliker, Leonid; Shalf, John
The disparity between microprocessor clock frequencies and memory latency is a primary reason why many demanding applications run well below peak achievable performance. Software controlled scratchpad memories, such as the Cell local store, attempt to ameliorate this discrepancy by enabling precise control over memory movement; however, scratchpad technology confronts the programmer and compiler with an unfamiliar and difficult programming model. In this work, we present the Virtual Vector Architecture (ViVA), which combines the memory semantics of vector computers with a software-controlled scratchpad memory in order to provide a more effective and practical approach to latency hiding. ViVA requires minimal changesmore » to the core design and could thus be easily integrated with conventional processor cores. To validate our approach, we implemented ViVA on the Mambo cycle-accurate full system simulator, which was carefully calibrated to match the performance on our underlying PowerPC Apple G5 architecture. Results show that ViVA is able to deliver significant performance benefits over scalar techniques for a variety of memory access patterns as well as two important memory-bound compact kernels, corner turn and sparse matrix-vector multiplication -- achieving 2x-13x improvement compared the scalar version. Overall, our preliminary ViVA exploration points to a promising approach for improving application performance on leading microprocessors with minimal design and complexity costs, in a power efficient manner.« less
Facilitating role of 3D multimodal visualization and learning rehearsal in memory recall.
Do, Phuong T; Moreland, John R
2014-04-01
The present study investigated the influence of 3D multimodal visualization and learning rehearsal on memory recall. Participants (N = 175 college students ranging from 21 to 25 years) were assigned to different training conditions and rehearsal processes to learn a list of 14 terms associated with construction of a wood-frame house. They then completed a memory test determining their cognitive ability to free recall the definitions of the 14 studied terms immediately after training and rehearsal. The audiovisual modality training condition was associated with the highest accuracy, and the visual- and auditory-modality conditions with lower accuracy rates. The no-training condition indicated little learning acquisition. A statistically significant increase in performance accuracy for the audiovisual condition as a function of rehearsal suggested the relative importance of rehearsal strategies in 3D observational learning. Findings revealed the potential application of integrating virtual reality and cognitive sciences to enhance learning and teaching effectiveness.
Effects of cue types on sex differences in human spatial memory.
Chai, Xiaoqian J; Jacobs, Lucia F
2010-04-02
We examined the effects of cue types on human spatial memory in 3D virtual environments adapted from classical animal and human tasks. Two classes of cues of different functions were investigated: those that provide directional information, and those that provide positional information. Adding a directional cue (geographical slant) to the spatial delayed-match-to-sample task improved performance in males but not in females. When the slant directional cue was removed in a hidden-target location task, male performance was impaired but female performance was unaffected. The removal of positional cues, on the other hand, impaired female performance but not male performance. These results are consistent with results from laboratory rodents and thus support the hypothesis that sex differences in spatial memory arise from the dissociation between a preferential reliance on directional cues in males and on positional cues in females. Copyright 2009 Elsevier B.V. All rights reserved.
[Method of file sorting for mini- and microcomputers].
Chau, N; Legras, B; Benamghar, L; Martin, J
1983-05-01
The authors describe a new sorting method of files which belongs to the class of direct-addressing sorting methods. It makes use of a variant of the classical technique of 'virtual memory'. It is particularly well suited to mini- and micro-computers which have a small core memory (32 K words, for example) and are fitted with a direct-access peripheral device, such as a disc unit. When the file to be sorted is medium-sized (some thousand records), the running of the program essentially occurs inside the core memory and consequently, the method becomes very fast. This is very important because most medical files handled in our laboratory are in this category. However, the method is also suitable for big computers and large files; its implementation is easy. It does not require any magnetic tape unit, and it seems to us to be one of the fastest methods available.
Inflated speedups in parallel simulations via malloc()
NASA Technical Reports Server (NTRS)
Nicol, David M.
1990-01-01
Discrete-event simulation programs make heavy use of dynamic memory allocation in order to support simulation's very dynamic space requirements. When programming in C one is likely to use the malloc() routine. However, a parallel simulation which uses the standard Unix System V malloc() implementation may achieve an overly optimistic speedup, possibly superlinear. An alternate implementation provided on some (but not all systems) can avoid the speedup anomaly, but at the price of significantly reduced available free space. This is especially severe on most parallel architectures, which tend not to support virtual memory. It is shown how a simply implemented user-constructed interface to malloc() can both avoid artificially inflated speedups, and make efficient use of the dynamic memory space. The interface simply catches blocks on the basis of their size. The problem is demonstrated empirically, and the effectiveness of the solution is shown both empirically and analytically.
Virtualized Networks and Virtualized Optical Line Terminal (vOLT)
NASA Astrophysics Data System (ADS)
Ma, Jonathan; Israel, Stephen
2017-03-01
The success of the Internet and the proliferation of the Internet of Things (IoT) devices is forcing telecommunications carriers to re-architecture a central office as a datacenter (CORD) so as to bring the datacenter economics and cloud agility to a central office (CO). The Open Network Operating System (ONOS) is the first open-source software-defined network (SDN) operating system which is capable of managing and controlling network, computing, and storage resources to support CORD infrastructure and network virtualization. The virtualized Optical Line Termination (vOLT) is one of the key components in such virtualized networks.
Cognitive load in distributed and massed practice in virtual reality mastoidectomy simulation.
Andersen, Steven Arild Wuyts; Mikkelsen, Peter Trier; Konge, Lars; Cayé-Thomasen, Per; Sørensen, Mads Sølvsten
2016-02-01
Cognitive load theory states that working memory is limited. This has implications for learning and suggests that reducing cognitive load (CL) could promote learning and skills acquisition. This study aims to explore the effect of repeated practice and simulator-integrated tutoring on CL in virtual reality (VR) mastoidectomy simulation. Prospective trial. Forty novice medical students performed 12 repeated virtual mastoidectomy procedures in the Visible Ear Simulator: 21 completed distributed practice with practice blocks spaced in time and 19 participants completed massed practice (all practices performed in 1 day). Participants were randomized for tutoring with the simulator-integrated tutor function. Cognitive load was estimated by measuring reaction time in a secondary task. Data were analyzed using linear mixed models for repeated measurements. The mean reaction time increased by 37% during the procedure compared with baseline, demonstrating that the procedure placed substantial cognitive demands. Repeated practice significantly lowered CL in the distributed practice group but not in massed practice group. In addition, CL was found to be further increased by 10.3% in the later and more complex stages of the procedure. The simulator-integrated tutor function did not have an impact on CL. Distributed practice decreased CL in repeated VR mastoidectomy training more consistently than was seen in massed practice. This suggests a possible effect of skills and memory consolidation occurring over time. To optimize technical skills learning, training should be organized as time-distributed practice rather than as a massed block of practice, which is common in skills-training courses. N/A. © 2015 The American Laryngological, Rhinological and Otological Society, Inc.
Richter, Jack; McFarland, Lela; Bredfeldt, Christine
2012-01-01
Background/Aims Integrating data across systems can be a daunting process. The traditional method of moving data to a common location, mapping fields with different formats and meanings, and performing data cleaning activities to ensure valid and reliable integration across systems can be both expensive and extremely time consuming. As the scope of needed research data increases, the traditional methodology may not be sustainable. Data Virtualization provides an alternative to traditional methods that may reduce the effort required to integrate data across disparate systems. Objective Our goal was to survey new methods in data integration, cloud computing, enterprise data management and virtual data management for opportunities to increase the efficiency of producing VDW and similar data sets. Methods Kaiser Permanente Information Technology (KPIT), in collaboration with the Mid-Atlantic Permanente Research Institute (MAPRI) reviewed methodologies in the burgeoning field of Data Virtualization. We identified potential strengths and weaknesses of new approaches to data integration. For each method, we evaluated its potential application for producing effective research data sets. Results Data Virtualization provides opportunities to reduce the amount of data movement required to integrate data sources on different platforms in order to produce research data sets. Additionally, Data Virtualization also includes methods for managing “fuzzy” matching used to match fields known to have poor reliability such as names, addresses and social security numbers. These methods could improve the efficiency of integrating state and federal data such as patient race, death, and tumors with internal electronic health record data. Discussion The emerging field of Data Virtualization has considerable potential for increasing the efficiency of producing research data sets. An important next step will be to develop a proof of concept project that will help us understand to benefits and drawbacks of these techniques.
The impact of sleep on true and false memory across long delays.
Pardilla-Delgado, Enmanuelle; Payne, Jessica D
2017-01-01
While the influence of sleep on memory has a long history, sleep's role in the formation of false memories is less clear. Moreover, virtually nothing is known about the development of false memories beyond delays of about 12h. Here, for the first time, we assess post-sleep development of true and false memories across longer delay intervals of 24 and 48h. Although technically a false memory, remembering information that is related to the theme, or gist, of an experience can be considered an adaptive process. Some evidence suggests that sleep, compared to a wake period, increases both true and gist-based false memories in the Deese-Roediger-McDermott (DRM) task, but not all studies have returned this result, and most studies cannot rule out the possibility that sleep is merely protecting the information from interference, as opposed to actively aiding its consolidation. Here, to equate amount of time spent awake and asleep across groups, we assess how the positioning of sleep relative to memory encoding impacts retention across longer delays of 24 and 48h. Participants encoded 16 DRM lists in the morning (WAKE 1st Groups) or evening (SLEEP 1st Groups), and were tested either 24 or 48h later at the same time of day. Results demonstrate that true memory is better when participants sleep soon after learning. Sleeping first also increased false memory, but only in low performers. Importantly, and similar to previous studies, we found a negative correlation between slow-wave sleep (SWS) and false memory, suggesting that SWS may be detrimental for semantic/gist processing. Copyright © 2016 Elsevier Inc. All rights reserved.
Fukushima, Kikuro; Barnes, Graham R; Ito, Norie; Olley, Peter M; Warabi, Tateo
2014-07-01
Aging affects virtually all functions including sensory/motor and cognitive activities. While retinal image motion is the primary input for smooth-pursuit, its efficiency/accuracy depends on cognitive processes. Elderly subjects exhibit gain decrease during initial and steady-state pursuit, but reports on latencies are conflicting. Using a cue-dependent memory-based smooth-pursuit task, we identified important extra-retinal mechanisms for initial pursuit in young adults including cue information priming and extra-retinal drive components (Ito et al. in Exp Brain Res 229:23-35, 2013). We examined aging effects on parameters for smooth-pursuit using the same tasks. Elderly subjects were tested during three task conditions as previously described: memory-based pursuit, simple ramp-pursuit just to follow motion of a single spot, and popping-out of the correct spot during memory-based pursuit to enhance retinal image motion. Simple ramp-pursuit was used as a task that did not require visual motion working memory. To clarify aging effects, we then compared the results with the previous young subject data. During memory-based pursuit, elderly subjects exhibited normal working memory of cue information. Most movement-parameters including pursuit latencies differed significantly between memory-based pursuit and simple ramp-pursuit and also between young and elderly subjects. Popping-out of the correct spot motion was ineffective for enhancing initial pursuit in elderly subjects. However, the latency difference between memory-based pursuit and simple ramp-pursuit in individual subjects, which includes decision-making delay in the memory task, was similar between the two groups. Our results suggest that smooth-pursuit latencies depend on task conditions and that, although the extra-retinal mechanisms were functional for initial pursuit in elderly subjects, they were less effective.
Persson, Bjorn M; Ainge, James A; O'Connor, Akira R
2016-07-01
Current animal models of episodic memory are usually based on demonstrating integrated memory for what happened, where it happened, and when an event took place. These models aim to capture the testable features of the definition of human episodic memory which stresses the temporal component of the memory as a unique piece of source information that allows us to disambiguate one memory from another. Recently though, it has been suggested that a more accurate model of human episodic memory would include contextual rather than temporal source information, as humans' memory for time is relatively poor. Here, two experiments were carried out investigating human memory for temporal and contextual source information, along with the underlying dual process retrieval processes, using an immersive virtual environment paired with a 'Remember-Know' memory task. Experiment 1 (n=28) showed that contextual information could only be retrieved accurately using recollection, while temporal information could be retrieved using either recollection or familiarity. Experiment 2 (n=24), which used a more difficult task, resulting in reduced item recognition rates and therefore less potential for contamination by ceiling effects, replicated the pattern of results from Experiment 1. Dual process theory predicts that it should only be possible to retrieve source context from an event using recollection, and our results are consistent with this prediction. That temporal information can be retrieved using familiarity alone suggests that it may be incorrect to view temporal context as analogous to other typically used source contexts. This latter finding supports the alternative proposal that time since presentation may simply be reflected in the strength of memory trace at retrieval - a measure ideally suited to trace strength interrogation using familiarity, as is typically conceptualised within the dual process framework. Copyright © 2016 Elsevier Inc. All rights reserved.