[Virtual water content of livestock products in China].
Wang, Hong-rui; Wang, Jun-hong
2006-04-01
The paper expatiated the virtual water content concept of livestock products and the study meaning on developing virtual water trade of livestock products in China, then summarized the calculation methods on virtual water and virtual water trade of livestock products. Based on these, the paper analyzed and researched every province virtual water content of livestock products in details, then elicited various situation of every province virtual water content of livestock products in China by year. Moreover, it compared virtual water content of livestock products with local water resources. The study indicated the following results: (1) The virtual water content of livestock products is increasing rapidly in China recently, especially poultry eggs and pork. (2) The distribution of virtual water content of livestock products is not balanced, mainly lies in North China, East China and so on; (3) The increasing production of livestock in Beijing City, Tianjin City, Hebei, Nei Monggol, Liaononing, Jilin, Shandong, Henan and Ningxia province and autonom ous region will bring pressure to local water shortage.
The Reality of Virtual Reality Product Development
NASA Astrophysics Data System (ADS)
Dever, Clark
Virtual Reality and Augmented Reality are emerging areas of research and product development in enterprise companies. This talk will discuss industry standard tools and current areas of application in the commercial market. Attendees will gain insights into how to research, design, and (most importantly) ship, world class products. The presentation will recount the lessons learned to date developing a Virtual Reality tool to solve physics problems resulting from trying to perform aircraft maintenance on ships at sea.
ME science as mobile learning based on virtual reality
NASA Astrophysics Data System (ADS)
Fradika, H. D.; Surjono, H. D.
2018-04-01
The purpose of this article described about ME Science (Mobile Education Science) as mobile learning application learning of Fisika Inti. ME Science is a product of research and development (R&D) that was using Alessi and Trollip model. Alessi and Trollip model consists three stages that are: (a) planning include analysis of problems, goals, need, and idea of development product, (b) designing includes collecting of materials, designing of material content, creating of story board, evaluating and review product, (c) developing includes development of product, alpha testing, revision of product, validation of product, beta testing, and evaluation of product. The article describes ME Science only to development of product which include development stages. The result of development product has been generates mobile learning application based on virtual reality that can be run on android-based smartphone. These application consist a brief description of learning material, quizzes, video of material summery, and learning material based on virtual reality.
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).
Advanced Collaborative Environments Supporting Systems Integration and Design
2003-03-01
concurrently view a virtual system or product model while maintaining natural, human communication . These virtual systems operate within a computer-generated...These environments allow multiple individuals to concurrently view a virtual system or product model while simultaneously maintaining natural, human ... communication . As a result, TARDEC researchers and system developers are using this advanced high-end visualization technology to develop future
Virtual Collaborative Simulation Environment for Integrated Product and Process Development
NASA Technical Reports Server (NTRS)
Gulli, Michael A.
1997-01-01
Deneb Robotics is a leader in the development of commercially available, leading edge three- dimensional simulation software tools for virtual prototyping,, simulation-based design, manufacturing process simulation, and factory floor simulation and training applications. Deneb has developed and commercially released a preliminary Virtual Collaborative Engineering (VCE) capability for Integrated Product and Process Development (IPPD). This capability allows distributed, real-time visualization and evaluation of design concepts, manufacturing processes, and total factory and enterprises in one seamless simulation environment.
Virtual patient simulation at US and Canadian medical schools.
Huang, Grace; Reynolds, Robby; Candler, Chris
2007-05-01
"Virtual patients" are computer-based simulations designed to complement clinical training. These applications possess numerous educational benefits but are costly to develop. Few medical schools can afford to create them. The purpose of this inventory was to gather information regarding in-house virtual patient development at U.S. and Canadian medical schools to promote the sharing of existing cases and future collaboration. From February to September 2005, the authors contacted 142 U.S. and Canadian medical schools and requested that they report on virtual patient simulation activities at their respective institutions. The inventory elicited information regarding the pedagogic and technical characteristics of each virtual patient application. The schools were also asked to report on their willingness to share virtual patients. Twenty-six out of 108 responding schools reported that they were producing virtual patients. Twelve schools provided additional data on 103 cases and 111 virtual patients. The vast majority of virtual patients were media rich and were associated with significant production costs and time. The reported virtual patient cases tended to focus on primary care disciplines and did not as a whole exhibit racial or ethnic diversity. Funding sources, production costs, and production duration influenced the extent of schools' willingness to share. Broader access to and cooperative development of these resources would allow medical schools to enhance their clinical curricula. Virtual patient development should include basic science objectives for more integrative learning, simulate the consequences of clinical decision making, and include additional cases in cultural competency. Together, these efforts can enhance medical education despite external constraints on clinical training.
ERIC Educational Resources Information Center
Franchi, Jorge
1994-01-01
Highlights of this overview of virtual reality include optics; interface devices; virtual worlds; potential applications, including medicine and archaeology; problems, including costs; current research and development; future possibilities; and a listing of vendors and suppliers of virtual reality products. (Contains 11 references.) (LRW)
Virtual Retail Simulations in Second Life
ERIC Educational Resources Information Center
Drake-Bridges, Erin; Strelzoff, Andrew; Sulbaran, Tulio
2011-01-01
This paper explores the use of simulations in virtual reality to teach students the fundamental processes behind retailing and product development. The project described involved one class of students who developed their own clothing lines of "virtual merchandise." A second class of students then "purchased" the wholesale…
Virtual Factory Framework for Supporting Production Planning and Control.
Kibira, Deogratias; Shao, Guodong
2017-01-01
Developing optimal production plans for smart manufacturing systems is challenging because shop floor events change dynamically. A virtual factory incorporating engineering tools, simulation, and optimization generates and communicates performance data to guide wise decision making for different control levels. This paper describes such a platform specifically for production planning. We also discuss verification and validation of the constituent models. A case study of a machine shop is used to demonstrate data generation for production planning in a virtual factory.
ERIC Educational Resources Information Center
Brown-Turner, Jasmine
2017-01-01
Edutainment refers to curriculum and instruction designed with a clear educational purpose, including multi-faceted virtual learning game design. Tools such as the Jacob's Ladder pre-production design tactic have been developed to ensure that voices of both engineers and educators are heard. However, it is unclear how development team members…
Virtual environment architecture for rapid application development
NASA Technical Reports Server (NTRS)
Grinstein, Georges G.; Southard, David A.; Lee, J. P.
1993-01-01
We describe the MITRE Virtual Environment Architecture (VEA), a product of nearly two years of investigations and prototypes of virtual environment technology. This paper discusses the requirements for rapid prototyping, and an architecture we are developing to support virtual environment construction. VEA supports rapid application development by providing a variety of pre-built modules that can be reconfigured for each application session. The modules supply interfaces for several types of interactive I/O devices, in addition to large-screen or head-mounted displays.
Virtual water flows in the international trade of agricultural products of China.
Zhang, Yu; Zhang, Jinhe; Tang, Guorong; Chen, Min; Wang, Lachun
2016-07-01
With the rapid development of the economy and population, water scarcity and poor water quality caused by water pollution have become increasingly severe in China. Virtual water trade is a useful tool to alleviate water shortage. This paper focuses on a comprehensive study of China's international virtual water flows from agricultural products trade and completes a diachronic analysis from 2001 to 2013. The results show that China was in trade surplus in relation to the virtual water trade of agricultural products. The exported virtual water amounted to 29.94billionm(3)/yr. while 155.55billionm(3)/yr. was embedded in imported products. The trend that China exported virtual water per year was on the decline while the imported was on a rising trend. Virtual water trade of China was highly concentrated. Not all of the exported products had comparative advantages in virtual water content. Imported products were excessively concentrated on water intensive agricultural products such as soya beans, cotton, and palm oil. The exported virtual water mainly flowed to the Republic of Korea, Hong Kong of China and Japan, while the imported mainly flowed from the United States of America, Brazil and Argentina. From the ethical point of view, the trade partners were classified into four types in terms of "net import" and "water abundance": mutual benefit countries, such as Australia and Canada; unilateral benefit countries, such as Mongolia and Norway; supported countries, such as Egypt and Singapore; and double pressure countries, such as India and Pakistan. Virtual water strategy refers to water resources, agricultural products and human beings. The findings are beneficial for innovating water resources management system, adjusting trade structure, ensuring food security in China, and promoting the construction of national ecological security system. Copyright © 2016 Elsevier B.V. All rights reserved.
Virtual drug discovery: beyond computational chemistry?
Gilardoni, Francois; Arvanites, Anthony C
2010-02-01
This editorial looks at how a fully integrated structure that performs all aspects in the drug discovery process, under one company, is slowly disappearing. The steps in the drug discovery paradigm have been slowly increasing toward virtuality or outsourcing at various phases of product development in a company's candidate pipeline. Each step in the process, such as target identification and validation and medicinal chemistry, can be managed by scientific teams within a 'virtual' company. Pharmaceutical companies to biotechnology start-ups have been quick in adopting this new research and development business strategy in order to gain flexibility, access the best technologies and technical expertise, and decrease product developmental costs. In today's financial climate, the term virtual drug discovery has an organizational meaning. It represents the next evolutionary step in outsourcing drug development.
NASA Astrophysics Data System (ADS)
Soriano, Barbara; Garrido, Alberto; Novo, Paula
2013-04-01
Increasing pressure to expand agriculture production is giving rise to renewed interest to obtain access to land and water resources in the world. Water footprint evaluations show the importance of green water in global food trade and production. Green water and land are almost inseparable resources. In this work we analyse the role of foreign direct investment and cooperation programmes from developed countries in developing counties, focusing on virtual water trade and associated resources. We develop econometric models with the aim to explain observed trends in virtual water exports from developing countries as explained by the inverse flow of investments and cooperation programmes. We analyse the main 19 emerging food exporters, from Africa, Asia and America, using 15 years of data. Results show that land per capita availability and foreign direct investments explain observed flows of virtual water exports. However, there is no causality with these and flows cooperation investments. Our analysis sheds light on the underlying forces explaining the phenomenon of land grab, which is the appropriation of land access in developing countries by food-importers.
Emerging CAE technologies and their role in Future Ambient Intelligence Environments
NASA Astrophysics Data System (ADS)
Noor, Ahmed K.
2011-03-01
Dramatic improvements are on the horizon in Computer Aided Engineering (CAE) and various simulation technologies. The improvements are due, in part, to the developments in a number of leading-edge technologies and their synergistic combinations/convergence. The technologies include ubiquitous, cloud, and petascale computing; ultra high-bandwidth networks, pervasive wireless communication; knowledge based engineering; networked immersive virtual environments and virtual worlds; novel human-computer interfaces; and powerful game engines and facilities. This paper describes the frontiers and emerging simulation technologies, and their role in the future virtual product creation and learning/training environments. The environments will be ambient intelligence environments, incorporating a synergistic combination of novel agent-supported visual simulations (with cognitive learning and understanding abilities); immersive 3D virtual world facilities; development chain management systems and facilities (incorporating a synergistic combination of intelligent engineering and management tools); nontraditional methods; intelligent, multimodal and human-like interfaces; and mobile wireless devices. The Virtual product creation environment will significantly enhance the productivity and will stimulate creativity and innovation in future global virtual collaborative enterprises. The facilities in the learning/training environment will provide timely, engaging, personalized/collaborative and tailored visual learning.
Suitability of virtual prototypes to support human factors/ergonomics evaluation during the design.
Aromaa, Susanna; Väänänen, Kaisa
2016-09-01
In recent years, the use of virtual prototyping has increased in product development processes, especially in the assessment of complex systems targeted at end-users. The purpose of this study was to evaluate the suitability of virtual prototyping to support human factors/ergonomics evaluation (HFE) during the design phase. Two different virtual prototypes were used: augmented reality (AR) and virtual environment (VE) prototypes of a maintenance platform of a rock crushing machine. Nineteen designers and other stakeholders were asked to assess the suitability of the prototype for HFE evaluation. Results indicate that the system model characteristics and user interface affect the experienced suitability. The VE system was valued as being more suitable to support the assessment of visibility, reach, and the use of tools than the AR system. The findings of this study can be used as a guidance for the implementing virtual prototypes in the product development process. Copyright © 2016 Elsevier Ltd. All rights reserved.
Virtual water trade of agricultural products: A new perspective to explore the Belt and Road.
Zhang, Yu; Zhang, Jin-He; Tian, Qing; Liu, Ze-Hua; Zhang, Hong-Lei
2018-05-01
The Belt and Road is an initiative of cooperation and development that was proposed by China. Moreover, most of the spanning countries faced water shortages and agriculture consumed a lot of water. Virtual water links water, food and trade and is an effective tool to ease water shortages. Therefore, this paper aims to understand the Belt and Road from the new perspective of virtual water trade of agricultural products. We considered agricultural products trade from 2001 to 2015. On the whole, the results indicated that China was in virtual water trade surplus with the countries along the Belt and Road. However, in terms of each country, >40 spanning countries were in virtual water trade surplus with China and eased water shortages. Russia had the largest net imported virtual water from China. Furthermore, the proportion of the grey water footprint that China exported to the spanning countries was much higher than that imported, no matter from the whole or different geographical regions. Moreover, more than half of the countries' virtual water trade with China conformed to the virtual water strategy, which helped to ease water crises. Furthermore, the products that they exported to China were mainly advantageous products that each spanning countries have. Virtual water trade is a new perspective to explore the Belt and Road. Agricultural products trade with China definitely benefits both the countries along the Belt and Road and China from the perspective of virtual water. The findings are beneficial for the water management of the countries along the Belt and Road and China, alleviating water shortages, encouraging the rational allocation of water resources in the various departments. They can provide references for optimizing trade structures as well. Copyright © 2017 Elsevier B.V. All rights reserved.
Virtual prototyping of drop test using explicit analysis
NASA Astrophysics Data System (ADS)
Todorov, Georgi; Kamberov, Konstantin
2017-12-01
Increased requirements for reliability and safety, included in contemporary standards and norms, has high impact over new product development. New numerical techniques based on virtual prototyping technology, facilitates imrpoving product development cycle, resutling in reduced time/money spent for this stage as well as increased knowledge about certain failure mechanism. So called "drop test" became nearly a "must" step in development of any human operated product. This study aims to demonstrate dynamic behaviour assessment of a structure under impact loads, based on virtual prototyping using a typical nonlinear analysis - explicit dynamics. An example is presneted, based on a plastic container that is used as cartridge for a dispenser machine exposed to various work conditions. Different drop orientations were analyzed and critical load cases and design weaknesses have been found. Several design modifications have been proposed, based on detailed analyses results review.
Virtual water and water self-sufficiency in agricultural and livestock products in Brazil.
da Silva, Vicente de Paulo R; de Oliveira, Sonaly D; Braga, Célia C; Brito, José Ivaldo B; de Sousa, Francisco de Assis S; de Holanda, Romildo M; Campos, João Hugo B C; de Souza, Enio P; Braga, Armando César R; Rodrigues Almeida, Rafaela S; de Araújo, Lincoln E
2016-12-15
Virtual water trade is often considered a solution for restricted water availability in many regions of the world. Brazil is the world leader in the production and export of various agricultural and livestock products. The country is either a strong net importer or a strong net exporter of these products. The objective of this study is to determine the volume of virtual water contained in agricultural and livestock products imported/exported by Brazil from 1997 to 2012, and to define the water self-sufficiency index of agricultural and livestock products in Brazil. The indexes of water scarcity (WSI), water dependency (WDI) and water self-sufficiency (WSSI) were calculated for each Brazilian state. These indexes and the virtual water balance were calculated following the methodology developed by Chapagain and Hoekstra (2008) and Hoekstra and Hung (2005). The total water exports and imports embedded in agricultural and livestock products were 5.28 × 10 10 and 1.22 × 10 10 Gm 3 yr -1 , respectively, which results in positive virtual water balance of 4.05 × 10 10 Gm 3 yr -1 . Brazil is either a strong net importer or a strong net exporter of agricultural and livestock products among the Mercosur countries. Brazil has a positive virtual water balance of 1.85 × 10 10 Gm 3 yr -1 . The indexes used in this study reveal that Brazil is self-sufficient in food production, except for a few products such as wheat and rice. Horticultural products (tomato, onion, potato, cassava and garlic) make up a unique product group with negative virtual water balance in Brazil. Copyright © 2016 Elsevier Ltd. All rights reserved.
Butterfly valve in a virtual environment
NASA Astrophysics Data System (ADS)
Talekar, Aniruddha; Patil, Saurabh; Thakre, Prashant; Rajkumar, E.
2017-11-01
Assembly of components is one of the processes involved in product design and development. The present paper deals with the assembly of a simple butterfly valve components in a virtual environment. The assembly has been carried out using virtual reality software by trial and error methods. The parts are modelled using parametric software (SolidWorks), meshed accordingly, and then called into virtual environment for assembly.
Developing a Virtual Museum for the Ancient Wine Trade in Eastern Mediterranean
NASA Astrophysics Data System (ADS)
Kazanis, S.; Kontogianni, G.; Chliverou, R.; Georgopoulos, A.
2017-08-01
Digital technologies for representing cultural heritage assets of any size are already maturing. Technological progress has greatly enhanced the art of virtual representation and, as a consequence, it is all the more appealing to the general public and especially to younger generations. The game industry has played a significant role towards this end and has led to the development of edutainment applications. The digital workflow implemented for developing such an application is presented in this paper. A virtual museum has been designed and developed, with the intention to convey the history of trade in the Eastern Mediterranean area, focusing on the Aegean Sea and five productive cities-ports, during a period of more than 500 years. Image based modeling methodology was preferred to ensure accuracy and reliability. The setup in the museum environment, the difficulties encountered and the solutions adopted are discussed, while processing of the images and the production and finishing of the 3D models are described in detail. The virtual museum and edutainment application, MEDWINET, has been designed and developed with the intention to convey the essential information of the wine production and trade routes in the Eastern Mediterranean basin. The user is able to examine the 3D models of the amphorae, while learning about their production and use for trade during the centuries. The application has been evaluated and the results are also discussed.
Virtual manufacturing in reality
NASA Astrophysics Data System (ADS)
Papstel, Jyri; Saks, Alo
2000-10-01
SMEs play an important role in manufacturing industry. But from time to time there is a shortage in resources to complete the particular order in time. Number of systems is introduced to produce digital information in order to support product and process development activities. Main problem is lack of opportunity for direct data transition within design system modules when needed temporary extension of design capacity (virtuality) or to implement integrated concurrent product development principles. The planning experience in the field is weakly used as well. The concept of virtual manufacturing is a supporting idea to solve this problem. At the same time a number of practical problems should be solved like information conformity, data transfer, unified technological concepts acceptation etc. In the present paper the proposed ways to solve the practical problems of virtual manufacturing are described. General objective is to introduce the knowledge-based CAPP system as missing module for Virtual Manufacturing in the selected product domain. Surface-centered planning concept based on STEP- based modeling principles, and knowledge-based process planning methodology will be used to gain the objectives. As a result the planning module supplied by design data with direct access, and supporting advising environment is expected. Mould producing SME would be as test basis.
Mastoidectomy performance assessment of virtual simulation training using final-product analysis.
Andersen, Steven A W; Cayé-Thomasen, Per; Sørensen, Mads S
2015-02-01
The future development of integrated automatic assessment in temporal bone virtual surgical simulators calls for validation against currently established assessment tools. This study aimed to explore the relationship between mastoidectomy final-product performance assessment in virtual simulation and traditional dissection training. Prospective trial with blinding. A total of 34 novice residents performed a mastoidectomy on the Visible Ear Simulator and on a cadaveric temporal bone. Two blinded senior otologists assessed the final-product performance using a modified Welling scale. The simulator gathered basic metrics on time, steps, and volumes in relation to the on-screen tutorial and collisions with vital structures. Substantial inter-rater reliability (kappa = 0.77) for virtual simulation and moderate inter-rater reliability (kappa = 0.59) for dissection final-product assessment was found. The simulation and dissection performance scores had significant correlation (P = .014). None of the basic simulator metrics correlated significantly with the final-product score except for number of steps completed in the simulator. A modified version of a validated final-product performance assessment tool can be used to assess mastoidectomy on virtual temporal bones. Performance assessment of virtual mastoidectomy could potentially save the use of cadaveric temporal bones for more advanced training when a basic level of competency in simulation has been achieved. NA. © 2014 The American Laryngological, Rhinological and Otological Society, Inc.
D Visualization for Virtual Museum Development
NASA Astrophysics Data System (ADS)
Skamantzari, M.; Georgopoulos, A.
2016-06-01
The interest in the development of virtual museums is nowadays rising rapidly. During the last decades there have been numerous efforts concerning the 3D digitization of cultural heritage and the development of virtual museums, digital libraries and serious games. The realistic result has always been the main concern and a real challenge when it comes to 3D modelling of monuments, artifacts and especially sculptures. This paper implements, investigates and evaluates the results of the photogrammetric methods and 3D surveys that were used for the development of a virtual museum. Moreover, the decisions, the actions, the methodology and the main elements that this kind of application should include and take into consideration are described and analysed. It is believed that the outcomes of this application will be useful to researchers who are planning to develop and further improve the attempts made on virtual museums and mass production of 3D models.
The Effects of Virtual Reality Learning Environment on Student Cognitive and Linguistic Development
ERIC Educational Resources Information Center
Chen, Yu-Li
2016-01-01
Virtual reality (VR) has brought about numerous alternative learning opportunities in the last decade, and with modern products such as Oculus Rift and other wearable Virtual Reality technologies being introduced into society, VR will promisingly continue to provide yet unseen opportunities in the next few decades and therefore is a technology…
Application of computer virtual simulation technology in 3D animation production
NASA Astrophysics Data System (ADS)
Mo, Can
2017-11-01
In the continuous development of computer technology, the application system of virtual simulation technology has been further optimized and improved. It also has been widely used in various fields of social development, such as city construction, interior design, industrial simulation and tourism teaching etc. This paper mainly introduces the virtual simulation technology used in 3D animation. Based on analyzing the characteristics of virtual simulation technology, the application ways and means of this technology in 3D animation are researched. The purpose is to provide certain reference for the 3D effect promotion days after.
Semi-Immersive Virtual Turbine Engine Simulation System
NASA Astrophysics Data System (ADS)
Abidi, Mustufa H.; Al-Ahmari, Abdulrahman M.; Ahmad, Ali; Darmoul, Saber; Ameen, Wadea
2018-05-01
The design and verification of assembly operations is essential for planning product production operations. Recently, virtual prototyping has witnessed tremendous progress, and has reached a stage where current environments enable rich and multi-modal interaction between designers and models through stereoscopic visuals, surround sound, and haptic feedback. The benefits of building and using Virtual Reality (VR) models in assembly process verification are discussed in this paper. In this paper, we present the virtual assembly (VA) of an aircraft turbine engine. The assembly parts and sequences are explained using a virtual reality design system. The system enables stereoscopic visuals, surround sounds, and ample and intuitive interaction with developed models. A special software architecture is suggested to describe the assembly parts and assembly sequence in VR. A collision detection mechanism is employed that provides visual feedback to check the interference between components. The system is tested for virtual prototype and assembly sequencing of a turbine engine. We show that the developed system is comprehensive in terms of VR feedback mechanisms, which include visual, auditory, tactile, as well as force feedback. The system is shown to be effective and efficient for validating the design of assembly, part design, and operations planning.
Using a Virtual Store As a Research Tool to Investigate Consumer In-store Behavior.
Ploydanai, Kunalai; van den Puttelaar, Jos; van Herpen, Erica; van Trijp, Hans
2017-07-24
People's responses to products and/or choice environments are crucial to understanding in-store consumer behaviors. Currently, there are various approaches (e.g., surveys or laboratory settings) to study in-store behaviors, but the external validity of these is limited by their poor capability to resemble realistic choice environments. In addition, building a real store to meet experimental conditions while controlling for undesirable effects is costly and highly difficult. A virtual store developed by virtual reality techniques potentially transcends these limitations by offering the simulation of a 3D virtual store environment in a realistic, flexible, and cost-efficient way. In particular, a virtual store interactively allows consumers (participants) to experience and interact with objects in a tightly controlled yet realistic setting. This paper presents the key elements of using a desktop virtual store to study in-store consumer behavior. Descriptions of the protocol steps to: 1) build the experimental store, 2) prepare the data management program, 3) run the virtual store experiment, and 4) organize and export data from the data management program are presented. The virtual store enables participants to navigate through the store, choose a product from alternatives, and select or return products. Moreover, consumer-related shopping behaviors (e.g., shopping time, walking speed, and number and type of products examined and bought) can also be collected. The protocol is illustrated with an example of a store layout experiment showing that shelf length and shelf orientation influence shopping- and movement-related behaviors. This demonstrates that the use of a virtual store facilitates the study of consumer responses. The virtual store can be especially helpful when examining factors that are costly or difficult to change in real life (e.g., overall store layout), products that are not presently available in the market, and routinized behaviors in familiar environments.
Recent developments in virtual experience design and production
NASA Astrophysics Data System (ADS)
Fisher, Scott S.
1995-03-01
Today, the media of VR and Telepresence are in their infancy and the emphasis is still on technology and engineering. But, it is not the hardware people might use that will determine whether VR becomes a powerful medium--instead, it will be the experiences that they are able to have that will drive its acceptance and impact. A critical challenge in the elaboration of these telepresence capabilities will be the development of environments that are as unpredictable and rich in interconnected processes as an actual location or experience. This paper will describe the recent development of several Virtual Experiences including: `Menagerie', an immersive Virtual Environment inhabited by virtual characters designed to respond to and interact with its users; and `The Virtual Brewery', an immersive public VR installation that provides multiple levels of interaction in an artistic interpretation of the brewing process.
The application of virtual reality systems as a support of digital manufacturing and logistics
NASA Astrophysics Data System (ADS)
Golda, G.; Kampa, A.; Paprocka, I.
2016-08-01
Modern trends in development of computer aided techniques are heading toward the integration of design competitive products and so-called "digital manufacturing and logistics", supported by computer simulation software. All phases of product lifecycle: starting from design of a new product, through planning and control of manufacturing, assembly, internal logistics and repairs, quality control, distribution to customers and after-sale service, up to its recycling or utilization should be aided and managed by advanced packages of product lifecycle management software. Important problems for providing the efficient flow of materials in supply chain management of whole product lifecycle, using computer simulation will be described on that paper. Authors will pay attention to the processes of acquiring relevant information and correct data, necessary for virtual modeling and computer simulation of integrated manufacturing and logistics systems. The article describes possibilities of use an applications of virtual reality software for modeling and simulation the production and logistics processes in enterprise in different aspects of product lifecycle management. The authors demonstrate effective method of creating computer simulations for digital manufacturing and logistics and show modeled and programmed examples and solutions. They pay attention to development trends and show options of the applications that go beyond enterprise.
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.
Water footprints of cities - indicators for sustainable consumption and production
NASA Astrophysics Data System (ADS)
Hoff, H.; Döll, P.; Fader, M.; Gerten, D.; Hauser, S.; Siebert, S.
2013-02-01
Water footprints have been proposed as sustainability indicators, relating the consumption of goods like food to the amount of water necessary for their production and the impacts of that water use in the source regions. We have further developed the existing water footprint methodology by globally resolving virtual water flows and import and source regions at 5 arc minutes spatial resolution, and by assessing local impacts of export production. Applying this method to three exemplary cities, Berlin, Delhi and Lagos, we find major differences in amounts, composition, and origin of green and blue virtual water imports, due to differences in diets, trade integration and crop water productivities in the source regions. While almost all of Delhi's and Lagos' virtual water imports are of domestic origin, Berlin on average imports from more than 4000 km distance, in particular soy (livestock feed), coffee and cocoa. While 42% of Delhi's virtual water imports are blue water based, the fractions for Berlin and Lagos are 2% and 0.5%, respectively, roughly equal to local drinking water abstractions of these cities. Some of the external source regions of Berlin's virtual water imports appear to be critically water scarce and/or food insecure. However for deriving recommendations on sustainable consumption and trade, further analysis of context-specific costs and benefits associated with export production will be required.
Internet virtual studio: low-cost augmented reality system for WebTV
NASA Astrophysics Data System (ADS)
Sitnik, Robert; Pasko, Slawomir; Karaszewski, Maciej; Witkowski, Marcin
2008-02-01
In this paper a concept of a Internet Virtual Studio as a modern system for production of news, entertainment, educational and training material is proposed. This system is based on virtual studio technology and integrated with multimedia data base. Its was developed for web television content production. In successive subentries the general system architecture, as well as the architecture of modules one by one is discussed. The authors describe each module by presentation of a brief information about work principles and technical limitations. The presentation of modules is strictly connected with a presentation of their capabilities. Results produced by each of them are shown in the form of exemplary images. Finally, exemplary short production is presented and discussed.
Water footprints of cities - indicators for sustainable consumption and production
NASA Astrophysics Data System (ADS)
Hoff, H.; Döll, P.; Fader, M.; Gerten, D.; Hauser, S.; Siebert, S.
2014-01-01
Water footprints have been proposed as sustainability indicators, relating the consumption of goods like food to the amount of water necessary for their production and the impacts of that water use in the source regions. We further developed the existing water footprint methodology, by globally resolving virtual water flows from production to consumption regions for major food crops at 5 arcmin spatial resolution. We distinguished domestic and international flows, and assessed local impacts of export production. Applying this method to three exemplary cities, Berlin, Delhi and Lagos, we find major differences in amounts, composition, and origin of green and blue virtual water imports, due to differences in diets, trade integration and crop water productivities in the source regions. While almost all of Delhi's and Lagos' virtual water imports are of domestic origin, Berlin on average imports from more than 4000 km distance, in particular soy (livestock feed), coffee and cocoa. While 42% of Delhi's virtual water imports are blue water based, the fractions for Berlin and Lagos are 2 and 0.5%, respectively, roughly equal to the water volumes abstracted in these two cities for domestic water use. Some of the external source regions of Berlin's virtual water imports appear to be critically water scarce and/or food insecure. However, for deriving recommendations on sustainable consumption and trade, further analysis of context-specific costs and benefits associated with export production will be required.
Wang, Y B; Wu, P T; Engel, B A; Sun, S K
2014-11-01
Water shortages are detrimental to China's grain production while food production consumes a great deal of water causing water crises and ecological impacts. Increasing crop water productivity (CWP) is critical, so China is devoting significant resources to develop water-saving agricultural systems based on crop planning and agricultural water conservation planning. A comprehensive CWP index is necessary for such planning. Existing indices such as water use efficiency (WUE) and irrigation efficiency (IE) have limitations and are not suitable for the comprehensive evaluation of CWP. The water footprint (WF) index, calculated using effective precipitation and local water use, has advantages for CWP evaluation. Due to regional differences in crop patterns making the CWP difficult to compare directly across different regions, a unified virtual crop pattern is needed to calculate the WF. This project calculated and compared the WF of each grain crop and the integrated WFs of grain products with actual and virtual crop patterns in different regions of China for 2010. The results showed that there were significant differences for the WF among different crops in the same area or among different areas for the same crop. Rice had the highest WF at 1.39 m(3)/kg, while corn had the lowest at 0.91 m(3)/kg among the main grain crops. The WF of grain products was 1.25 m(3)/kg in China. Crop patterns had an important impact on WF of grain products because significant differences in WF were found between actual and virtual crop patterns in each region. The CWP level can be determined based on the WF of a virtual crop pattern, thereby helping optimize spatial distribution of crops and develop agricultural water savings to increase CWP. Copyright © 2014 Elsevier B.V. All rights reserved.
Future directions for the development of virtual reality within an automotive manufacturer.
Lawson, Glyn; Salanitri, Davide; Waterfield, Brian
2016-03-01
Virtual Reality (VR) can reduce time and costs, and lead to increases in quality, in the development of a product. Given the pressure on car companies to reduce time-to-market and to continually improve quality, the automotive industry has championed the use of VR across a number of applications, including design, manufacturing, and training. This paper describes interviews with 11 engineers and employees of allied disciplines from an automotive manufacturer about their current physical and virtual properties and processes. The results guided a review of research findings and scientific advances from the academic literature, which formed the basis of recommendations for future developments of VR technologies and applications. These include: develop a greater range of virtual contexts; use multi-sensory simulation; address perceived differences between virtual and real cars; improve motion capture capabilities; implement networked 3D technology; and use VR for market research. Copyright © 2015 Elsevier Ltd and The Ergonomics Society. All rights reserved.
Virtual world reconstruction using the modeling and simulation extended vector product prototype
DOT National Transportation Integrated Search
1997-05-30
The MS Extended Vector Product (MSEVP) prototype being developed is an extended vector product format-based product containing a continuous surface representation and a consistent view of elevation across the thematic coverages contained within a dat...
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.
NASA Technical Reports Server (NTRS)
Shearrow, Charles A.
1999-01-01
One of the identified goals of EM3 is to implement virtual manufacturing by the time the year 2000 has ended. To realize this goal of a true virtual manufacturing enterprise the initial development of a machinability database and the infrastructure must be completed. This will consist of the containment of the existing EM-NET problems and developing machine, tooling, and common materials databases. To integrate the virtual manufacturing enterprise with normal day to day operations the development of a parallel virtual manufacturing machinability database, virtual manufacturing database, virtual manufacturing paradigm, implementation/integration procedure, and testable verification models must be constructed. Common and virtual machinability databases will include the four distinct areas of machine tools, available tooling, common machine tool loads, and a materials database. The machine tools database will include the machine envelope, special machine attachments, tooling capacity, location within NASA-JSC or with a contractor, and availability/scheduling. The tooling database will include available standard tooling, custom in-house tooling, tool properties, and availability. The common materials database will include materials thickness ranges, strengths, types, and their availability. The virtual manufacturing databases will consist of virtual machines and virtual tooling directly related to the common and machinability databases. The items to be completed are the design and construction of the machinability databases, virtual manufacturing paradigm for NASA-JSC, implementation timeline, VNC model of one bridge mill and troubleshoot existing software and hardware problems with EN4NET. The final step of this virtual manufacturing project will be to integrate other production sites into the databases bringing JSC's EM3 into a position of becoming a clearing house for NASA's digital manufacturing needs creating a true virtual manufacturing enterprise.
NASA Astrophysics Data System (ADS)
Junk, S.
2016-08-01
Today the methods of numerical simulation of sheet metal forming offer a great diversity of possibilities for optimization in product development and in process design. However, the results from simulation are only available as virtual models. Because there are any forming tools available during the early stages of product development, physical models that could serve to represent the virtual results are therefore lacking. Physical 3D-models can be created using 3D-printing and serve as an illustration and present a better understanding of the simulation results. In this way, the results from the simulation can be made more “comprehensible” within a development team. This paper presents the possibilities of 3D-colour printing with particular consideration of the requirements regarding the implementation of sheet metal forming simulation. Using concrete examples of sheet metal forming, the manufacturing of 3D colour models will be expounded upon on the basis of simulation results.
Recent history and geography of virtual water trade.
Carr, Joel A; D'Odorico, Paolo; Laio, Francesco; Ridolfi, Luca
2013-01-01
The global trade of goods is associated with a virtual transfer of the water required for their production. The way changes in trade affect the virtual redistribution of freshwater resources has been recently documented through the analysis of the virtual water network. It is, however, unclear how these changes are contributed by different types of products and regions of the world. Here we show how the global patterns of virtual water transport are contributed by the trade of different commodity types, including plant, animal, luxury (e.g., coffee, tea, and alcohol), and other products. Major contributors to the virtual water network exhibit different trade patterns with regard to these commodity types. The net importers rely on the supply of virtual water from a small percentage of the global population. However, discrepancies exist among the different commodity networks. While the total virtual water flux through the network has increased between 1986 and 2010, the proportions associated with the four commodity groups have remained relatively stable. However, some of the major players have shown significant changes in the virtual water imports and exports associated with those commodity groups. For instance, China has switched from being a net exporter of virtual water associated with other products (non-edible plant and animal products typically used for manufacturing) to being the largest importer, accounting for 31% of the total water virtually transported with these products. Conversely, in the case of The United states of America, the commodity proportions have remained overall unchanged throughout the study period: the virtual water exports from The United States of America are dominated by plant products, whereas the imports are comprised mainly of animal and luxury products.
Recent History and Geography of Virtual Water Trade
Carr, Joel A.; D’Odorico, Paolo; Laio, Francesco; Ridolfi, Luca
2013-01-01
The global trade of goods is associated with a virtual transfer of the water required for their production. The way changes in trade affect the virtual redistribution of freshwater resources has been recently documented through the analysis of the virtual water network. It is, however, unclear how these changes are contributed by different types of products and regions of the world. Here we show how the global patterns of virtual water transport are contributed by the trade of different commodity types, including plant, animal, luxury (e.g., coffee, tea, and alcohol), and other products. Major contributors to the virtual water network exhibit different trade patterns with regard to these commodity types. The net importers rely on the supply of virtual water from a small percentage of the global population. However, discrepancies exist among the different commodity networks. While the total virtual water flux through the network has increased between 1986 and 2010, the proportions associated with the four commodity groups have remained relatively stable. However, some of the major players have shown significant changes in the virtual water imports and exports associated with those commodity groups. For instance, China has switched from being a net exporter of virtual water associated with other products (non-edible plant and animal products typically used for manufacturing) to being the largest importer, accounting for 31% of the total water virtually transported with these products. Conversely, in the case of The United states of America, the commodity proportions have remained overall unchanged throughout the study period: the virtual water exports from The United States of America are dominated by plant products, whereas the imports are comprised mainly of animal and luxury products. PMID:23457481
Internet, Multimedia and Virtual Laboratories in a 'Third World' Environment.
ERIC Educational Resources Information Center
Monge-Najera, Julian Antonio; Rivas Rossi, Marta; Mendez-Estrada, Victor Hugo
2001-01-01
Describes the development of low-cost multimedia courses and materials for use on the Internet, as well as virtual laboratories, at the Universidad Estatal a Distancia (Costa Rica). Explains how simultaneous production of traditional printed materials and online courses, outsourcing, and the use of HTML and Java can reduce costs for developing…
Integrating UniTree with the data migration API
NASA Technical Reports Server (NTRS)
Schrodel, David G.
1994-01-01
The Data Migration Application Programming Interface (DMAPI) has the potential to allow developers of open systems Hierarchical Storage Management (HSM) products to virtualize native file systems without the requirement to make changes to the underlying operating system. This paper describes advantages of virtualizing native file systems in hierarchical storage management systems, the DMAPI at a high level, what the goals are for the interface, and the integration of the Convex UniTree+HSM with DMAPI along with some of the benefits derived in the resulting product.
NASA Astrophysics Data System (ADS)
Latinovic, T. S.; Deaconu, S. I.; Latinović, M. T.; Malešević, N.; Barz, C.
2015-06-01
This paper work with a new system that provides distance learning and online training engineers. The purpose of this paper is to develop and provide web-based system for the handling and control of remote devices via the Internet. Remote devices are currently the industry or mobile robots [13]. For future product development machine in the factory will be included in the system. This article also discusses the current use of virtual reality tools in the fields of science and engineering education. One programming tool in particular, virtual reality modeling language (VRML) is presented in the light of its applications and capabilities in the development of computer visualization tool for education. One contribution of this paper is to present the software tools and examples that can encourage educators to develop a virtual reality model to improve teaching in their discipline. [12] This paper aims to introduce a software platform, called VALIP where users can build, share, and manipulate 3D content in cooperation with the interaction processes in a 3D context, while participating hardware and software devices can be physical and / or logical distributed and connected together via the Internet. VALIP the integration of virtual laboratories to appropriate partners; therefore, allowing access to all laboratories in any of the partners in the project. VALIP provides advanced laboratory for training and research within robotics and production engineering, and thus, provides a great laboratory facilities with only having to invest a limited amount of resources at the local level to the partner site.
A Process and Programming Design to Develop Virtual Patients for Medical Education
McGee, James B.; Wu, Martha
1999-01-01
Changes in the financing and delivery of healthcare in our nation's teaching hospitals have diminished the variety and quality of a medical student's clinical training. The Virtual Patient Project is a series of computer-based, multimedia, clinical simulations, designed to fill this gap. After the development of a successful prototype and obtaining funding for a series of 16 cases, a method to write and produce many virtual patients was created. Case authors now meet with our production team to write and edit a movie-like script. This script is converted into a design document which specifies the clinical aspects, teaching points, media production, and interactivity of each case. The program's code was modularized, using object-oriented techniques, to allow for the variations in cases and for team programming. All of the clinical and teaching content is stored in a database, that allows for faster and easier editing by many persons simultaneously.
Predicting Innovation Acceptance by Simulation in Virtual Environments (Theoretical Foundations)
NASA Astrophysics Data System (ADS)
León, Noel; Duran, Roberto; Aguayo, Humberto; Flores, Myrna
This paper extends the current development of a methodology for Computer Aided Innovation. It begins with a presentation of concepts related to the perceived capabilities of virtual environments in the Innovation Cycle. The main premise establishes that it is possible to predict the acceptance of a new product in a specific market, by releasing an early prototype in a virtual scenario to quantify its general reception and to receive early feedback from potential customers. The paper continues to focus this research on a synergistic extension of techniques that have their origins in optimization and innovation disciplines. TRIZ (Theory of Inventive Problem Solving), extends the generation of variants with Evolutionary Algorithms (EA) and finally to present the designer and the intended customer, creative and innovative alternatives. All of this developed on a virtual software interface (Virtual World). The work continues with a general description of the project as a step forward to improve the overall strategy.
NASA Technical Reports Server (NTRS)
2002-01-01
Ames Research Center granted Reality Capture Technologies (RCT), Inc., a license to further develop NASA's Mars Map software platform. The company incorporated NASA#s innovation into software that uses the Virtual Plant Model (VPM)(TM) to structure, modify, and implement the construction sites of industrial facilities, as well as develop, validate, and train operators on procedures. The VPM orchestrates the exchange of information between engineering, production, and business transaction systems. This enables users to simulate, control, and optimize work processes while increasing the reliability of critical business decisions. Engineers can complete the construction process and test various aspects of it in virtual reality before building the actual structure. With virtual access to and simulation of the construction site, project personnel can manage, access control, and respond to changes on complex constructions more effectively. Engineers can also create operating procedures, training, and documentation. Virtual Plant Model(TM) is a trademark of Reality Capture Technologies, Inc.
NASA Astrophysics Data System (ADS)
Syafrina, R.; Rohman, I.; Yuliani, G.
2018-05-01
This study aims to analyze the concept characteristics of solubility and solubility products that will serve as the basis for the development of virtual laboratory and students' science process skills. Characteristics of the analyzed concepts include concept definitions, concept attributes, and types of concepts. The concept analysis method uses concept analysis according to Herron. The results of the concept analysis show that there are twelve chemical concepts that become the prerequisite concept before studying the solubility and solubility and five core concepts that students must understand in the solubility and Solubility product. As many as 58.3% of the definitions of the concepts contained in high school textbooks support students' science process skills, the rest of the definition of the concept is memorized. Concept attributes that meet three levels of chemical representation and can be poured into a virtual laboratory have a percentage of 66.6%. Type of concept, 83.3% is a concept based on principle; and 16.6% concepts that state the process. Meanwhile, the science process skills that can be developed based on concept analysis are the ability to observe, calculate, measure, predict, interpret, hypothesize, apply, classify, and inference.
Women's Organizations in Rural Development. Women in Development.
ERIC Educational Resources Information Center
Staudt, Kathleen A.
Political power tends to overlap with economic power, thus favoring those with access to land, livestock, capital, and other productive resources; in virtually all societies women have fewer of those productive resources than men, which reflects and explains women's limited political power. Growing documentation indicates that men…
Designers workbench: toward real-time immersive modeling
NASA Astrophysics Data System (ADS)
Kuester, Falko; Duchaineau, Mark A.; Hamann, Bernd; Joy, Kenneth I.; Ma, Kwan-Liu
2000-05-01
This paper introduces the Designers Workbench, a semi- immersive virtual environment for two-handed modeling, sculpting and analysis tasks. The paper outlines the fundamental tools, design metaphors and hardware components required for an intuitive real-time modeling system. As companies focus on streamlining productivity to cope with global competition, the migration to computer-aided design (CAD), computer-aided manufacturing, and computer-aided engineering systems has established a new backbone of modern industrial product development. However, traditionally a product design frequently originates form a clay model that, after digitization, forms the basis for the numerical description of CAD primitives. The Designers Workbench aims at closing this technology or 'digital gap' experienced by design and CAD engineers by transforming the classical design paradigm into its fully integrate digital and virtual analog allowing collaborative development in a semi- immersive virtual environment. This project emphasizes two key components form the classical product design cycle: freeform modeling and analysis. In the freedom modeling stage, content creation in the form of two-handed sculpting of arbitrary objects using polygonal, volumetric or mathematically defined primitives is emphasized, whereas the analysis component provides the tools required for pre- and post-processing steps for finite element analysis tasks applied to the created models.
NASA Astrophysics Data System (ADS)
Wang, P.; Caldwell, M.
2012-12-01
Coastal Florida offers a unique setting for the facilitation of learning about a variety of modern sedimentary environments. Despite the conflicting concept of "virtual" and "actual" field trip, and the uncertainties associated with the implementation and effectiveness, virtual trips provide likely the only way to reach a large diversified student population and eliminate travel time and expenses. In addition, with rapidly improving web and visualization technology, field trips can be simulated virtually. It is therefore essential to systematically develop and assess the educational effectiveness of virtual field trips. This project is developing, implementing, and assessing a series of virtual field trips for teaching undergraduate sedimentary geology at a large four-year research university and introductory geology at a large two-year community college. The virtual field trip is based on a four-day actual field trip for a senior level sedimentary geology class. Two versions of the virtual field trip, one for advanced class and one for introductory class, are being produced. The educational outcome of the virtual field trip will be compared to that from actual field trip. This presentation summarizes Year 1 achievements of the three-year project. The filming, editing, and initial production of the virtual field trip have been completed. Formative assessments were conducted by the Coalition for Science Literacy at the University of South Florida. Once tested and refined, the virtual field trips will be disseminated through broadly used web portals and workshops at regional and national meetings.
Supporting Authors in the Development of Task-Based Learning in Serious Virtual Worlds
ERIC Educational Resources Information Center
Bellotti, Francesco; Berta, Riccardo; De Gloria, Alessandro; Primavera, Ludovica
2010-01-01
Serious virtual worlds (SVWs) represent a great opportunity for learning and should embed a lot of high-quality contextualised information so that the player can take the most from his or her exploration of the environment. This requires defining new methodologies and tools for effective production. We have investigated this issue in implementing…
Virtual water trade of agri-food products: Evidence from italian-chinese relations.
Lamastra, Lucrezia; Miglietta, Pier Paolo; Toma, Pierluigi; De Leo, Federica; Massari, Stefania
2017-12-01
At global scale, the majority of world water withdrawal is for the agricultural sector, with differences among countries depending on the relevance of agri-food sector in the economy. Virtual water and water footprint could be useful to express the impact on the water resources of each production process and good with the objective to lead to a sustainable use of water at a global level. International trade could be connected to the virtual water flows, in fact through commodities importation, water poor countries can save their own water resources. The present paper focuses on the bilateral virtual water flows connected to the top ten agri-food products traded between Italy and China. Comparing the virtual water flow related to the top 10 agri-food products, the virtual water flow from Italy to China is bigger than the water flow in the opposite direction. Moreover, the composition of virtual water flows is different; Italy imports significant amounts of grey water from China, depending on the different environmental strategies adopted by the two selected countries. This difference could be also related to the fact that traded commodities are very different; the 91% of virtual water imported by Italy is connected to crops products, while the 95% of virtual water imported by China is related to the animal products. Considering national water saving and global water saving, appears that Italy imports virtual water from China while China exerts pressure on its water resources to supply the exports to Italy. This result at global scale implies a global water loss of 129.29millionm3 because, in general, the agri-food products are traded from the area with lower water productivity to the area with the higher water productivity. Copyright © 2017 Elsevier B.V. All rights reserved.
Ye, Quanliang; Li, Yi; Zhuo, La; Zhang, Wenlong; Xiong, Wei; Wang, Chao; Wang, Peifang
2018-02-01
This study provides an innovative application of virtual water trade in the traditional allocation of physical water resources in water scarce regions. A multi-objective optimization model was developed to optimize the allocation of physical water and virtual water resources to different water users in Beijing, China, considering the trade-offs between economic benefit and environmental impacts of water consumption. Surface water, groundwater, transferred water and reclaimed water constituted the physical resource of water supply side, while virtual water flow associated with the trade of five major crops (barley, corn, rice, soy and wheat) and three livestock products (beef, pork and poultry) in agricultural sector (calculated by the trade quantities of products and their virtual water contents). Urban (daily activities and public facilities), industry, environment and agriculture (products growing) were considered in water demand side. As for the traditional allocation of physical water resources, the results showed that agriculture and urban were the two predominant water users (accounting 54% and 28%, respectively), while groundwater and surface water satisfied around 70% water demands of different users (accounting 36% and 34%, respectively). When considered the virtual water trade of eight agricultural products in water allocation procedure, the proportion of agricultural consumption decreased to 45% in total water demand, while the groundwater consumption decreased to 24% in total water supply. Virtual water trade overturned the traditional components of water supplied from different sources for agricultural consumption, and became the largest water source in Beijing. Additionally, it was also found that environmental demand took a similar percentage of water consumption in each water source. Reclaimed water was the main water source for industrial and environmental users. The results suggest that physical water resources would mainly satisfy the consumption of urban and environment, and the unbalance between water supply and demand could be filled by virtual water import in water scarce regions. Copyright © 2017 Elsevier Ltd. All rights reserved.
Verhagen, Tibert; Vonkeman, Charlotte; van Dolen, Willemijn
2016-07-01
Although several studies have looked at the effects of online product presentations on consumer decision making, no study thus far has considered a potential key factor in online product evaluations: tangibility. The present study aims at filling this gap by developing and testing a model that relates different online product presentation formats to the three-dimensional concept of product tangibility. We test how the three tangibility dimensions influence perceived diagnosticity and, eventually, online purchase intentions. A between-subjects lab experiment (n = 366) was used to test the hypothesized effects of three common online product presentation formats (pictures vs. 360 spin rotation vs. virtual mirror). The results showed that out of these formats, virtual mirrors were superior in providing a sense of product tangibility, followed by the 360-spin rotation format and static pictures. Furthermore, in terms of predictive validity, two of the three tangibility dimensions significantly increased perceived diagnosticity, which, in turn, positively and strongly affected purchase intentions. Overall, our results add to previous works studying the relationships between online product presentation formats and consumer decision making. Also, they hold value for online practitioners by highlighting the potential benefits of applying technologically advanced product presentation formats such as the virtual mirror.
Manufacturing data analytics using a virtual factory representation.
Jain, Sanjay; Shao, Guodong; Shin, Seung-Jun
2017-01-01
Large manufacturers have been using simulation to support decision-making for design and production. However, with the advancement of technologies and the emergence of big data, simulation can be utilised to perform and support data analytics for associated performance gains. This requires not only significant model development expertise, but also huge data collection and analysis efforts. This paper presents an approach within the frameworks of Design Science Research Methodology and prototyping to address the challenge of increasing the use of modelling, simulation and data analytics in manufacturing via reduction of the development effort. The use of manufacturing simulation models is presented as data analytics applications themselves and for supporting other data analytics applications by serving as data generators and as a tool for validation. The virtual factory concept is presented as the vehicle for manufacturing modelling and simulation. Virtual factory goes beyond traditional simulation models of factories to include multi-resolution modelling capabilities and thus allowing analysis at varying levels of detail. A path is proposed for implementation of the virtual factory concept that builds on developments in technologies and standards. A virtual machine prototype is provided as a demonstration of the use of a virtual representation for manufacturing data analytics.
Global effects of local food-production crises: a virtual water perspective
Tamea, Stefania; Laio, Francesco; Ridolfi, Luca
2016-01-01
By importing food and agricultural goods, countries cope with the heterogeneous global water distribution and often rely on water resources available abroad. The virtual displacement of the water used to produce such goods (known as virtual water) connects together, in a global water system, all countries participating to the international trade network. Local food-production crises, having social, economic or environmental origin, propagate in this network, modifying the virtual water trade and perturbing local and global food availability, quantified in terms of virtual water. We analyze here the possible effects of local crises by developing a new propagation model, parsimonious but grounded on data-based and statistically-verified assumptions, whose effectiveness is proved on the Argentinean crisis in 2008–09. The model serves as the basis to propose indicators of crisis impact and country vulnerability to external food-production crises, which highlight that countries with largest water resources have the highest impact on the international trade, and that not only water-scarce but also wealthy and globalized countries are among the most vulnerable to external crises. The temporal analysis reveals that global average vulnerability has increased over time and that stronger effects of crises are now found in countries with low food (and water) availability. PMID:26804492
Global effects of local food-production crises: a virtual water perspective.
Tamea, Stefania; Laio, Francesco; Ridolfi, Luca
2016-01-25
By importing food and agricultural goods, countries cope with the heterogeneous global water distribution and often rely on water resources available abroad. The virtual displacement of the water used to produce such goods (known as virtual water) connects together, in a global water system, all countries participating to the international trade network. Local food-production crises, having social, economic or environmental origin, propagate in this network, modifying the virtual water trade and perturbing local and global food availability, quantified in terms of virtual water. We analyze here the possible effects of local crises by developing a new propagation model, parsimonious but grounded on data-based and statistically-verified assumptions, whose effectiveness is proved on the Argentinean crisis in 2008-09. The model serves as the basis to propose indicators of crisis impact and country vulnerability to external food-production crises, which highlight that countries with largest water resources have the highest impact on the international trade, and that not only water-scarce but also wealthy and globalized countries are among the most vulnerable to external crises. The temporal analysis reveals that global average vulnerability has increased over time and that stronger effects of crises are now found in countries with low food (and water) availability.
Global effects of local food-production crises: a virtual water perspective
NASA Astrophysics Data System (ADS)
Tamea, Stefania; Laio, Francesco; Ridolfi, Luca
2016-01-01
By importing food and agricultural goods, countries cope with the heterogeneous global water distribution and often rely on water resources available abroad. The virtual displacement of the water used to produce such goods (known as virtual water) connects together, in a global water system, all countries participating to the international trade network. Local food-production crises, having social, economic or environmental origin, propagate in this network, modifying the virtual water trade and perturbing local and global food availability, quantified in terms of virtual water. We analyze here the possible effects of local crises by developing a new propagation model, parsimonious but grounded on data-based and statistically-verified assumptions, whose effectiveness is proved on the Argentinean crisis in 2008-09. The model serves as the basis to propose indicators of crisis impact and country vulnerability to external food-production crises, which highlight that countries with largest water resources have the highest impact on the international trade, and that not only water-scarce but also wealthy and globalized countries are among the most vulnerable to external crises. The temporal analysis reveals that global average vulnerability has increased over time and that stronger effects of crises are now found in countries with low food (and water) availability.
A Robust, Low-Cost Virtual Archive for Science Data
NASA Technical Reports Server (NTRS)
Lynnes, Christopher; Vollmer, Bruce
2005-01-01
Despite their expense tape silos are still often the only affordable option for petabytescale science data archives, particularly when other factors such as data reliability, floor space, power and cooling load are accounted for. However, the complexity, management software, hardware reliability and access latency of tape silos make online data storage ever more attractive. Drastic reductions in low-cost mass-market PC disk drivers help to make this more affordable (approx. 1$/GB), but are challenging to scale to the petabyte range and of questionable reliability for archival use, On the other hand, if much of the science archive could be "virtualized", i.e., produced on demand when requested by users, we would need store only a fraction of the data online, perhaps bringing an online-only system into in affordable range. Radiance data from the satellite-borne Moderate Resolution Imaging Spectroradiometer (MODIS) instrument provides a good opportunity for such a virtual archive: the raw data amount to 140 GB/day, but these are small relative to the 550 GB/day making up the radiance products. These data are routinely processed as inputs for geophysical parameter products and then archived on tape at the Goddard Earth Sciences Distributed Active Archive (GES DAAC) for distributing to users. Virtualizing them would be an immediate and signifcant reduction in the amount of data being stored in the tape archives and provide more customizable products. A prototype of such a virtual archive is being developed to prove the concept and develop ways of incorporating the robustness that a science data archive requires.
Managing distributed software development in the Virtual Astronomical Observatory
NASA Astrophysics Data System (ADS)
Evans, Janet D.; Plante, Raymond L.; Boneventura, Nina; Busko, Ivo; Cresitello-Dittmar, Mark; D'Abrusco, Raffaele; Doe, Stephen; Ebert, Rick; Laurino, Omar; Pevunova, Olga; Refsdal, Brian; Thomas, Brian
2012-09-01
The U.S. Virtual Astronomical Observatory (VAO) is a product-driven organization that provides new scientific research capabilities to the astronomical community. Software development for the VAO follows a lightweight framework that guides development of science applications and infrastructure. Challenges to be overcome include distributed development teams, part-time efforts, and highly constrained schedules. We describe the process we followed to conquer these challenges while developing Iris, the VAO application for analysis of 1-D astronomical spectral energy distributions (SEDs). Iris was successfully built and released in less than a year with a team distributed across four institutions. The project followed existing International Virtual Observatory Alliance inter-operability standards for spectral data and contributed a SED library as a by-product of the project. We emphasize lessons learned that will be folded into future development efforts. In our experience, a well-defined process that provides guidelines to ensure the project is cohesive and stays on track is key to success. Internal product deliveries with a planned test and feedback loop are critical. Release candidates are measured against use cases established early in the process, and provide the opportunity to assess priorities and make course corrections during development. Also key is the participation of a stakeholder such as a lead scientist who manages the technical questions, advises on priorities, and is actively involved as a lead tester. Finally, frequent scheduled communications (for example a bi-weekly tele-conference) assure issues are resolved quickly and the team is working toward a common vision.
ERIC Educational Resources Information Center
Jiman, Juhanita
This paper discusses the use of Virtual Reality (VR) in e-learning environments where an intelligent three-dimensional (3D) virtual person plays the role of an instructor. With the existence of this virtual instructor, it is hoped that the teaching and learning in the e-environment will be more effective and productive. This virtual 3D animated…
Guasch, Laura; Sala, Esther; Castell-Auví, Anna; Cedó, Lidia; Liedl, Klaus R.; Wolber, Gerhard; Muehlbacher, Markus; Mulero, Miquel; Pinent, Montserrat; Ardévol, Anna; Valls, Cristina; Pujadas, Gerard; Garcia-Vallvé, Santiago
2012-01-01
Background Although there are successful examples of the discovery of new PPARγ agonists, it has recently been of great interest to identify new PPARγ partial agonists that do not present the adverse side effects caused by PPARγ full agonists. Consequently, the goal of this work was to design, apply and validate a virtual screening workflow to identify novel PPARγ partial agonists among natural products. Methodology/Principal Findings We have developed a virtual screening procedure based on structure-based pharmacophore construction, protein-ligand docking and electrostatic/shape similarity to discover novel scaffolds of PPARγ partial agonists. From an initial set of 89,165 natural products and natural product derivatives, 135 compounds were identified as potential PPARγ partial agonists with good ADME properties. Ten compounds that represent ten new chemical scaffolds for PPARγ partial agonists were selected for in vitro biological testing, but two of them were not assayed due to solubility problems. Five out of the remaining eight compounds were confirmed as PPARγ partial agonists: they bind to PPARγ, do not or only moderately stimulate the transactivation activity of PPARγ, do not induce adipogenesis of preadipocyte cells and stimulate the insulin-induced glucose uptake of adipocytes. Conclusions/Significance We have demonstrated that our virtual screening protocol was successful in identifying novel scaffolds for PPARγ partial agonists. PMID:23226391
History and geography of virtual water trade
NASA Astrophysics Data System (ADS)
Carr, J. A.; D'Odorico, P.; Laio, F.; Ridolfi, L.
2012-12-01
The global trade of goods is associated with a virtual transfer of the water required for their production. The way changes in trade affect the virtual redistribution of freshwater resources has been recently documented through the analysis of the virtual water network. It is, however, unclear how these changes are contributed by different types of products and regions of the world. Here we show how the global patterns of virtual water transport are contributed by the trade of different commodity types, including plant, animal, luxury (e.g., coffee, tea, and alcohol), and other products (non-edible plant and animal products typically used for manufacturing). Major contributors to the virtual water network exhibit different trade patterns with regard to these commodity types with the net importers of virtual water relying on the supply of virtual water from a small percentage of the global population. Discrepancies exist among the different commodity networks. Surprisingly, while the total virtual water flux through the network has increased between 1986 and 2008, the global proportions associated with the four commodity groups have remained relatively stable. Here we discuss some major changes in the global patterns of virtual water trade with a focus on the increase in regional dependencies on foreign virtual water. The increase in virtual water trade and the percentage of the total virtual water flux in the network corresponding to plant, animals, luxury, and other commodities.
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
Designers Workbench: Towards Real-Time Immersive Modeling
DOE Office of Scientific and Technical Information (OSTI.GOV)
Kuester, F; Duchaineau, M A; Hamann, B
2001-10-03
This paper introduces the DesignersWorkbench, a semi-immersive virtual environment for two-handed modeling, sculpting and analysis tasks. The paper outlines the fundamental tools, design metaphors and hardware components required for an intuitive real-time modeling system. As companies focus on streamlining productivity to cope with global competition, the migration to computer-aided design (CAD), computer-aided manufacturing (CAM), and computer-aided engineering (CAE) systems has established a new backbone of modern industrial product development. However, traditionally a product design frequently originates from a clay model that, after digitization, forms the basis for the numerical description of CAD primitives. The DesignersWorkbench aims at closing this technologymore » or ''digital gap'' experienced by design and CAD engineers by transforming the classical design paradigm into its filly integrated digital and virtual analog allowing collaborative development in a semi-immersive virtual environment. This project emphasizes two key components from the classical product design cycle: freeform modeling and analysis. In the freeform modeling stage, content creation in the form of two-handed sculpting of arbitrary objects using polygonal, volumetric or mathematically defined primitives is emphasized, whereas the analysis component provides the tools required for pre- and post-processing steps for finite element analysis tasks applied to the created models.« less
NASA Astrophysics Data System (ADS)
Ritter, Kenneth August, III
Industry has a continuing need to train its workforce on recent engineering developments, but many engineering products and processes are hard to explain because of limitations of size, visibility, time scale, cost, and safety. The product or process might be difficult to see because it is either very large or very small, because it is enclosed within an opaque container, or because it happens very fast or very slowly. Some engineering products and processes are also costly or unsafe to use for training purposes, and sometimes the domain expert is not physically available at the training location. All these limitations can potentially be addressed using advanced visualization techniques such as virtual reality. This dissertation describes the development of an immersive virtual reality application using the Six Sigma DMADV process to explain the main equipment and processes used in a concentrating solar power plant. The virtual solar energy center (VEC) application was initially developed and tested in a Cave Automatic Virtual Environment (CAVE) during 2013 and 2014. The software programs used for development were SolidWorks, 3ds Max Design, and Unity 3D. Current hardware and software technologies that could complement this research were analyzed. The NVIDA GRID Visual Computing Appliance (VCA) was chosen as the rendering solution for animating complex CAD models in this application. The MiddleVR software toolkit was selected as the toolkit for VR interactions and CAVE display. A non-immersive 3D version of the VEC application was tested and shown to be an effective training tool in late 2015. An immersive networked version of the VEC allows the user to receive live instruction from a trainer being projected via depth camera imagery from a remote location. Four comparative analysis studies were performed. These studies used the average normalized gain from pre-test scores to determine the effectiveness of the various training methods. With the DMADV approach, solutions were identified and verified during each iteration of the development, which saved valuable time and resulted in better results being achieved in each revision of the application, with the final version having 88% positive responses and same effectiveness as other methods assessed.
eduCRATE--a Virtual Hospital architecture.
Stoicu-Tivadar, Lăcrimioara; Stoicu-Tivadar, Vasile; Berian, Dorin; Drăgan, Simona; Serban, Alexandru; Serban, Corina
2014-01-01
eduCRATE is a complex project proposal which aims to develop a virtual learning environment offering interactive digital content through original and integrated solutions using cloud computing, complex multimedia systems in virtual space and personalized design with avatars. Compared to existing similar products the project brings the novelty of using languages for medical guides in order to ensure a maximum of flexibility. The Virtual Hospital simulations will create interactive clinical scenarios for which students will find solutions for positive diagnosis and therapeutic management. The solution based on cloud computing and immersive multimedia is an attractive option in education because is economical and it matches the current working style of the young generation to whom it addresses.
Virtual endoscopy in neurosurgery: a review.
Neubauer, André; Wolfsberger, Stefan
2013-01-01
Virtual endoscopy is the computerized creation of images depicting the inside of patient anatomy reconstructed in a virtual reality environment. It permits interactive, noninvasive, 3-dimensional visual inspection of anatomical cavities or vessels. This can aid in diagnostics, potentially replacing an actual endoscopic procedure, and help in the preparation of a surgical intervention by bridging the gap between plain 2-dimensional radiologic images and the 3-dimensional depiction of anatomy during actual endoscopy. If not only the endoscopic vision but also endoscopic handling, including realistic haptic feedback, is simulated, virtual endoscopy can be an effective training tool for novice surgeons. In neurosurgery, the main fields of the application of virtual endoscopy are third ventriculostomy, endonasal surgery, and the evaluation of pathologies in cerebral blood vessels. Progress in this very active field of research is achieved through cooperation between the technical and the medical communities. While the technology advances and new methods for modeling, reconstruction, and simulation are being developed, clinicians evaluate existing simulators, steer the development of new ones, and explore new fields of application. This review introduces some of the most interesting virtual reality systems for endoscopic neurosurgery developed in recent years and presents clinical studies conducted either on areas of application or specific systems. In addition, benefits and limitations of single products and simulated neuroendoscopy in general are pointed out.
NASA Virtual Institutes: International Bridges for Space Exploration
NASA Technical Reports Server (NTRS)
Schmidt, Gregory K.
2016-01-01
NASA created the first virtual institute, the NASA Astrobiology Institute (NAI), in 2009 with an aim toward bringing together geographically disparate and multidisciplinary teams toward the goal of answering broad questions in the then-new discipline of astrobiology. With the success of the virtual institute model, NASA then created the NASA Lunar Science Institute (NLSI) in 2008 to address questions of science and human exploration of the Moon, and then the NASA Aeronautics Research Institute (NARI) in 2012 which addresses key questions in the development of aeronautics technologies. With the broadening of NASA's human exploration targets to include Near Earth Asteroids and the moons of Mars as well as the Moon, the NLSI morphed into the Solar System Exploration Research Virtual Institute (SSERVI) in 2012. SSERVI funds domestic research teams to address broad questions at the intersection of science and human exploration, with the underlying principle that science enables human exploration, and human exploration enables science. Nine domestic teams were funded in 2014 for a five-year period to address a variety of different topics, and nine international partners (with more to come) also work with the U.S. teams on a variety of topics of mutual interest. The result is a robust and productive research infrastructure that is not only scientifically productive but can respond to strategic topics of domestic and international interest, and which develops a new generation of researchers. This is all accomplished with the aid of virtual collaboration technologies which enable scientific research at a distance. The virtual institute model is widely applicable to a range of space science and exploration problems.
Vulnerability of countries to food-production crises propagating in the virtual water trade network
NASA Astrophysics Data System (ADS)
Tamea, S.; Laio, F.; Ridolfi, L.
2015-12-01
In recent years, the international trade of food and agricultural commodities has undergone a marked increase of exchanged volumes and an expansion of the trade network. This globalization of trade has both positive and negative effects, but the interconnectedness and external dependency of countries generate complex dynamics which are often difficult to understand and model. In this study we consider the volume of water used for the production of agricultural commodities, virtually exchanged among countries through commodity trade, i.e. the virtual water trade. Then, we set up a parsimonious mechanistic model describing the propagation, into the global trade network, of food-production crises generated locally by a social, economic or environmental event (such as war, economic crisis, drought, pest). The model, accounting for the network structure and the virtual water balance of all countries, bases on rules derived from observed virtual water flows and on data-based and statistically verified assumption. It is also tested on real case studies that prove its capability to capture the main features of crises propagation. The model is then employed as the basis for the development of an index of country vulnerability, measuring the exposure of countries to crises propagating in the virtual water trade network. Results of the analysis are discussed within the context of socio-economic and environmental conditions of countries, showing that not only water-scarce, but also wealthy and globalized countries, are among the most vulnerable to external crises. The temporal analysis for the period 1986-2011 reveals that the global average vulnerability has strongly increased over time, confirming the increased exposure of countries to external crises which may occur in the virtual water trade network.
Global consumptive water use for crop production: The importance of green water and virtual water
NASA Astrophysics Data System (ADS)
Liu, Junguo; Zehnder, Alexander J. B.; Yang, Hong
2009-05-01
Over the last 4 decades the use of blue water has received increasing attention in water resources research, but little attention has been paid to the quantification of green water in food production and food trade. In this paper, we estimate both the blue and green water components of consumptive water use (CWU) for a wide range of agricultural crops, including seven cereal crops, cassava, cotton, groundnuts, potatoes, pulses, rapeseed, soybeans, sugar beets, sugarcane, and sunflower, with a spatial resolution of 30 arc min on the land surface. The results show that the global CWU of these crops amounted to 3823 km3 a-1 for the period 1998-2002. More than 80% of this amount was from green water. Around 94% of the world crop-related virtual water trade has its origin in green water, which generally constitutes a low-opportunity cost of green water as opposed to blue water. High levels of net virtual water import (NVWI) generally occur in countries with low CWU on a per capita basis, where a virtual water strategy is an attractive water management option to compensate for domestic water shortage for food production. NVWI is constrained by income; low-income countries generally have a low level of NVWI. Strengthening low-income countries economically will allow them to develop a virtual water strategy to mitigate malnutrition of their people.
van Herpen, Erica; van den Broek, Eva; van Trijp, Hans C M; Yu, Tian
2016-12-01
Immersive virtual reality techniques present new opportunities for research into consumer behavior. The current study examines whether the increased realism of a virtual store compared to pictorial (2D) stimuli elicits consumer behavior that is more in line with behavior in a physical store. We examine the number, variety, and type of products selected, amount of money spent, and responses to price promotions and shelf display, in three product categories (fruit & vegetables, milk, and biscuits). We find that virtual reality elicits behavior that is more similar to behavior in the physical store compared to the picture condition for the number of products selected (Milk: M store = 1.19, M virtual = 1.53, M pictures = 2.58) and amount of money spent (Milk: M store = 1.27, M virtual = 1.53, M pictures = 2.60 Euro), and for the selection of products from different areas of the shelf, both vertically (purchases from top shelves, milk and biscuits: P store = 21.6%, P virtual = 33.4%, P pictures = 50.0%) and horizontally (purchase from left shelf, biscuits: P store = 35.5%, P virtual = 53.3%, P pictures = 66.7%). This indicates that virtual reality can improve realism in responses to shelf allocation. Virtual reality was not able to diminish other differences between lab and physical store: participants bought more products and spent more money (for biscuits and fruit & vegetables), bought more national brands, and responded more strongly to price promotions in both virtual reality and pictorial representations than in the physical store. Implications for the use of virtual reality in studies of consumer food choice behavior as well as for future improvement of virtual reality techniques are discussed. Copyright © 2016 Elsevier Ltd. All rights reserved.
Virtuous and vicious virtual water trade with application to Italy.
Winter, Julia Anna; Allamano, Paola; Claps, Pierluigi
2014-01-01
The current trade of agricultural goods, with connections involving all continents, entails for global exchanges of "virtual" water, i.e. water used in the production process of alimentary products, but not contained within. Each trade link translates into a corresponding virtual water trade, allowing quantification of import and export fluxes of virtual water. The assessment of the virtual water import for a given nation, compared to the national consumption, could give an approximate idea of the country's reliance on external resources from the food and the water resources point of view. A descriptive approach to the understanding of a nation's degree of dependency from overseas food and water resources is first proposed, and indices of water trade virtuosity, as opposed to inefficiency, are devised. Such indices are based on the concepts of self-sufficiency and relative export, computed systematically on all products from the FAOSTAT database, taking Italy as the first case study. Analysis of time series of the self-sufficiency and relative export can demonstrate effects of market tendencies and influence water-related policies at the international level. The goal of this approach is highlighting incongruent terms in the virtual water balances by the viewpoint of single products. Specific products, which are here referred to as "swap products", are in fact identified as those that lead to inefficiencies in the virtual water balance due to their contemporaneously high import and export. The inefficiencies due to the exchanges of the same products between two nations are calculated in terms of virtual water volumes. Furthermore, the cases of swap products are investigated by computing two further indexes denoting the ratio of virtual water exchanged in the swap and the ratio of the economic values of the swapped products. The analysis of these figures can help examine the reasons behind the swap phenomenon in trade.
NASA Astrophysics Data System (ADS)
Scott, Jeffrey Lance
This research examines how elementary school teachers, when supported, use Virtual Field Trips (VFTs) to address the curricula in meaningful ways. I conducted a qualitative study with six teachers, in a collaborative action research context over a six month period. The teachers, five males and one female, all taught either grade five or six and utilized Virtual Field Trips within a variety of curricula areas including science, social studies, music and language arts. In addition, the thesis examines resulting integration of technology into the regular classroom program as a product of the utilization of Virtual Field Trips. The process of collaborative action research was applied as a means of personal and professional growth both for the participants and the researcher/facilitator. By the end of the research study, all participants had learned to integrate Virtual Field Trips into their classroom program, albeit with different levels of success and in different curricula areas. The development of attitudes, skills and knowledge for students and teachers alike was fostered through the participation in Virtual Field Trips. A common concern regarding the utilization of Virtual Field Trips was the time spent locating an appropriate site that met curricula expectations. Participation in the collaborative action research process allowed each teacher to grow professionally, personally and socially. Each participant strongly encouraged the utilization of a long term project with a common area of exploration as a means for positive professional development. Implications and recommendations for future research on the utilization of Virtual Field Trips, as well as the viability of collaborative action research to facilitate teacher development are presented.
Physical and virtual water transfers for regional water stress alleviation in China
Zhao, Xu; Liu, Junguo; Liu, Qingying; Tillotson, Martin R.; Guan, Dabo; Hubacek, Klaus
2015-01-01
Water can be redistributed through, in physical terms, water transfer projects and virtually, embodied water for the production of traded products. Here, we explore whether such water redistributions can help mitigate water stress in China. This study, for the first time to our knowledge, both compiles a full inventory for physical water transfers at a provincial level and maps virtual water flows between Chinese provinces in 2007 and 2030. Our results show that, at the national level, physical water flows because of the major water transfer projects amounted to 4.5% of national water supply, whereas virtual water flows accounted for 35% (varies between 11% and 65% at the provincial level) in 2007. Furthermore, our analysis shows that both physical and virtual water flows do not play a major role in mitigating water stress in the water-receiving regions but exacerbate water stress for the water-exporting regions of China. Future water stress in the main water-exporting provinces is likely to increase further based on our analysis of the historical trajectory of the major governing socioeconomic and technical factors and the full implementation of policy initiatives relating to water use and economic development. Improving water use efficiency is key to mitigating water stress, but the efficiency gains will be largely offset by the water demand increase caused by continued economic development. We conclude that much greater attention needs to be paid to water demand management rather than the current focus on supply-oriented management. PMID:25583516
Physical and virtual water transfers for regional water stress alleviation in China.
Zhao, Xu; Liu, Junguo; Liu, Qingying; Tillotson, Martin R; Guan, Dabo; Hubacek, Klaus
2015-01-27
Water can be redistributed through, in physical terms, water transfer projects and virtually, embodied water for the production of traded products. Here, we explore whether such water redistributions can help mitigate water stress in China. This study, for the first time to our knowledge, both compiles a full inventory for physical water transfers at a provincial level and maps virtual water flows between Chinese provinces in 2007 and 2030. Our results show that, at the national level, physical water flows because of the major water transfer projects amounted to 4.5% of national water supply, whereas virtual water flows accounted for 35% (varies between 11% and 65% at the provincial level) in 2007. Furthermore, our analysis shows that both physical and virtual water flows do not play a major role in mitigating water stress in the water-receiving regions but exacerbate water stress for the water-exporting regions of China. Future water stress in the main water-exporting provinces is likely to increase further based on our analysis of the historical trajectory of the major governing socioeconomic and technical factors and the full implementation of policy initiatives relating to water use and economic development. Improving water use efficiency is key to mitigating water stress, but the efficiency gains will be largely offset by the water demand increase caused by continued economic development. We conclude that much greater attention needs to be paid to water demand management rather than the current focus on supply-oriented management.
NASA employee utilizes Virtual Reality (VR) equipment
1991-10-28
S91-50404 (1 Nov 1991) --- Bebe Ly of the Information Systems Directorate's (ISD) Software Technology Branch at the Johnson Space Center (JSC) gives virtual reality a try. The stereo video goggles and head[phones allow her to see and hear in a computer-generated world and the gloves allow her to move around and grasp objects. Ly is a member of the team that developed the C Language Integrated production System (CLIPS) which has been instrumental in developing several of the systems to be demonstrated in an upcoming Software Technology Exposition at JSC.
NASA Astrophysics Data System (ADS)
González, M. R.; Lambán, M. P.
2012-04-01
This paper presents the result of designing the subject Quality Engineering and Security of the Product, belonging to the Degree of Engineering in Industrial Design and Product Development, on the basis of the case methodology. Practical sessions of this subject are organized using the whole documents of the Quality System Management of the virtual company BeaLuc S.A.
Evolution of the global virtual water trade network.
Dalin, Carole; Konar, Megan; Hanasaki, Naota; Rinaldo, Andrea; Rodriguez-Iturbe, Ignacio
2012-04-17
Global freshwater resources are under increasing pressure from economic development, population growth, and climate change. The international trade of water-intensive products (e.g., agricultural commodities) or virtual water trade has been suggested as a way to save water globally. We focus on the virtual water trade network associated with international food trade built with annual trade data and annual modeled virtual water content. The evolution of this network from 1986 to 2007 is analyzed and linked to trade policies, socioeconomic circumstances, and agricultural efficiency. We find that the number of trade connections and the volume of water associated with global food trade more than doubled in 22 years. Despite this growth, constant organizational features were observed in the network. However, both regional and national virtual water trade patterns significantly changed. Indeed, Asia increased its virtual water imports by more than 170%, switching from North America to South America as its main partner, whereas North America oriented to a growing intraregional trade. A dramatic rise in China's virtual water imports is associated with its increased soy imports after a domestic policy shift in 2000. Significantly, this shift has led the global soy market to save water on a global scale, but it also relies on expanding soy production in Brazil, which contributes to deforestation in the Amazon. We find that the international food trade has led to enhanced savings in global water resources over time, indicating its growing efficiency in terms of global water use.
Virtual phosphorus ore requirement of Japanese economy.
Matsubae, Kazuyo; Kajiyama, Jun; Hiraki, Takehito; Nagasaka, Tetsuya
2011-08-01
Phosphorus is indispensable for agricultural production. Hence, the consumption of imported food indirectly implies the import of phosphorus resources. The global consumption of agricultural products depends on a small number of ore-producing countries. For sustainable management of phosphorus resources, the global supply and demand network should be clarified. In this study, we propose the virtual phosphorus ore requirement as a new indicator of the direct and indirect phosphorus requirements for our society. The virtual phosphorus ore requirement indicates the direct and indirect demands for phosphorus ore transformed into agricultural products and fertilizer. In this study, the virtual phosphorus ore requirement was evaluated for the Japanese economy in 2005. Importantly, the results show that our society requires twice as much phosphorus ore as the domestic demand for fertilizer production. The phosphorus contained in "eaten" agricultural products was only 12% of virtual phosphorus ore requirement. Copyright © 2011 Elsevier Ltd. All rights reserved.
NASA Astrophysics Data System (ADS)
Pilone, D.; Gilman, J.; Baynes, K.; Shum, D.
2015-12-01
This talk introduces a new NASA Earth Observing System Data and Information System (EOSDIS) capability to automatically generate and maintain derived, Virtual Product information allowing DAACs and Data Providers to create tailored and more discoverable variations of their products. After this talk the audience will be aware of the new EOSDIS Virtual Product capability, applications of it, and how to take advantage of it. Much of the data made available in the EOSDIS are organized for generation and archival rather than for discovery and use. The EOSDIS Common Metadata Repository (CMR) is launching a new capability providing automated generation and maintenance of user-oriented Virtual Product information. DAACs can easily surface variations on established data products tailored to specific uses cases and users, leveraging DAAC exposed services such as custom ordering or access services like OPeNDAP for on-demand product generation and distribution. Virtual Data Products enjoy support for spatial and temporal information, keyword discovery, association with imagery, and are fully discoverable by tools such as NASA Earthdata Search, Worldview, and Reverb. Virtual Product generation has applicability across many use cases: - Describing derived products such as Surface Kinetic Temperature information (AST_08) from source products (ASTER L1A) - Providing streamlined access to data products (e.g. AIRS) containing many (>800) data variables covering an enormous variety of physical measurements - Attaching additional EOSDIS offerings such as Visual Metadata, external services, and documentation metadata - Publishing alternate formats for a product (e.g. netCDF for HDF products) with the actual conversion happening on request - Publishing granules to be modified by on-the-fly services, like GES-DISC's Data Quality Screening Service - Publishing "bundled" products where granules from one product correspond to granules from one or more other related products
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.
Cyber physical systems role in manufacturing technologies
NASA Astrophysics Data System (ADS)
Al-Ali, A. R.; Gupta, Ragini; Nabulsi, Ahmad Al
2018-04-01
Empowered by the recent development in single System-on-Chip, Internet of Things, and cloud computing technologies, cyber physical systems are evolving as a major controller during and post the manufacturing products process. In additional to their real physical space, cyber products nowadays have a virtual space. A product virtual space is a digital twin that is attached to it to enable manufacturers and their clients to better manufacture, monitor, maintain and operate it throughout its life time cycles, i.e. from the product manufacturing date, through operation and to the end of its lifespan. Each product is equipped with a tiny microcontroller that has a unique identification number, access code and WiFi conductivity to access it anytime and anywhere during its life cycle. This paper presents the cyber physical systems architecture and its role in manufacturing. Also, it highlights the role of Internet of Things and cloud computing in industrial manufacturing and factory automation.
VERS: a virtual environment for reconstructive surgery planning
NASA Astrophysics Data System (ADS)
Montgomery, Kevin N.
1997-05-01
The virtual environment for reconstructive surgery (VERS) project at the NASA Ames Biocomputation Center is applying virtual reality technology to aid surgeons in planning surgeries. We are working with a craniofacial surgeon at Stanford to assemble and visualize the bone structure of patients requiring reconstructive surgery either through developmental abnormalities or trauma. This project is an extension of our previous work in 3D reconstruction, mesh generation, and immersive visualization. The current VR system, consisting of an SGI Onyx RE2, FakeSpace BOOM and ImmersiveWorkbench, Virtual Technologies CyberGlove and Ascension Technologies tracker, is currently in development and has already been used to visualize defects preoperatively. In the near future it will be used to more fully plan the surgery and compute the projected result to soft tissue structure. This paper presents the work in progress and details the production of a high-performance, collaborative, and networked virtual environment.
NASA Astrophysics Data System (ADS)
López-Alonso, C.; Fernández-Pampillón, A.; de-Miguel, E.; Pita, G.
Learning is the basis for research and lifelong training. The implementation of virtual environments for developing this competency requires the use of effective learning models. In this study we present an experiment in positive learning from the virtual campus of the Complutense University of Madrid (UCM). In order to carry it out we have used E-Ling, an e-learning environment that has been developed with an innovative didactic design based on a socio-constructivist learning approach. E-Ling has been used since 2006 to train future teachers and researchers in “learning to research”. Some of the results of this experiment have been statistically analysed in order to compare them with other learning models. From the obtained results we have concluded that E-Ling is a more productive proposal for developing competences in learning to research.
Federal Register 2010, 2011, 2012, 2013, 2014
2010-06-18
... help FDA in developing an enforcement action plan. FDA is seeking input on a number of specific issues... generally and to reduce tobacco use by minors. Tobacco products are responsible for more than 440,000 deaths... other things, that the use of tobacco products by children is a pediatric disease and virtually all new...
Measuring scarce water saving from interregional virtual water flows in China
NASA Astrophysics Data System (ADS)
Zhao, X.; Li, Y. P.; Yang, H.; Liu, W. F.; Tillotson, M. R.; Guan, D.; Yi, Y.; Wang, H.
2018-05-01
Trade of commodities can lead to virtual water flows between trading partners. When commodities flow from regions of high water productivity to regions of low water productivity, the trade has the potential to generate water saving. However, this accounting of water saving does not account for the water scarcity status in different regions. It could be that the water saving generated from this trade occurs at the expense of the intensified water scarcity in the exporting region, and exerts limited effect on water stress alleviation in importing regions. In this paper, we propose an approach to measure the scarce water saving associated with virtual water trade (measuring in water withdrawal/use). The scarce water is quantified by multiplying the water use in production with the water stress index (WSI). We assessed the scarce water saving/loss through interprovincial trade within China using a multi-region input-output table from 2010. The results show that interprovincial trade resulted in 14.2 km3 of water loss without considering water stress, but only 0.4 km3 scarce water loss using the scarce water concept. Among the 435 total connections of virtual water flows, 254 connections contributed to 20.2 km3 of scarce water saving. Most of these connections are virtual water flows from provinces with lower WSI to that with higher WSI. Conversely, 175 connections contributed to 20.6 km3 of scarce water loss. The virtual water flow connections between Xinjiang and other provinces stood out as the biggest contributors, accounting for 66% of total scarce water loss. The results show the importance of assessing water savings generated from trade with consideration of both water scarcity status and water productivity across regions. Identifying key connections of scarce water saving is useful in guiding interregional economic restructuring towards water stress alleviation, a major goal of China’s sustainable development strategy.
From e-manufacturing to Internet Product Process Development (IPPD) through remote - labs
NASA Astrophysics Data System (ADS)
Córdoba Nieto, Ernesto; Andres Cifuentes Parra, Paulo; Camilo Parra Díaz, Juan
2014-07-01
This paper presents the research developed at Universidad Nacional de Colombia about the e-Manufacturing platform that is being developed and implemented at LabFabEx (acronym in Spanish as "Laboratorio Fabrica Experimental"). This platform besides has an approach to virtual-remote labs that have been tested by several students and engineers of different industrial fields. At this paper it is shown the physical and communication experimental platform, the general scope and characteristics of this e-Manufacturing platform and the virtual lab approach. This research project is funded by COLCIENCIAS (Administrative Department of science, technology and innovation in Colombia) and the enterprise IMOCOM S.A.
Pritt, Stacy L; Mackta, Jayne
2010-05-01
Business models for transnational organizations include linking different geographies through common codes of conduct, policies, and virtual teams. Global companies with laboratory animal science activities (whether outsourced or performed inhouse) often see the need for these business activities in relation to animal-based research and benefit from them. Global biomedical research organizations can learn how to better foster worldwide cooperation and teamwork by understanding and working with sociocultural differences in ethics and by knowing how to facilitate appropriate virtual team actions. Associated practices include implementing codes and policies transcend cultural, ethnic, or other boundaries and equipping virtual teams with the needed technology, support, and rewards to ensure timely and productive work that ultimately promotes good science and patient safety in drug development.
The distributed agent-based approach in the e-manufacturing environment
NASA Astrophysics Data System (ADS)
Sękala, A.; Kost, G.; Dobrzańska-Danikiewicz, A.; Banaś, W.; Foit, K.
2015-11-01
The deficiency of a coherent flow of information from a production department causes unplanned downtime and failures of machines and their equipment, which in turn results in production planning process based on incorrect and out-of-date information. All of these factors entail, as the consequence, the additional difficulties associated with the process of decision-making. They concern, among other, the coordination of components of a distributed system and providing the access to the required information, thereby generating unnecessary costs. The use of agent technology significantly speeds up the flow of information within the virtual enterprise. This paper includes the proposal of a multi-agent approach for the integration of processes within the virtual enterprise concept. The presented concept was elaborated to investigate the possible solutions of the ways of transmission of information in the production system taking into account the self-organization of constituent components. Thus it implicated the linking of the concept of multi-agent system with the system of managing the production information, based on the idea of e-manufacturing. The paper presents resulting scheme that should be the base for elaborating an informatics model of the target virtual system. The computer system itself is intended to be developed next.
Sala, Esther; Guasch, Laura; Iwaszkiewicz, Justyna; Mulero, Miquel; Salvadó, Maria-Josepa; Pinent, Montserrat; Zoete, Vincent; Grosdidier, Aurélien; Garcia-Vallvé, Santiago; Michielin, Olivier; Pujadas, Gerard
2011-01-01
Background Their large scaffold diversity and properties, such as structural complexity and drug similarity, form the basis of claims that natural products are ideal starting points for drug design and development. Consequently, there has been great interest in determining whether such molecules show biological activity toward protein targets of pharmacological relevance. One target of particular interest is hIKK-2, a serine-threonine protein kinase belonging to the IKK complex that is the primary component responsible for activating NF-κB in response to various inflammatory stimuli. Indeed, this has led to the development of synthetic ATP-competitive inhibitors for hIKK-2. Therefore, the main goals of this study were (a) to use virtual screening to identify potential hIKK-2 inhibitors of natural origin that compete with ATP and (b) to evaluate the reliability of our virtual-screening protocol by experimentally testing the in vitro activity of selected natural-product hits. Methodology/Principal Findings We thus predicted that 1,061 out of the 89,425 natural products present in the studied database would inhibit hIKK-2 with good ADMET properties. Notably, when these 1,061 molecules were merged with the 98 synthetic hIKK-2 inhibitors used in this study and the resulting set was classified into ten clusters according to chemical similarity, there were three clusters that contained only natural products. Five molecules from these three clusters (for which no anti-inflammatory activity has been previously described) were then selected for in vitro activity testing, in which three out of the five molecules were shown to inhibit hIKK-2. Conclusions/Significance We demonstrated that our virtual-screening protocol was successful in identifying lead compounds for developing new inhibitors for hIKK-2, a target of great interest in medicinal chemistry. Additionally, all the tools developed during the current study (i.e., the homology model for the hIKK-2 kinase domain and the pharmacophore) will be made available to interested readers upon request. PMID:21390216
Linking water resources to food security through virtual water
NASA Astrophysics Data System (ADS)
Tamea, Stefania
2014-05-01
The largest use of global freshwater resources is related to food production. While each day we drink about 2 liters of water, we consume (eating) about 4000 liters of ''virtual water'', which represents the freshwater used to produce crop-based and livestock-based food. Considering human water consumption as a whole, most part originates from agriculture (85.8%), and only minor parts come from industry (9.6%) or households (4.6%). These numbers shed light on the great pressure of humanity on global freshwater resources and justify the increasing interest towards this form of environmental impact, usually known as ''water footprint''. Virtual water is a key variable in establishing the nexus between water and food. In fact, water resources used for agricultural production determine local food availability, and impact the international trade of agricultural goods. Trade, in turn, makes food commodities available to nations which are not otherwise self-sufficient, in terms of water resources or food, and it establishes an equilibrium between food demand and production at the global scale. Therefore, food security strongly relies on international food trade, but also on the use of distant and foreign water resources, which need to be acknowledged and investigated. Virtual water embedded in production and international trade follows the fate of food on the trade network, generating virtual flows of great magnitude (e.g., 2800 km3 in 2010) and defining local and global virtual water balances worldwide. The resulting water-food nexus is critical for the societal and economic development, and it has several implications ranging from population dynamics to the competing use of freshwater resources, from dietary guidelines to globalization of trade, from externalization of pollution to policy making and to socio-economic wealth. All these implications represent a great challenge for future research, not only in hydrology but in the many fields related to this interdisciplinary topic. Virtual water and water footprint accounting provide the tools for understanding such implications and to describe, quantify, and investigate the inextricable link existing between water resources and food security.
Productive confusions: learning from simulations of pandemic virus outbreaks in Second Life
NASA Astrophysics Data System (ADS)
Cárdenas, Micha; Greci, Laura S.; Hurst, Samantha; Garman, Karen; Hoffman, Helene; Huang, Ricky; Gates, Michael; Kho, Kristen; Mehrmand, Elle; Porteous, Todd; Calvitti, Alan; Higginbotham, Erin; Agha, Zia
2011-03-01
Users of immersive virtual reality environments have reported a wide variety of side and after effects including the confusion of characteristics of the real and virtual worlds. Perhaps this side effect of confusing the virtual and real can be turned around to explore the possibilities for immersion with minimal technological support in virtual world group training simulations. This paper will describe observations from my time working as an artist/researcher with the UCSD School of Medicine (SoM) and Veterans Administration San Diego Healthcare System (VASDHS) to develop trainings for nurses, doctors and Hospital Incident Command staff that simulate pandemic virus outbreaks. By examining moments of slippage between realities, both into and out of the virtual environment, moments of the confusion of boundaries between real and virtual, we can better understand methods for creating immersion. I will use the mixing of realities as a transversal line of inquiry, borrowing from virtual reality studies, game studies, and anthropological studies to better understand the mechanisms of immersion in virtual worlds. Focusing on drills conducted in Second Life, I will examine moments of training to learn the software interface, moments within the drill and interviews after the drill.
NASA Astrophysics Data System (ADS)
Chico Zamanillo, Daniel; Chapagain, Ashok; Ercin, Ertug
2017-04-01
Europe's economy is dependent on water resources elsewhere in the world since many of the goods consumed in the EU are not produced domestically, but abroad. Reliance on food, energy and goods produced in regions outside of the EU may impose water related risks on different economic sectors within the EU due to vulnerability of water resources used in their production to hydrological extremes and climate change. IMPREX project addresses this economic dependency and water resources vulnerability to hydrological extremes and climate change under WP12 "Water Economy". This study presents the results of the first task of WP12, mapping current dependencies of European economy on water resources outside its borders and their vulnerability to drought and water scarcity. In our assessment, we have used water footprint, which is a measure of the appropriation of freshwater resources for human activities, and is comprised of three components - green (consumption of rainfall), blue (consumption of surface and groundwater) and grey (refers to water pollution). We first calculated virtual water import, the amount of water consumed in producing products imported to the EU, and we identified key products - those making up the largest virtual water inflows to the EU. After mapping the dependencies, we assessed water scarcity and drought severity in producing locations. Coupling this with the water footprint enabled us to map the EU's external water dependencies and to identify when and where vulnerabilities may lie, in terms of blue water scarcity and drought. Overall, external green water resources account for 41% of the total green water footprint of the EU's economy. Soybean, cocoa, coffee, oil palm, sunflower, maize and olives are identified as key products from the perspective of green virtual water import to the EU. Soybean is the crop with the largest virtual water import volume to the EU with imports coming from Argentina, Brazil and USA. Europe relies on soybean import to meet demand for meat and dairy products. Although around 99.5% of the green virtual water import to the EU related to soybean comes from locations with low drought risk, this is likely to change due to disruption of rainfall patterns under climate change in coming years. The vulnerability of 91% of the green virtual water import related to other key products is determined as "low". Thirty percent of the blue water resources consumed in production fueling Europe's economy come from external sources. The key products identified for blue virtual water import are rice, sugar cane, cotton, almonds, pistachios, grapes and soybean. These key products are sourced from areas under significant or severe water scarcity, thus making most blue water imports highly vulnerable. For example, 91% of almond and 74% of rice blue virtual water import to the EU are categorized as highly vulnerable. The results of this study and future tasks of WP12 will help governments, European policies and companies in their mid- and long-term planning for sustainable development in light of climate change, population growth and increased demand for products and services.
Federal Register 2010, 2011, 2012, 2013, 2014
2012-02-16
... Production Act of 1993--Interchangeable Virtual Instruments Foundation, Inc. Notice is hereby given that, on..., 15 U.S.C. 4301 et seq. (``the Act''), Interchangeable Virtual Instruments Foundation, Inc. has filed... Interchangeable Virtual Instruments Foundation, Inc. intends to file additional written notifications disclosing...
NASA Astrophysics Data System (ADS)
Schnase, J. L.; Duffy, D. Q.; Tamkin, G. S.; Strong, S.; Ripley, D.; Gill, R.; Sinno, S. S.; Shen, Y.; Carriere, L. E.; Brieger, L.; Moore, R.; Rajasekar, A.; Schroeder, W.; Wan, M.
2011-12-01
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 specialized virtual climate data servers, repetitive cloud provisioning, image-based deployment and distribution, and virtualization-as-a-service. A virtual climate data server is an OAIS-compliant, iRODS-based data server designed to support a particular type of scientific data collection. iRODS is data grid middleware that provides policy-based control over collection-building, managing, querying, accessing, and preserving large scientific data sets. We have developed prototype vCDSs to manage NetCDF, HDF, and GeoTIF data products. 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 these virtualized resources, multiple vCDSs can use iRODS's federation and realized object capabilities to create an integrated ecosystem of data servers that can scale and adapt to changing requirements. This approach enables platform- or software-as-a-service deployment of the vCDSs 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, and a path for migrating existing services into the cloud. We have registered MODIS Atmosphere data products in a vCDS that contains 54 million registered files, 630TB of data, and over 300 million metadata values. We are now assembling IPCC AR5 data into a production vCDS that will provide the platform upon which NCCS's Earth System Grid (ESG) node publishes to the extended science community. In this talk, we describe our approach, experiences, lessons learned, and plans for the future.
InSight: An innovative multimedia training tool
DOE Office of Scientific and Technical Information (OSTI.GOV)
Seidel, B.R.; Crites, D.C.; Forsmann, J.H.
1996-05-01
InSight is an innovative computer-based multimedia training tool that provides a navigable virtual environment and links to related information. It provides training and guidance for touring and observing operations at any facility or site in a realistic virtual environment. This presentation identifies unique attributes of InSight and describes the initial application at ANL-West. A brief description of the development of this tool, production steps, and an onscreen demonstration of its operation are also provided.
Virtual water exported from Californian agriculture
NASA Astrophysics Data System (ADS)
Nicholas, K. A.; Johansson, E. L.
2015-12-01
In an increasingly teleconnected world, international trade drives the exchange of virtual land and water as crops produced in one region are consumed in another. In theory, this can be an optimal use of scarce resources if crops are grown where they can most efficiently be produced. Several recent analyses examine the export of land and water from food production in developing countries where these resources may be more abundant. Here we focus on a developed region and examine the virtual export of land and water from California, the leading agricultural state in the US and the leading global producer of a wide range of fruit, nut, and other specialty crops. As the region faces a serious, ongoing drought, water use is being questioned, and water policy governance re-examined, particularly in the agricultural sector which uses over three-quarters of water appropriations in the state. We look at the blue water embodied in the most widely grown crops in California and use network analysis to examine the trading patterns for flows of virtual land and water. We identify the main crops and export partners representing the majority of water exports. Considered in the context of tradeoffs for land and water resources, we highlight the challenges and opportunities for food production systems to play a sustainable role in meeting human needs while protecting the life-support systems of the planet.
Reynolds, Christopher R; Muggleton, Stephen H; Sternberg, Michael J E
2015-01-01
The use of virtual screening has become increasingly central to the drug development pipeline, with ligand-based virtual screening used to screen databases of compounds to predict their bioactivity against a target. These databases can only represent a small fraction of chemical space, and this paper describes a method of exploring synthetic space by applying virtual reactions to promising compounds within a database, and generating focussed libraries of predicted derivatives. A ligand-based virtual screening tool Investigational Novel Drug Discovery by Example (INDDEx) is used as the basis for a system of virtual reactions. The use of virtual reactions is estimated to open up a potential space of 1.21×1012 potential molecules. A de novo design algorithm known as Partial Logical-Rule Reactant Selection (PLoRRS) is introduced and incorporated into the INDDEx methodology. PLoRRS uses logical rules from the INDDEx model to select reactants for the de novo generation of potentially active products. The PLoRRS method is found to increase significantly the likelihood of retrieving molecules similar to known actives with a p-value of 0.016. Case studies demonstrate that the virtual reactions produce molecules highly similar to known actives, including known blockbuster drugs. PMID:26583052
NASA Astrophysics Data System (ADS)
Katchasuwanmanee, Kanet; Cheng, Kai; Bateman, Richard
2016-09-01
As energy efficiency is one of the key essentials towards sustainability, the development of an energy-resource efficient manufacturing system is among the great challenges facing the current industry. Meanwhile, the availability of advanced technological innovation has created more complex manufacturing systems that involve a large variety of processes and machines serving different functions. To extend the limited knowledge on energy-efficient scheduling, the research presented in this paper attempts to model the production schedule at an operation process by considering the balance of energy consumption reduction in production, production work flow (productivity) and quality. An innovative systematic approach to manufacturing energy-resource efficiency is proposed with the virtual simulation as a predictive modelling enabler, which provides real-time manufacturing monitoring, virtual displays and decision-makings and consequentially an analytical and multidimensional correlation analysis on interdependent relationships among energy consumption, work flow and quality errors. The regression analysis results demonstrate positive relationships between the work flow and quality errors and the work flow and energy consumption. When production scheduling is controlled through optimization of work flow, quality errors and overall energy consumption, the energy-resource efficiency can be achieved in the production. Together, this proposed multidimensional modelling and analysis approach provides optimal conditions for the production scheduling at the manufacturing system by taking account of production quality, energy consumption and resource efficiency, which can lead to the key competitive advantages and sustainability of the system operations in the industry.
VTLS Inc.: The Company, the Products, the Services, the Vision.
ERIC Educational Resources Information Center
Chachra, Vinod; And Others
1993-01-01
Describes the range of products and services offered by VTLS, a company that offers comprehensive, integrated library automation software and customer support. VTLS's growth and development in the United States and abroad is described, and nine sidebar articles detail system features and applications in public, academic, and virtual libraries. (20…
The Virtual Astronomical Observatory: Re-engineering access to astronomical data
NASA Astrophysics Data System (ADS)
Hanisch, R. J.; Berriman, G. B.; Lazio, T. J. W.; Emery Bunn, S.; Evans, J.; McGlynn, T. A.; Plante, R.
2015-06-01
The US Virtual Astronomical Observatory was a software infrastructure and development project designed both to begin the establishment of an operational Virtual Observatory (VO) and to provide the US coordination with the international VO effort. The concept of the VO is to provide the means by which an astronomer is able to discover, access, and process data seamlessly, regardless of its physical location. This paper describes the origins of the VAO, including the predecessor efforts within the US National Virtual Observatory, and summarizes its main accomplishments. These accomplishments include the development of both scripting toolkits that allow scientists to incorporate VO data directly into their reduction and analysis environments and high-level science applications for data discovery, integration, analysis, and catalog cross-comparison. Working with the international community, and based on the experience from the software development, the VAO was a major contributor to international standards within the International Virtual Observatory Alliance. The VAO also demonstrated how an operational virtual observatory could be deployed, providing a robust operational environment in which VO services worldwide were routinely checked for aliveness and compliance with international standards. Finally, the VAO engaged in community outreach, developing a comprehensive web site with on-line tutorials, announcements, links to both US and internationally developed tools and services, and exhibits and hands-on training at annual meetings of the American Astronomical Society and through summer schools and community days. All digital products of the VAO Project, including software, documentation, and tutorials, are stored in a repository for community access. The enduring legacy of the VAO is an increasing expectation that new telescopes and facilities incorporate VO capabilities during the design of their data management systems.
Federal Register 2010, 2011, 2012, 2013, 2014
2011-12-23
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Federal Register 2010, 2011, 2012, 2013, 2014
2013-01-02
... Production Act of 1993--Interchangeable Virtual Instruments Foundation, Inc. Notice is hereby given that, on..., 15 U.S.C. 4301 et seq. (``the Act''), Interchangeable Virtual Instruments Foundation, Inc. has filed... research project. Membership in this group research project remains open, and Interchangeable Virtual...
Federal Register 2010, 2011, 2012, 2013, 2014
2011-05-20
... Production Act of 1993--Interchangeable Virtual Instruments Foundation, Inc. Notice is hereby given that, on..., 15 U.S.C. 4301 et seq. (``the Act''), Interchangeable Virtual Instruments Foundation, Inc. has filed... in this group research project remains open, and Interchangeable Virtual Instruments Foundation, Inc...
Federal Register 2010, 2011, 2012, 2013, 2014
2010-05-20
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Federal Register 2010, 2011, 2012, 2013, 2014
2011-03-25
... Production Act of 1993--Interchangeable Virtual Instruments Foundation, Inc. Notice is hereby given that, on..., 15 U.S.C. 4301 et seq. (``the Act''), Interchangeable Virtual Instruments Foundation, Inc. has filed... research project. Membership in this group research project remains open, and Interchangeable Virtual...
Federal Register 2010, 2011, 2012, 2013, 2014
2010-09-08
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Spatial organization and drivers of the virtual water trade: a community-structure analysis
NASA Astrophysics Data System (ADS)
D'Odorico, Paolo; Carr, Joel; Laio, Francesco; Ridolfi, Luca
2012-09-01
The trade of agricultural commodities can be associated with a virtual transfer of the local freshwater resources used for the production of these goods. Thus, trade of food products virtually transfers large amounts of water from areas of food production to far consumption regions, a process termed the ‘globalization of water’. We consider the (time-varying) community structure of the virtual water network for the years 1986-2008. The communities are groups of countries with dense internal connections, while the connections are sparser among different communities. Between 1986 and 2008, the ratio between virtual water flows within communities and the total global trade of virtual water has continuously increased, indicating the existence of well defined clusters of virtual water transfers. In some cases (e.g. Central and North America and Europe in recent years) the virtual water communities correspond to geographically coherent regions, suggesting the occurrence of an ongoing process of regionalization of water resources. However, most communities also include countries located on different ‘sides’ of the world. As such, geographic proximity only partly explains the community structure of virtual water trade. Similarly, the global distribution of people and wealth, whose effect on the virtual water trade is expressed through simple ‘gravity models’, is unable to explain the strength of virtual water communities observed in the past few decades. A gravity model based on the availability of and demand for virtual water in different countries has higher explanatory power, but the drivers of the virtual water fluxes are yet to be adequately identified.
NASA Astrophysics Data System (ADS)
Parvinnia, Elham; Khayami, Raouf; Ziarati, Koorush
Virtual collaborative networks are composed of small companies which take most advantage from the market opportunity and are able to compete with large companies. So some frameworks have been introduced for implementing this type of collaboration; although none of them has been standardized completely. In this paper we specify some instances that need to be standardized for implementing virtual enterprises. Then, a framework is suggested for implementing virtual collaborative networks. Finally, based on that suggestion, as a case study, we design a virtual collaborative network in automobile components production industry.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Imura, K; Fujibuchi, T; Hirata, H
Purpose: Patient set-up skills in radiotherapy treatment room have a great influence on treatment effect for image guided radiotherapy. In this study, we have developed the training system for improving practical set-up skills considering rotational correction in the virtual environment away from the pressure of actual treatment room by using three-dimensional computer graphic (3DCG) engine. Methods: The treatment room for external beam radiotherapy was reproduced in the virtual environment by using 3DCG engine (Unity). The viewpoints to perform patient set-up in the virtual treatment room were arranged in both sides of the virtual operable treatment couch to assume actual performancemore » by two clinical staffs. The position errors to mechanical isocenter considering alignment between skin marker and laser on the virtual patient model were displayed by utilizing numerical values expressed in SI units and the directions of arrow marks. The rotational errors calculated with a point on the virtual body axis as the center of each rotation axis for the virtual environment were corrected by adjusting rotational position of the body phantom wound the belt with gyroscope preparing on table in a real space. These rotational errors were evaluated by describing vector outer product operations and trigonometric functions in the script for patient set-up technique. Results: The viewpoints in the virtual environment allowed individual user to visually recognize the position discrepancy to mechanical isocenter until eliminating the positional errors of several millimeters. The rotational errors between the two points calculated with the center point could be efficiently corrected to display the minimum technique mathematically by utilizing the script. Conclusion: By utilizing the script to correct the rotational errors as well as accurate positional recognition for patient set-up technique, the training system developed for improving patient set-up skills enabled individual user to indicate efficient positional correction methods easily.« less
The production route selection algorithm in virtual manufacturing networks
NASA Astrophysics Data System (ADS)
Krenczyk, D.; Skolud, B.; Olender, M.
2017-08-01
The increasing requirements and competition in the global market are challenges for the companies profitability in production and supply chain management. This situation became the basis for construction of virtual organizations, which are created in response to temporary needs. The problem of the production flow planning in virtual manufacturing networks is considered. In the paper the algorithm of the production route selection from the set of admissible routes, which meets the technology and resource requirements and in the context of the criterion of minimum cost is proposed.
A Virtual Mission Operations Center: Collaborative Environment
NASA Technical Reports Server (NTRS)
Medina, Barbara; Bussman, Marie; Obenschain, Arthur F. (Technical Monitor)
2002-01-01
The Virtual Mission Operations Center - Collaborative Environment (VMOC-CE) intent is to have a central access point for all the resources used in a collaborative mission operations environment to assist mission operators in communicating on-site and off-site in the investigation and resolution of anomalies. It is a framework that as a minimum incorporates online chat, realtime file sharing and remote application sharing components in one central location. The use of a collaborative environment in mission operations opens up the possibilities for a central framework for other project members to access and interact with mission operations staff remotely. The goal of the Virtual Mission Operations Center (VMOC) Project is to identify, develop, and infuse technology to enable mission control by on-call personnel in geographically dispersed locations. In order to achieve this goal, the following capabilities are needed: Autonomous mission control systems Automated systems to contact on-call personnel Synthesis and presentation of mission control status and history information Desktop tools for data and situation analysis Secure mechanism for remote collaboration commanding Collaborative environment for remote cooperative work The VMOC-CE is a collaborative environment that facilitates remote cooperative work. It is an application instance of the Virtual System Design Environment (VSDE), developed by NASA Goddard Space Flight Center's (GSFC) Systems Engineering Services & Advanced Concepts (SESAC) Branch. The VSDE is a web-based portal that includes a knowledge repository and collaborative environment to serve science and engineering teams in product development. It is a "one stop shop" for product design, providing users real-time access to product development data, engineering and management tools, and relevant design specifications and resources through the Internet. The initial focus of the VSDE has been to serve teams working in the early portion of the system/product lifecycle - concept development, proposal preparation, and formulation. The VMOC-CE expands the application of the VSDE into the operations portion of the system lifecycle. It will enable meaningful and real-time collaboration regardless of the geographical distribution of project team members. Team members will be able to interact in satellite operations, specifically for resolving anomalies, through access to a desktop computer and the Internet. Mission Operations Management will be able to participate and monitor up to the minute status of anomalies or other mission operations issues. In this paper we present the VMOC-CE project, system capabilities, and technologies.
Virtual Astronomy: The Legacy of the Virtual Astronomical Observatory
NASA Astrophysics Data System (ADS)
Hanisch, Robert J.; Berriman, G. B.; Lazio, J.; Szalay, A. S.; Fabbiano, G.; Plante, R. L.; McGlynn, T. A.; Evans, J.; Emery Bunn, S.; Claro, M.; VAO Project Team
2014-01-01
Over the past ten years, the Virtual Astronomical Observatory (VAO, http://usvao.org) and its predecessor, the National Virtual Observatory (NVO), have developed and operated a software infrastructure consisting of standards and protocols for data and science software applications. The Virtual Observatory (VO) makes it possible to develop robust software for the discovery, access, and analysis of astronomical data. Every major publicly funded research organization in the US and worldwide has deployed at least some components of the VO infrastructure; tens of thousands of VO-enabled queries for data are invoked daily against catalog, image, and spectral data collections; and groups within the community have developed tools and applications building upon the VO infrastructure. Further, NVO and VAO have helped ensure access to data internationally by co-founding the International Virtual Observatory Alliance (IVOA, http://ivoa.net). The products of the VAO are being archived in a publicly accessible repository. Several science tools developed by the VAO will continue to be supported by the organizations that developed them: the Iris spectral energy distribution package (SAO), the Data Discovery Tool (STScI/MAST, HEASARC), and the scalable cross-comparison service (IPAC). The final year of VAO is focused on development of the data access protocol for data cubes, creation of Python language bindings to VO services, and deployment of a cloud-like data storage service that links to VO data discovery tools (SciDrive). We encourage the community to make use of these tools and services, to extend and improve them, and to carry on with the vision for virtual astronomy: astronomical research enabled by easy access to distributed data and computational resources. Funding for VAO development and operations has been provided jointly by NSF and NASA since May 2010. NSF funding will end in September 2014, though with the possibility of competitive solicitations for VO-based tool development. NASA intends to maintain core VO services such as the resource registry (the index of VO-accessible data collections), monitoring services, and a website as part of the remit of HEASARC, IPAC (IRSA, NED), and MAST.
Product development cycle time reduction
NASA Astrophysics Data System (ADS)
Farran, Robin
1992-05-01
We are facing here today the key issues that face us in the competitive environment. North American companies are struggling to compete in the global marketplace. Gone are the days when presence ensured success. Then, sales and earnings were guaranteed. Today the competition is intense. Many manufacturing and service companies are no longer competitive. Traditionally, manufacturing companies have created the most wealth for the community and economy. Losing this ability to create wealth is tragic and unnecessary. A company can only be successful by focusing on customer satisfaction at competitive costs. Revenue growth and earnings growth require a continuous stream of products that anticipate the customers' needs, result from shorter and shorter innovation cycles, continually improve in quality, and are produced at improved costs on each cycle. The best opportunities for increased quality and decreased costs are with new products. Sure, work on quality and costs everyday. The biggest changes, however, will come through the new product development cycle. We must improve our development processes to provide leadership products which result in high levels of customer satisfaction. This is a prerequisite for business success. When presence in the marketplace was a virtual guarantee of success for a North American company, technology tended to drive the products, and the customers bought virtually everything that was produced. Functional excellence was stressed within companies ... and that was enough. Effective planning processes were not a prerequisite for success. Today success demands highly developed business research and planning processes, and functional excellence combined with organizational capabilities that ensure commercialization excellence.
Zhao, Xu; Yang, Hong; Yang, Zhifeng; Chen, Bin; Qin, Yan
2010-12-01
The virtual water strategy which advocates importing water intensive products and exporting products with low water intensity is gradually accepted as one of the options for solving water crisis in severely water scarce regions. However, if we count the virtual water embodied in imported products as the water saved for a region, we might overestimate the saving by including the virtual water that is later re-exported in association with the proceeded products made from the originally imported products. This problem can be avoided by accounting for the saved water through calculating water footprint (WF) in domestic final consumptive products. In this paper, an input-output analysis (IOA) based on the water footprint accounting framework is built to account for WF and virtual water trade of final consumptive products in the water stressed Haihe River basin in China for the year 1997, 2000, and 2002. The input-output transaction tables of the three years are constructed. The results show WF of 46.57, 44.52, and 42.71 billion m(3) for the three years, respectively. These volumes are higher than the water used directly in the corresponding years in the basin. A WF intensity (WFI) indicator is then used to assess if the economic activities in the basin are consistent with the virtual water strategy. The temporal change of the WFI is also decomposed by the index number analysis method. The results showed that the basin was silently importing virtual water through the trade of raw and processed food commodities under the background of the whole economic circulation.
Rapid prototyping and stereolithography in dentistry
Nayar, Sanjna; Bhuminathan, S.; Bhat, Wasim Manzoor
2015-01-01
The word rapid prototyping (RP) was first used in mechanical engineering field in the early 1980s to describe the act of producing a prototype, a unique product, the first product, or a reference model. In the past, prototypes were handmade by sculpting or casting, and their fabrication demanded a long time. Any and every prototype should undergo evaluation, correction of defects, and approval before the beginning of its mass or large scale production. Prototypes may also be used for specific or restricted purposes, in which case they are usually called a preseries model. With the development of information technology, three-dimensional models can be devised and built based on virtual prototypes. Computers can now be used to create accurately detailed projects that can be assessed from different perspectives in a process known as computer aided design (CAD). To materialize virtual objects using CAD, a computer aided manufacture (CAM) process has been developed. To transform a virtual file into a real object, CAM operates using a machine connected to a computer, similar to a printer or peripheral device. In 1987, Brix and Lambrecht used, for the first time, a prototype in health care. It was a three-dimensional model manufactured using a computer numerical control device, a type of machine that was the predecessor of RP. In 1991, human anatomy models produced with a technology called stereolithography were first used in a maxillofacial surgery clinic in Viena. PMID:26015715
Rapid prototyping and stereolithography in dentistry.
Nayar, Sanjna; Bhuminathan, S; Bhat, Wasim Manzoor
2015-04-01
The word rapid prototyping (RP) was first used in mechanical engineering field in the early 1980s to describe the act of producing a prototype, a unique product, the first product, or a reference model. In the past, prototypes were handmade by sculpting or casting, and their fabrication demanded a long time. Any and every prototype should undergo evaluation, correction of defects, and approval before the beginning of its mass or large scale production. Prototypes may also be used for specific or restricted purposes, in which case they are usually called a preseries model. With the development of information technology, three-dimensional models can be devised and built based on virtual prototypes. Computers can now be used to create accurately detailed projects that can be assessed from different perspectives in a process known as computer aided design (CAD). To materialize virtual objects using CAD, a computer aided manufacture (CAM) process has been developed. To transform a virtual file into a real object, CAM operates using a machine connected to a computer, similar to a printer or peripheral device. In 1987, Brix and Lambrecht used, for the first time, a prototype in health care. It was a three-dimensional model manufactured using a computer numerical control device, a type of machine that was the predecessor of RP. In 1991, human anatomy models produced with a technology called stereolithography were first used in a maxillofacial surgery clinic in Viena.
Flying Cassini with Virtual Operations Teams
NASA Technical Reports Server (NTRS)
Dodd, Suzanne; Gustavson, Robert
1998-01-01
The Cassini Program's challenge is to fly a large, complex mission with a reduced operations budget. A consequence of the reduced budget is elimination of the large, centrally located group traditionally used for uplink operations. Instead, responsibility for completing parts of the uplink function is distributed throughout the Program. A critical strategy employed to handle this challenge is the use of Virtual Uplink Operations Teams. A Virtual Team is comprised of a group of people with the necessary mix of engineering and science expertise who come together for the purpose of building a specific uplink product. These people are drawn from throughout the Cassini Program and participate across a large geographical area (from Germany to the West coast of the USA), covering ten time zones. The participants will often split their time between participating in the Virtual Team and accomplishing their core responsibilities, requiring significant planning and time management. When the particular uplink product task is complete, the Virtual Team disbands and the members turn back to their home organization element for future work assignments. This time-sharing of employees is used on Cassini to build mission planning products, via the Mission Planning Virtual Team, and sequencing products and monitoring of the sequence execution, via the Sequence Virtual Team. This challenging, multitasking approach allows efficient use of personnel in a resource constrained environment.
Marketing analysis of a positive technology app for the self-management of psychological stress.
Wiederhold, Brenda K; Boyd, Chelsie; Sulea, Camelia; Gaggioli, Andrea; Riva, Giuseppe
2014-01-01
The INTERSTRESS project developed a completely new concept in the treatment of psychological stress: Interreality, a concept that combines cognitive behavioral therapy with a hybrid, closed-loop empowering experience bridging real and virtual worlds. This model provides the opportunity for individual citizens to become active participants in their own health and well-being. This article contains the results of the Marketing Trial and analysis of the opinions of individual consumers/end users of the INTERSTRESS product. The specific objective of this study was to evaluate the feasibility, efficacy and user acceptance of a novel mobile-based relaxation training tool in combination with biofeedback exercises and wearable biosensors. Relaxation was aided through immersion in a mobile virtual scenario (a virtual island) featuring pre-recorded audio narratives guiding a series of relaxation exercises. During biofeedback exercises, a wearable biosensor system provided data which directly modified the virtual reality experience in real-time. Thirty-six participants evaluated the product and overall feedback from users was positive, with some variation seen based on participant gender. A larger market study is now underway to understand if there are cultural variations in acceptability of the device.
Haddad, Tarek; Himes, Adam; Thompson, Laura; Irony, Telba; Nair, Rajesh
2017-01-01
Evaluation of medical devices via clinical trial is often a necessary step in the process of bringing a new product to market. In recent years, device manufacturers are increasingly using stochastic engineering models during the product development process. These models have the capability to simulate virtual patient outcomes. This article presents a novel method based on the power prior for augmenting a clinical trial using virtual patient data. To properly inform clinical evaluation, the virtual patient model must simulate the clinical outcome of interest, incorporating patient variability, as well as the uncertainty in the engineering model and in its input parameters. The number of virtual patients is controlled by a discount function which uses the similarity between modeled and observed data. This method is illustrated by a case study of cardiac lead fracture. Different discount functions are used to cover a wide range of scenarios in which the type I error rates and power vary for the same number of enrolled patients. Incorporation of engineering models as prior knowledge in a Bayesian clinical trial design can provide benefits of decreased sample size and trial length while still controlling type I error rate and power.
Local and global perspectives on the virtual water trade
NASA Astrophysics Data System (ADS)
Tamea, S.; Allamano, P.; Carr, J. A.; Claps, P.; Laio, F.; Ridolfi, L.
2012-11-01
Recent studies on fluxes of virtual water are showing how the global food and goods trade interconnects the water resources of different and distant countries, conditioning the local water balances. This paper presents and discusses the assessment of virtual water fluxes between a single country and its network of trading partners, delineating a country's virtual water budget in space and time (years 1986-2010). The fluxes between the country under study and its importing/exporting partners are visualized with a geographical representation shaping the trade network as a virtual river/delta. Time variations of exchanged fluxes are quantified to show possible trends in the virtual water balance, while characterizing the time evolution of the trade network and its composition in terms of product categories (plant-based, animal-based, luxury and non-edible). The average distance traveled by virtual water to arrive to the place of consumption is also introduced as a new measure for the analysis of globalization of the virtual water trade. Using Italy as an example, we find that food trade has a steadily growing importance compared to domestic production, with a major component represented by plan-based products, and luxury products taking an increasingly larger share (26% in 2010). In 2010 Italy had an average net import of 55 km3 of virtual water (38 km3 in 1986), a value which poses the country among the top net importers in the world. On average each cubic meter of virtual water travels nearly 4000 km before entering Italy, while export goes to relatively closer countries (average distance: 2600 km), with increasing trends in time which are almost unique among the world countries. Analyses proposed for Italy are replicated for 10 other world countries, triggering similar investigations on different socio-economic actualities.
Local and global perspectives on the virtual water trade
NASA Astrophysics Data System (ADS)
Tamea, S.; Allamano, P.; Carr, J. A.; Claps, P.; Laio, F.; Ridolfi, L.
2013-03-01
Recent studies on fluxes of virtual water are showing how the global food and goods trade interconnects the water resources of different and distant countries, conditioning the local water balances. This paper presents and discusses the assessment of virtual water fluxes between a single country and its network of trading partners, delineating a country's virtual water budget in space and time (years 1986-2010). The fluxes between the country under study and its importing/exporting partners are visualized with a geographical representation shaping the trade network as a virtual river/delta. Time variations of exchanged fluxes are quantified to show possible trends in the virtual water balance, while characterizing the time evolution of the trade network and its composition in terms of product categories (plant-based, animal-based, luxury food, and non-edible). The average distance traveled by virtual water to arrive to the place of consumption is also introduced as a new measure for the analysis of globalization of the virtual water trade. Using Italy as an example, we find that food trade has a steadily growing importance compared to domestic production, with a major component represented by plant-based products, and luxury products taking an increasingly larger share (26% in 2010). In 2010 Italy had an average net import of 55 km3 of virtual water (38 km3 in 1986), a value which poses the country among the top net importers in the world. On average each cubic meter of virtual water travels nearly 4000 km before entering Italy, while export goes to relatively closer countries (average distance: 2600 km), with increasing trends in time which are almost unique among the world countries. Analyses proposed for Italy are replicated for 10 other world countries, triggering similar investigations on different socio-economic actualities.
NASA Astrophysics Data System (ADS)
Bolton, Richard W.; Dewey, Allen; Horstmann, Paul W.; Laurentiev, John
1997-01-01
This paper examines the role virtual enterprises will have in supporting future business engagements and resulting technology requirements. Two representative end-user scenarios are proposed that define the requirements for 'plug-and-play' information infrastructure frameworks and architectures necessary to enable 'virtual enterprises' in US manufacturing industries. The scenarios provide a high- level 'needs analysis' for identifying key technologies, defining a reference architecture, and developing compliant reference implementations. Virtual enterprises are short- term consortia or alliances of companies formed to address fast-changing opportunities. Members of a virtual enterprise carry out their tasks as if they all worked for a single organization under 'one roof', using 'plug-and-play' information infrastructure frameworks and architectures to access and manage all information needed to support the product cycle. 'Plug-and-play' information infrastructure frameworks and architectures are required to enhance collaboration between companies corking together on different aspects of a manufacturing process. This new form of collaborative computing will decrease cycle-time and increase responsiveness to change.
Virtual reality and planetary exploration
NASA Technical Reports Server (NTRS)
Mcgreevy, Michael W.
1992-01-01
Exploring planetary environments is central to NASA's missions and goals. A new computing technology called Virtual Reality has much to offer in support of planetary exploration. This technology augments and extends human presence within computer-generated and remote spatial environments. Historically, NASA has been a leader in many of the fundamental concepts and technologies that comprise Virtual Reality. Indeed, Ames Research Center has a central role in the development of this rapidly emerging approach to using computers. This ground breaking work has inspired researchers in academia, industry, and the military. Further, NASA's leadership in this technology has spun off new businesses, has caught the attention of the international business community, and has generated several years of positive international media coverage. In the future, Virtual Reality technology will enable greatly improved human-machine interactions for more productive planetary surface exploration. Perhaps more importantly, Virtual Reality technology will democratize the experience of planetary exploration and thereby broaden understanding of, and support for, this historic enterprise.
Virtual reality and planetary exploration
NASA Astrophysics Data System (ADS)
McGreevy, Michael W.
Exploring planetary environments is central to NASA's missions and goals. A new computing technology called Virtual Reality has much to offer in support of planetary exploration. This technology augments and extends human presence within computer-generated and remote spatial environments. Historically, NASA has been a leader in many of the fundamental concepts and technologies that comprise Virtual Reality. Indeed, Ames Research Center has a central role in the development of this rapidly emerging approach to using computers. This ground breaking work has inspired researchers in academia, industry, and the military. Further, NASA's leadership in this technology has spun off new businesses, has caught the attention of the international business community, and has generated several years of positive international media coverage. In the future, Virtual Reality technology will enable greatly improved human-machine interactions for more productive planetary surface exploration. Perhaps more importantly, Virtual Reality technology will democratize the experience of planetary exploration and thereby broaden understanding of, and support for, this historic enterprise.
NASA Astrophysics Data System (ADS)
Moysey, S. M.; Smith, E.; Sellers, V.; Wyant, P.; Boyer, D. M.; Mobley, C.; Brame, S.
2015-12-01
Although field experiences are an important aspect of geoscience education, the opportunity to provide physical world experiences to large groups of introductory students is often limited by access, logistical, and financial constraints. Our project (NSF IUSE 1504619) is investigating the use of immersive virtual reality (VR) technologies as a surrogate for real field experiences in introductory geosciences classes. We are developing a toolbox that leverages innovations in the field of VR, including the Oculus Rift and Google Cardboard, to enable every student in an introductory geology classroom the opportunity to have a first-person virtual field experience in the Grand Canyon. We have opted to structure our VR experience as an interactive game where students must explore the Canyon to accomplish a series of tasks designed to emphasize key aspects of geoscience learning. So far we have produced two demo products for the virtual field trip. The first is a standalone "Rock Box" app developed for the iPhone, which allows students to select different rock samples, examine them in 3D, and obtain basic information about the properties of each sample. The app can act as a supplement to the traditional rock box used in physical geology labs. The second product is a fully functioning VR environment for the Grand Canyon developed using satellite-based topographic and imagery data to retain real geologic features within the experience. Players can freely navigate to explore anywhere they desire within the Canyon, but are guided to points of interest where they are able to complete exercises that will be aligned with specific learning goals. To this point we have integrated elements of the "Rock Box" app within the VR environment, allowing players to examine 3D details of rock samples they encounter within the Grand Canyon. We plan to provide demos of both products and obtain user feedback during our presentation.
NASA Technical Reports Server (NTRS)
1998-01-01
Under a NASA Space Act Agreement with Marshall Space Flight Center, Symbology Research Center commercialized a new method of identifying products with invisible and virtually indestructible markings. This digital data matrix technology was developed at Marshall Space Flight Center to identify the millions of parts that comprise space shuttles. The laser-etched markings are seen as the next generation of product "bar codes."
Virtual manufacturing work cell for engineering
NASA Astrophysics Data System (ADS)
Watanabe, Hideo; Ohashi, Kazushi; Takahashi, Nobuyuki; Kato, Kiyotaka; Fujita, Satoru
1997-12-01
The life cycles of products have been getting shorter. To meet this rapid turnover, manufacturing systems must be frequently changed as well. In engineering to develop manufacturing systems, there are several tasks such as process planning, layout design, programming, and final testing using actual machines. This development of manufacturing systems takes a long time and is expensive. To aid the above engineering process, we have developed the virtual manufacturing workcell (VMW). This paper describes a concept of VMW and design method through computer aided manufacturing engineering using VMW (CAME-VMW) related to the above engineering tasks. The VMW has all design data, and realizes a behavior of equipment and devices using a simulator. The simulator has logical and physical functionality. The one simulates a sequence control and the other simulates motion control, shape movement in 3D space. The simulator can execute the same control software made for actual machines. Therefore we can verify the behavior precisely before the manufacturing workcell will be constructed. The VMW creates engineering work space for several engineers and offers debugging tools such as virtual equipment and virtual controllers. We applied this VMW to development of a transfer workcell for vaporization machine in actual manufacturing system to produce plasma display panel (PDP) workcell and confirmed its effectiveness.
Simulation Of Assembly Processes With Technical Of Virtual Reality
NASA Astrophysics Data System (ADS)
García García, Manuel; Arenas Reina, José Manuel; Lite, Alberto Sánchez; Sebastián Pérez, Miguel Ángel
2009-11-01
Virtual reality techniques use at industrial processes provides a real approach to product life cycle. For components manual assembly, the use of virtual surroundings facilitates a simultaneous engineering in which variables such as human factors and productivity take a real act. On the other hand, in the actual phase of industrial competition it is required a rapid adjustment to client needs and to market situation. In this work it is analyzed the assembly of the front components of a vehicle using virtual reality tools and following up a product-process design methodology which includes every life service stage. This study is based on workstations design, taking into account productive and human factors from the ergonomic point of view implementing a postural study of every assembly operation, leaving the rest of stages for a later study. Design is optimized applying this methodology together with the use of virtual reality tools. It is also achieved a 15% reduction on time assembly and of 90% reduction in muscle—skeletal diseases at every assembly operation.
NASA Astrophysics Data System (ADS)
Berzano, D.; Blomer, J.; Buncic, P.; Charalampidis, I.; Ganis, G.; Meusel, R.
2015-12-01
Cloud resources nowadays contribute an essential share of resources for computing in high-energy physics. Such resources can be either provided by private or public IaaS clouds (e.g. OpenStack, Amazon EC2, Google Compute Engine) or by volunteers computers (e.g. LHC@Home 2.0). In any case, experiments need to prepare a virtual machine image that provides the execution environment for the physics application at hand. The CernVM virtual machine since version 3 is a minimal and versatile virtual machine image capable of booting different operating systems. The virtual machine image is less than 20 megabyte in size. The actual operating system is delivered on demand by the CernVM File System. CernVM 3 has matured from a prototype to a production environment. It is used, for instance, to run LHC applications in the cloud, to tune event generators using a network of volunteer computers, and as a container for the historic Scientific Linux 5 and Scientific Linux 4 based software environments in the course of long-term data preservation efforts of the ALICE, CMS, and ALEPH experiments. We present experience and lessons learned from the use of CernVM at scale. We also provide an outlook on the upcoming developments. These developments include adding support for Scientific Linux 7, the use of container virtualization, such as provided by Docker, and the streamlining of virtual machine contextualization towards the cloud-init industry standard.
Status of Solid State Lighting Product Development and Future Trends for General Illumination.
Katona, Thomas M; Pattison, P Morgan; Paolini, Steve
2016-06-07
After decades of research and development on fabrication of efficient light-emitting diodes (LEDs) throughout the visible spectrum, LED-based lighting has reached unparalleled performance with respect to energy efficiency and has become the light source for virtually all new lighting products being designed today. The development of the core light sources and their subsequent integration into lighting systems continue to present unique challenges and opportunities for product designers. We review these systems and the current development status, as well as provide context for the trends in solid state lighting that are leading to the development of value-added lighting solutions that extend the domain of lighting beyond light generation, into fields as diverse as communications, healthcare, and agricultural production.
Assessment of food-water nexus by water footprint: a case study in Saskatchewan, Canada
NASA Astrophysics Data System (ADS)
Zhao, Y.; Si, B.
2016-12-01
It is important but challengeable to understand the water-food nexus complexity. The water footprint (WF), a relatively new index, is a comprehensive indicator that can be used to evaluate crop water production. This paper aims to 1) determine how water footprint changes at different crop rotational types; 2) investigate what is difference if WF is calculated by yield-based or protein-based; and 3) explore how virtual water flows are responding to regional meteorological, agricultural, and socio-economic factors. The result provided the water footprint and virtual water flow exemplified for Saskatchewan agri-food production industries. By using the water footprint, we determined the best rotation for pulse crops in terms of efficiency of water productivity and water-saving opportunity. While yield is a comprehensive index to assess the productivity (yield-based WF), it underestimated the contribution of some crops, such as pulse crops with relatively low yield but high protein contents (protein-based WF). Consequently, we concluded that water-saving benefits can be achieved by the development and adoption of water efficient technology and better virtual water flows may be achieved by increased area of low water footprint in Saskatchewan. Our finding improves the current concepts of water and food security, informs production and trade decisions, and thus suggests optimal strategies by reduced water footprints in terms of agricultural management.
Co-creation and Co-innovation in a Collaborative Networked Environment
NASA Astrophysics Data System (ADS)
Klen, Edmilson Rampazzo
Leveraged by the advances in communication and information Technologies, producers and consumers are developing a new behavior. Together with the new emerging collaborative manifestations this behavior may directly impact the way products are developed. This powerful combination indicates that consumers will be involved in a very early stage in product development processes supporting even more the creation and innovation of products. This new way of collaboration gives rise to a new collaborative networked environment based on co-creation and co-innovation. This work will present some evolutionary steps that point to the development of this environment where prosumer communities and virtual organizations interact and collaborate.
Virtual reality in surgery and medicine.
Chinnock, C
1994-01-01
This report documents the state of development of enhanced and virtual reality-based systems in medicine. Virtual reality systems seek to simulate a surgical procedure in a computer-generated world in order to improve training. Enhanced reality systems seek to augment or enhance reality by providing improved imaging alternatives for specific patient data. Virtual reality represents a paradigm shift in the way we teach and evaluate the skills of medical personnel. Driving the development of virtual reality-based simulators is laparoscopic abdominal surgery, where there is a perceived need for better training techniques; within a year, systems will be fielded for second-year residency students. Further refinements over perhaps the next five years should allow surgeons to evaluate and practice new techniques in a simulator before using them on patients. Technical developments are rapidly improving the realism of these machines to an amazing degree, as well as bringing the price down to affordable levels. In the next five years, many new anatomical models, procedures, and skills are likely to become available on simulators. Enhanced reality systems are generally being developed to improve visualization of specific patient data. Three-dimensional (3-D) stereovision systems for endoscopic applications, head-mounted displays, and stereotactic image navigation systems are being fielded now, with neurosurgery and laparoscopic surgery being major driving influences. Over perhaps the next five years, enhanced and virtual reality systems are likely to merge. This will permit patient-specific images to be used on virtual reality simulators or computer-generated landscapes to be input into surgical visualization instruments. Percolating all around these activities are developments in robotics and telesurgery. An advanced information infrastructure eventually will permit remote physicians to share video, audio, medical records, and imaging data with local physicians in real time. Surgical robots are likely to be deployed for specific tasks in the operating room (OR) and to support telesurgery applications. Technical developments in robotics and motion control are key components of many virtual reality systems. Since almost all of the virtual reality and enhanced reality systems will be digitally based, they are also capable of being put "on-line" for tele-training, consulting, and even surgery. Advancements in virtual and enhanced reality systems will be driven in part by consumer applications of this technology. Many of the companies that will supply systems for medical applications are also working on commercial products. A big consumer hit can benefit the entire industry by increasing volumes and bringing down costs.(ABSTRACT TRUNCATED AT 400 WORDS)
Virtual aluminum castings: An industrial application of ICME
NASA Astrophysics Data System (ADS)
Allison, John; Li, Mei; Wolverton, C.; Su, Xuming
2006-11-01
The automotive product design and manufacturing community is continually besieged by Hercule an engineering, timing, and cost challenges. Nowhere is this more evident than in the development of designs and manufacturing processes for cast aluminum engine blocks and cylinder heads. Increasing engine performance requirements coupled with stringent weight and packaging constraints are pushing aluminum alloys to the limits of their capabilities. To provide high-quality blocks and heads at the lowest possible cost, manufacturing process engineers are required to find increasingly innovative ways to cast and heat treat components. Additionally, to remain competitive, products and manufacturing methods must be developed and implemented in record time. To bridge the gaps between program needs and engineering reality, the use of robust computational models in up-front analysis will take on an increasingly important role. This article describes just such a computational approach, the Virtual Aluminum Castings methodology, which was developed and implemented at Ford Motor Company and demonstrates the feasibility and benefits of integrated computational materials engineering.
Production of the next-generation library virtual tour.
Duncan, J M; Roth, L K
2001-10-01
While many libraries offer overviews of their services through their Websites, only a small number of health sciences libraries provide Web-based virtual tours. These tours typically feature photographs of major service areas along with textual descriptions. This article describes the process for planning, producing, and implementing a next-generation virtual tour in which a variety of media elements are integrated: photographic images, 360-degree "virtual reality" views, textual descriptions, and contextual floor plans. Hardware and software tools used in the project are detailed, along with a production timeline and budget, tips for streamlining the process, and techniques for improving production. This paper is intended as a starting guide for other libraries considering an investment in such a project.
NASA Astrophysics Data System (ADS)
Zwickl, Titus; Carleer, Bart; Kubli, Waldemar
2005-08-01
In the past decade, sheet metal forming simulation became a well established tool to predict the formability of parts. In the automotive industry, this has enabled significant reduction in the cost and time for vehicle design and development, and has helped to improve the quality and performance of vehicle parts. However, production stoppages for troubleshooting and unplanned die maintenance, as well as production quality fluctuations continue to plague manufacturing cost and time. The focus therefore has shifted in recent times beyond mere feasibility to robustness of the product and process being engineered. Ensuring robustness is the next big challenge for the virtual tryout / simulation technology. We introduce new methods, based on systematic stochastic simulations, to visualize the behavior of the part during the whole forming process — in simulation as well as in production. Sensitivity analysis explains the response of the part to changes in influencing parameters. Virtual tryout allows quick exploration of changed designs and conditions. Robust design and manufacturing guarantees quality and process capability for the production process. While conventional simulations helped to reduce development time and cost by ensuring feasible processes, robustness engineering tools have the potential for far greater cost and time savings. Through examples we illustrate how expected and unexpected behavior of deep drawing parts may be tracked down, identified and assigned to the influential parameters. With this knowledge, defects can be eliminated or springback can be compensated e.g.; the response of the part to uncontrollable noise can be predicted and minimized. The newly introduced methods enable more reliable and predictable stamping processes in general.
Shtull-Trauring, E; Bernstein, N
2018-05-01
Agriculture is the largest global consumer of freshwater. As the volume of international trade continues to rise, so does the understanding that trade of water-intensive crops from areas with high precipitation, to arid regions can help mitigate water scarcity, highlighting the importance of crop water accounting. Virtual-Water, or Water-Footprint [WF] of agricultural crops, is a powerful indicator for assessing the extent of water use by plants, contamination of water bodies by agricultural practices and trade between countries, which underlies any international trade of crops. Most available studies of virtual-water flows by import/export of agricultural commodities were based on global databases, which are considered to be of limited accuracy. The present study analyzes the WF of crop production, import, and export on a country level, using Israel as a case study, comparing data from two high-resolution local databases and two global datasets. Results for local datasets demonstrate a WF of ~1200Million Cubic Meters [MCM]/year) for total crop production, ~1000MCM/year for import and ~250MCM/year for export. Fruits and vegetables comprise ~80% of Export WF (~200MCM/year), ~50% of crop production and only ~20% of the imports. Economic Water Productivity [EWP] ($/m 3 ) for fruits and vegetables is 1.5 higher compared to other crops. Moreover, the results based on local and global datasets varied significantly, demonstrating the importance of developing high-resolution local datasets based on local crop coefficients. Performing high resolution WF analysis can help in developing agricultural policies that include support for low WF/high EWP and limit high WF/low EWP crop export, where water availability is limited. Copyright © 2017 Elsevier B.V. All rights reserved.
Virtual Water Trade: Revisiting the Assessments to Incorporate Regional Water Stress
NASA Astrophysics Data System (ADS)
Perveen, S.; Puma, M. J.; Troy, T. J.; Browne, M.; Ghosh, M.
2011-12-01
Virtual water (VW) refers to the volume of freshwater embedded in the production and shipment of a commodity, which can include agricultural or industrial products, and the trade of commodities can then be viewed as the trade of one region's water resources to another. The premise behind this trade is that countries with a comparative water advantage may choose to export crops, and countries with scarce water resources may focus economic activity on non-water intensive sectors. However, this assumption is not always true given food self-sufficiency policies; water scarce regions often choose to unsustainably mine aquifers for irrigation. Recent studies have shown no correlation between dependency on VW imports and water scarcity for nations, suggesting that politico-economic considerations rather than resource scarcity considerations may dominate the current VW dynamics. Existing VW computations do not take into account water-scarcity value or the full-cost pricing of commodities. This study aims to fill in this gap by focusing on three countries - the United States, India, and Japan - and their production, imports and exports of crop, livestock and industrial commodities. These countries offer three different perspectives on virtual water, with Japan as a net importer of agriculture virtual water and a major industrial nation. The United States, on the other hand, exports significant quantities of grain. India is a developing country with a strong focus on food self-sufficiency. We first quantify the amount of water used in the production of each commodity and then examine the virtual water trade balance for each country, examining the tradeoffs each country has made between agriculture and industrial water use; given that water resources are finite. To examine the interplay between virtual water trade and water scarcity, we focus on two sub-regions, the Ogallala Aquifer in the US and the Punjab region in India, both of which have significant agricultural economies and are knowingly depleting their groundwater resources. We estimate the direct and indirect cost of water in each region and evaluate the economic trade-offs these regions are making.
Covarrubias, Mario; Bordegoni, Monica; Cugini, Umberto
2013-01-01
In this article, we present an approach that uses both two force sensitive handles (FSH) and a flexible capacitive touch sensor (FCTS) to drive a haptic-based immersive system. The immersive system has been developed as part of a multimodal interface for product design. The haptic interface consists of a strip that can be used by product designers to evaluate the quality of a 3D virtual shape by using touch, vision and hearing and, also, to interactively change the shape of the virtual object. Specifically, the user interacts with the FSH to move the virtual object and to appropriately position the haptic interface for retrieving the six degrees of freedom required for both manipulation and modification modalities. The FCTS allows the system to track the movement and position of the user's fingers on the strip, which is used for rendering visual and sound feedback. Two evaluation experiments are described, which involve both the evaluation and the modification of a 3D shape. Results show that the use of the haptic strip for the evaluation of aesthetic shapes is effective and supports product designers in the appreciation of the aesthetic qualities of the shape. PMID:24113680
Creating the sustainable conditions for knowledge information sharing in virtual community.
Wang, Jiangtao; Yang, Jianmei; Chen, Quan; Tsai, Sang-Bing
2016-01-01
Encyclopedias are not a new platform for the distribution of knowledge, but they have recently drawn a great deal of attention in their online iteration. Peer production in particular has emerged as a new mode of providing information with value and offering competitive advantage in information production. Large numbers of volunteers actively share their knowledge by continuously editing articles in Baidu encyclopedias. Most articles in the online communities are the cumulative and integrated products of the contributions of many coauthors. Email-based surveys and objective data mining were here used to collect analytical data. Critical mass theory is here used to analyze the characteristics of these collective actions and to explain the emergence and sustainability of these actions in the Baidu Encyclopedia communities. These results show that, based on the collective action framework, the contributors group satisfied the two key characteristics that ensure the collective action of knowledge contribution will both take place and become self-sustaining. This analysis not only facilitates the identification of collective actions related to individuals sharing knowledge in virtual communities, but also can provide an insight for other similar virtual communities' management and development.
Covarrubias, Mario; Bordegoni, Monica; Cugini, Umberto
2013-10-09
In this article, we present an approach that uses both two force sensitive handles (FSH) and a flexible capacitive touch sensor (FCTS) to drive a haptic-based immersive system. The immersive system has been developed as part of a multimodal interface for product design. The haptic interface consists of a strip that can be used by product designers to evaluate the quality of a 3D virtual shape by using touch, vision and hearing and, also, to interactively change the shape of the virtual object. Specifically, the user interacts with the FSH to move the virtual object and to appropriately position the haptic interface for retrieving the six degrees of freedom required for both manipulation and modification modalities. The FCTS allows the system to track the movement and position of the user's fingers on the strip, which is used for rendering visual and sound feedback. Two evaluation experiments are described, which involve both the evaluation and the modification of a 3D shape. Results show that the use of the haptic strip for the evaluation of aesthetic shapes is effective and supports product designers in the appreciation of the aesthetic qualities of the shape.
Development of design parameters for virtual cement and concrete testing : [summary].
DOT National Transportation Integrated Search
2013-12-01
At its most basic, concrete is made from cement : and aggregate, often Portland cement and gravel : (or in Florida, limestone). Varying ingredients and : their proportions directly influences the behavior : of the final cement and concrete products. ...
Nunnerley, Joanne; Gupta, Swati; Snell, Deborah; King, Marcus
2017-05-01
A user-centred design was used to develop and test the feasibility of an immersive 3D virtual reality wheelchair training tool for people with spinal cord injury (SCI). A Wheelchair Training System was designed and modelled using the Oculus Rift headset and a Dynamic Control wheelchair joystick. The system was tested by clinicians and expert wheelchair users with SCI. Data from focus groups and individual interviews were analysed using a general inductive approach to thematic analysis. Four themes emerged: Realistic System, which described the advantages of a realistic virtual environment; a Wheelchair Training System, which described participants' thoughts on the wheelchair training applications; Overcoming Resistance to Technology, the obstacles to introducing technology within the clinical setting; and Working outside the Rehabilitation Bubble which described the protective hospital environment. The Oculus Rift Wheelchair Training System has the potential to provide a virtual rehabilitation setting which could allow wheelchair users to learn valuable community wheelchair use in a safe environment. Nausea appears to be a side effect of the system, which will need to be resolved before this can be a viable clinical tool. Implications for Rehabilitation Immersive virtual reality shows promising benefit for wheelchair training in a rehabilitation setting. Early engagement with consumers can improve product development.
NASA Astrophysics Data System (ADS)
Chen, ChuXin; Trivedi, Mohan M.
1992-03-01
This research is focused on enhancing the overall productivity of an integrated human-robot system. A simulation, animation, visualization, and interactive control (SAVIC) environment has been developed for the design and operation of an integrated robotic manipulator system. This unique system possesses the abilities for multisensor simulation, kinematics and locomotion animation, dynamic motion and manipulation animation, transformation between real and virtual modes within the same graphics system, ease in exchanging software modules and hardware devices between real and virtual world operations, and interfacing with a real robotic system. This paper describes a working system and illustrates the concepts by presenting the simulation, animation, and control methodologies for a unique mobile robot with articulated tracks, a manipulator, and sensory modules.
Robinette, Kathleen M; Veitch, Daisy
2016-08-01
To provide a review of sustainable sizing practices that reduce waste, increase sales, and simultaneously produce safer, better fitting, accommodating products. Sustainable sizing involves a set of methods good for both the environment (sustainable environment) and business (sustainable business). Sustainable sizing methods reduce (1) materials used, (2) the number of sizes or adjustments, and (3) the amount of product unsold or marked down for sale. This reduces waste and cost. The methods can also increase sales by fitting more people in the target market and produce happier, loyal customers with better fitting products. This is a mini-review of methods that result in more sustainable sizing practices. It also reviews and contrasts current statistical and modeling practices that lead to poor fit and sizing. Fit-mapping and the use of cases are two excellent methods suited for creating sustainable sizing, when real people (vs. virtual people) are used. These methods are described and reviewed. Evidence presented supports the view that virtual fitting with simulated people and products is not yet effective. Fit-mapping and cases with real people and actual products result in good design and products that are fit for person, fit for purpose, with good accommodation and comfortable, optimized sizing. While virtual models have been shown to be ineffective for predicting or representing fit, there is an opportunity to improve them by adding fit-mapping data to the models. This will require saving fit data, product data, anthropometry, and demographics in a standardized manner. For this success to extend to the wider design community, the development of a standardized method of data collection for fit-mapping with a globally shared fit-map database is needed. It will enable the world community to build knowledge of fit and accommodation and generate effective virtual fitting for the future. A standardized method of data collection that tests products' fit methodically and quantitatively will increase our predictive power to determine fit and accommodation, thereby facilitating improved, effective design. These methods apply to all products people wear, use, or occupy. © 2016, Human Factors and Ergonomics Society.
Production of the next-generation library virtual tour
Duncan, James M.; Roth, Linda K.
2001-01-01
While many libraries offer overviews of their services through their Websites, only a small number of health sciences libraries provide Web-based virtual tours. These tours typically feature photographs of major service areas along with textual descriptions. This article describes the process for planning, producing, and implementing a next-generation virtual tour in which a variety of media elements are integrated: photographic images, 360-degree “virtual reality” views, textual descriptions, and contextual floor plans. Hardware and software tools used in the project are detailed, along with a production timeline and budget, tips for streamlining the process, and techniques for improving production. This paper is intended as a starting guide for other libraries considering an investment in such a project. PMID:11837254
The Virtual Cell Animation Collection: Tools for Teaching Molecular and Cellular Biology
Reindl, Katie M.; White, Alan R.; Johnson, Christina; Vender, Bradley; Slator, Brian M.; McClean, Phillip
2015-01-01
A cell is a minifactory in which structures and molecules are assembled, rearranged, disassembled, packaged, sorted, and transported. Because cellular structures and molecules are invisible to the human eye, students often have difficulty conceptualizing the dynamic nature of cells that function at multiple scales across time and space. To represent these dynamic cellular processes, the Virtual Cell Productions team at North Dakota State University develops freely available multimedia materials to support molecular and cellular biology learning inside and outside the high school and university classroom. PMID:25856580
NASA Technical Reports Server (NTRS)
2004-01-01
In 1984, researchers from Ames Research Center came together to develop advanced human interfaces for NASA s teleoperations that would come to be known as "virtual reality." The basis of the work theorized that if the sensory interfaces met a certain threshold and sufficiently supported each other, then the operator would feel present in the remote/synthetic environment, rather than present in their physical location. Twenty years later, this prolific research continues to pay dividends to society in the form of cutting-edge virtual reality products, such as an interactive audio simulation system.
Real-time, rapidly updating severe weather products for virtual globes
NASA Astrophysics Data System (ADS)
Smith, Travis M.; Lakshmanan, Valliappa
2011-01-01
It is critical that weather forecasters are able to put severe weather information from a variety of observational and modeling platforms into a geographic context so that warning information can be effectively conveyed to the public, emergency managers, and disaster response teams. The availability of standards for the specification and transport of virtual globe data products has made it possible to generate spatially precise, geo-referenced images and to distribute these centrally created products via a web server to a wide audience. In this paper, we describe the data and methods for enabling severe weather threat analysis information inside a KML framework. The method of creating severe weather diagnosis products that are generated and translating them to KML and image files is described. We illustrate some of the practical applications of these data when they are integrated into a virtual globe display. The availability of standards for interoperable virtual globe clients has not completely alleviated the need for custom solutions. We conclude by pointing out several of the limitations of the general-purpose virtual globe clients currently available.
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
Schmidt, Matthew; Galyen, Krista; Laffey, James; Babiuch, Ryan; Schmidt, Carla
2014-01-01
Design-based research (DBR) and open source software are both acknowledged as potentially productive ways for advancing learning technologies. These approaches have practical benefits for the design and development process and for building and leveraging community to augment and sustain design and development. This report presents a case study of…
Lessons Learned to Date in Developing the Virtual Space Physics Observatory
NASA Astrophysics Data System (ADS)
Cornwell, C.; Roberts, D. A.; King, J.; Smith, A.
2005-12-01
We now have an operational Virtual Space Physics Observatory that provides users the ability to search for and retrieve data from hundreds of space and solar physics data products based on specific terms or a Google-like interface. Lessons learned in building VSPO include: (a) A very close and highly interactive collaboration between scientists and information technologists in the definition and development of services is essential. (b) Constructing a Data Model acceptable to a broad community is very important but very difficult. Variations in usage are inevitable and must be dealt with through translations; this is especially true for the description of variables within data products. (c) Higher-order queries (searches based on events, positions, comparisons of measurements, etc.) are possible, and have been implemented in various systems; currently we see these as being separate from the basic data finding and retrieval services. (d) Building a Virtual Observatory is often more a matter of the tedious details of product descriptions than an exercise in implementing fancy middleware. Paying a knowledgeable third party to build registries can be more efficient than working directly with providers, and automated tools can help but do not solve all the problems. (e) The success of the VO effort in space and solar physics, as elsewhere, will depend on whether the scientific communities involved use and critique the services so that they will come to meet a real need for the integration of resources to solve new scientific problems of perceived importance.
Role of Chemical Reactivity and Transition State Modeling for Virtual Screening.
Karthikeyan, Muthukumarasamy; Vyas, Renu; Tambe, Sanjeev S; Radhamohan, Deepthi; Kulkarni, Bhaskar D
2015-01-01
Every drug discovery research program involves synthesis of a novel and potential drug molecule utilizing atom efficient, economical and environment friendly synthetic strategies. The current work focuses on the role of the reactivity based fingerprints of compounds as filters for virtual screening using a tool ChemScore. A reactant-like (RLS) and a product- like (PLS) score can be predicted for a given compound using the binary fingerprints derived from the numerous known organic reactions which capture the molecule-molecule interactions in the form of addition, substitution, rearrangement, elimination and isomerization reactions. The reaction fingerprints were applied to large databases in biology and chemistry, namely ChEMBL, KEGG, HMDB, DSSTox, and the Drug Bank database. A large network of 1113 synthetic reactions was constructed to visualize and ascertain the reactant product mappings in the chemical reaction space. The cumulative reaction fingerprints were computed for 4000 molecules belonging to 29 therapeutic classes of compounds, and these were found capable of discriminating between the cognition disorder related and anti-allergy compounds with reasonable accuracy of 75% and AUC 0.8. In this study, the transition state based fingerprints were also developed and used effectively for virtual screening in drug related databases. The methodology presented here provides an efficient handle for the rapid scoring of molecular libraries for virtual screening.
Use of 3D techniques for virtual production
NASA Astrophysics Data System (ADS)
Grau, Oliver; Price, Marc C.; Thomas, Graham A.
2000-12-01
Virtual production for broadcast is currently mainly used in the form of virtual studios, where the resulting media is a sequence of 2D images. With the steady increase of 3D computing power in home PCs and the technical progress in 3D display technology, the content industry is looking for new kinds of program material, which makes use of 3D technology. The applications range form analysis of sport scenes, 3DTV, up to the creation of fully immersive content. In a virtual studio a camera films one or more actors in a controlled environment. The pictures of the actors can be segmented very accurately in real time using chroma keying techniques. The isolated silhouette can be integrated into a new synthetic virtual environment using a studio mixer. The resulting shape description of the actors is 2D so far. For the realization of more sophisticated optical interactions of the actors with the virtual environment, such as occlusions and shadows, an object-based 3D description of scenes is needed. However, the requirements of shape accuracy, and the kind of representation, differ in accordance with the application. This contribution gives an overview of requirements and approaches for the generation of an object-based 3D description in various applications studied by the BBC R and D department. An enhanced Virtual Studio for 3D programs is proposed that covers a range of applications for virtual production.
Jin, Seung-A Annie
2009-12-01
The rapid growth of virtual worlds is one of the most recent Internet trends. Some distinguishing features of virtual environments include the employment of avatars and multimodal communication among avatars. This study examined the effects of the modality (text vs. audio) of message presentation on people's evaluation of spokes-avatar credibility and the informational value of promotional messages in avatar-based advertising inside 3D virtual environments. An experiment was conducted in the virtual Apple retail store inside Second Life, the most popular and fastest growing virtual world. The author designed a two-group (textual advertisement vs. auditory advertisement) comparison experiment by manipulating the modality of conveying advertisement messages. The author also created a spokes-avatar that represents a real-life organization (Apple) and presents promotional messages about its innovative product, the iPhone. Data analyses showed that (a) textual modality (vs. auditory modality) resulted in greater source expertise, informational value of the advertisement message, and social presence; and that (b) high product involvement (vs. low product involvement) resulted in a more positive attitude toward the product, higher buying intention, and a higher level of perceived interactivity. In addition to the main effects of product involvement and modality, results showed significant interaction between involvement and modality. Modality effects were stronger for people with low product involvement than for those with high product involvement, thus confirming the moderating effects of product involvement. Results of a path analysis also showed that social presence mediated the effects of modality on the perceived informational value of the advertisement message.
Virtual water balance estimation in Tunisia
NASA Astrophysics Data System (ADS)
Stambouli, Talel; Benalaya, Abdallah; Ghezal, Lamia; Ali, Chebil; Hammami, Rifka; Souissi, Asma
2015-04-01
The water in Tunisia is limited and unevenly distributed in the different regions, especially in arid zones. In fact, the annual rainfall average varies from less than 100 mm in the extreme South to over 1500 mm in the extreme North of the country. Currently, the conventional potential of water resources of the country is estimated about 4.84 billion m³ / year of which 2.7 billion cubic meters / year of surface water and 2.14 billion cubic meters / year of groundwater, characterizing a structural shortage for water safety in Tunisia (under 500m3/inhabitant/year). With over than 80% of water volumes have been mobilized for agriculture. The virtual water concept, defined by Allan (1997), as the amount of water needed to generate a product of both natural and artificial origin, this concept establish a similarity between product marketing and water trade. Given the influence of water in food production, virtual water studies focus generally on food products. At a global scale, the influence of these product's markets with water management was not seen. Influence has appreciated only by analyzing water-scarce countries, but at the detail level, should be increased, as most studies consider a country as a single geographical point, leading to considerable inaccuracies. The main objective of this work is the virtual water balance estimation of strategic crops in Tunisia (both irrigated and dry crops) to determine their influence on the water resources management and to establish patterns for improving it. The virtual water balance was performed basing on farmer's surveys, crop and meteorological data, irrigation management and regional statistics. Results show that the majority of farmers realize a waste of the irrigation water especially at the vegetable crops and fruit trees. Thus, a good control of the cultural package may result in lower quantities of water used by crops while ensuring good production with a suitable economic profitability. Then, the virtual water concept integration in the production systems choice and policies affecting the use of water is very useful to save over this scarce resource and to support farmers in their production activities and maintaining the sustainability of farms. Keywords: Virtual water, water balance, irrigation, Tunisia
A systematic review of phacoemulsification cataract surgery in virtual reality simulators.
Lam, Chee Kiang; Sundaraj, Kenneth; Sulaiman, Mohd Nazri
2013-01-01
The aim of this study was to review the capability of virtual reality simulators in the application of phacoemulsification cataract surgery training. Our review included the scientific publications on cataract surgery simulators that had been developed by different groups of researchers along with commercialized surgical training products, such as EYESI® and PhacoVision®. The review covers the simulation of the main cataract surgery procedures, i.e., corneal incision, capsulorrhexis, phacosculpting, and intraocular lens implantation in various virtual reality surgery simulators. Haptics realism and visual realism of the procedures are the main elements in imitating the actual surgical environment. The involvement of ophthalmology in research on virtual reality since the early 1990s has made a great impact on the development of surgical simulators. Most of the latest cataract surgery training systems are able to offer high fidelity in visual feedback and haptics feedback, but visual realism, such as the rotational movements of an eyeball with response to the force applied by surgical instruments, is still lacking in some of them. The assessment of the surgical tasks carried out on the simulators showed a significant difference in the performance before and after the training.
Toward a virtual platform for materials processing
NASA Astrophysics Data System (ADS)
Schmitz, G. J.; Prahl, U.
2009-05-01
Any production is based on materials eventually becoming components of a final product. Material properties being determined by the microstructure of the material thus are of utmost importance both for productivity and reliability of processing during production and for application and reliability of the product components. A sound prediction of materials properties therefore is highly important. Such a prediction requires tracking of microstructure and properties evolution along the entire component life cycle starting from a homogeneous, isotropic and stress-free melt and eventually ending in failure under operational load. This article will outline ongoing activities at the RWTH Aachen University aiming at establishing a virtual platform for materials processing comprising a virtual, integrative numerical description of processes and of the microstructure evolution along the entire production chain and even extending further toward microstructure and properties evolution under operational conditions.
García-Betances, Rebeca I.; Cabrera-Umpiérrez, María Fernanda; Ottaviano, Manuel; Pastorino, Matteo; Arredondo, María T.
2016-01-01
Despite the speedy evolution of Information and Computer Technology (ICT), and the growing recognition of the importance of the concept of universal design in all domains of daily living, mainstream ICT-based product designers and developers still work without any truly structured tools, guidance or support to effectively adapt their products and services to users’ real needs. This paper presents the approach used to define and evaluate parametric cognitive models that describe interaction and usage of ICT by people with aging- and disability-derived functional impairments. A multisensorial training platform was used to train, based on real user measurements in real conditions, the virtual parameterized user models that act as subjects of the test-bed during all stages of simulated disabilities-friendly ICT-based products design. An analytical study was carried out to identify the relevant cognitive functions involved, together with their corresponding parameters as related to aging- and disability-derived functional impairments. Evaluation of the final cognitive virtual user models in a real application has confirmed that the use of these models produce concrete valuable benefits to the design and testing process of accessible ICT-based applications and services. Parameterization of cognitive virtual user models allows incorporating cognitive and perceptual aspects during the design process. PMID:26907296
Using virtual reality to assess user experience.
Rebelo, Francisco; Noriega, Paulo; Duarte, Emília; Soares, Marcelo
2012-12-01
The aim of this article is to discuss how user experience (UX) evaluation can benefit from the use of virtual reality (VR). UX is usually evaluated in laboratory settings. However, considering that UX occurs as a consequence of the interaction between the product, the user, and the context of use, the assessment of UX can benefit from a more ecological test setting. VR provides the means to develop realistic-looking virtual environments with the advantage of allowing greater control of the experimental conditions while granting good ecological validity. The methods used to evaluate UX, as well as their main limitations, are identified.The currentVR equipment and its potential applications (as well as its limitations and drawbacks) to overcome some of the limitations in the assessment of UX are highlighted. The relevance of VR for UX studies is discussed, and a VR-based framework for evaluating UX is presented. UX research may benefit from a VR-based methodology in the scopes of user research (e.g., assessment of users' expectations derived from their lifestyles) and human-product interaction (e.g., assessment of users' emotions since the first moment of contact with the product and then during the interaction). This article provides knowledge to researchers and professionals engaged in the design of technological interfaces about the usefulness of VR in the evaluation of UX.
Subjective visual vertical assessment with mobile virtual reality system.
Ulozienė, Ingrida; Totilienė, Milda; Paulauskas, Andrius; Blažauskas, Tomas; Marozas, Vaidotas; Kaski, Diego; Ulozas, Virgilijus
2017-01-01
The subjective visual vertical (SVV) is a measure of a subject's perceived verticality, and a sensitive test of vestibular dysfunction. Despite this, and consequent upon technical and logistical limitations, SVV has not entered mainstream clinical practice. The aim of the study was to develop a mobile virtual reality based system for SVV test, evaluate the suitability of different controllers and assess the system's usability in practical settings. In this study, we describe a novel virtual reality based system that has been developed to test SVV using integrated software and hardware, and report normative values across healthy population. Participants wore a mobile virtual reality headset in order to observe a 3D stimulus presented across separate conditions - static, dynamic and an immersive real-world ("boat in the sea") SVV tests. The virtual reality environment was controlled by the tester using a Bluetooth connected controllers. Participants controlled the movement of a vertical arrow using either a gesture control armband or a general-purpose gamepad, to indicate perceived verticality. We wanted to compare 2 different methods for object control in the system, determine normal values and compare them with literature data, to evaluate the developed system with the help of the system usability scale questionnaire and evaluate possible virtually induced dizziness with the help of subjective visual analog scale. There were no statistically significant differences in SVV values during static, dynamic and virtual reality stimulus conditions, obtained using the two different controllers and the results are compared to those previously reported in the literature using alternative methodologies. The SUS scores for the system were high, with a median of 82.5 for the Myo controller and of 95.0 for the Gamepad controller, representing a statistically significant difference between the two controllers (P<0.01). The median of virtual reality-induced dizziness for both devices was 0.7. The mobile virtual reality based system for implementation of subjective visual vertical test, is accurate and applicable in the clinical environment. The gamepad-based virtual object control method was preferred by the users. The tests were well tolerated with low dizziness scores in the majority of patients. Copyright © 2018 The Lithuanian University of Health Sciences. Production and hosting by Elsevier Sp. z o.o. All rights reserved.
3D virtual character reconstruction from projections: a NURBS-based approach
NASA Astrophysics Data System (ADS)
Triki, Olfa; Zaharia, Titus B.; Preteux, Francoise J.
2004-05-01
This work has been carried out within the framework of the industrial project, so-called TOON, supported by the French government. TOON aims at developing tools for automating the traditional 2D cartoon content production. This paper presents preliminary results of the TOON platform. The proposed methodology concerns the issues of 2D/3D reconstruction from a limited number of drawn projections, and 2D/3D manipulation/deformation/refinement of virtual characters. Specifically, we show that the NURBS-based modeling approach developed here offers a well-suited framework for generating deformable 3D virtual characters from incomplete 2D information. Furthermore, crucial functionalities such as animation and non-rigid deformation can be also efficiently handled and solved. Note that user interaction is enabled exclusively in 2D by achieving a multiview constraint specification method. This is fully consistent and compliant with the cartoon creator traditional practice and makes it possible to avoid the use of 3D modeling software packages which are generally complex to manipulate.
Planning Image-Based Measurements in Wind Tunnels by Virtual Imaging
NASA Technical Reports Server (NTRS)
Kushner, Laura Kathryn; Schairer, Edward T.
2011-01-01
Virtual imaging is routinely used at NASA Ames Research Center to plan the placement of cameras and light sources for image-based measurements in production wind tunnel tests. Virtual imaging allows users to quickly and comprehensively model a given test situation, well before the test occurs, in order to verify that all optical testing requirements will be met. It allows optimization of the placement of cameras and light sources and leads to faster set-up times, thereby decreasing tunnel occupancy costs. This paper describes how virtual imaging was used to plan optical measurements for three tests in production wind tunnels at NASA Ames.
Cardiovascular effects of Zumba® performed in a virtual environment using XBOX Kinect
Neves, Luceli Eunice Da Silva; Cerávolo, Mariza Paver Da Silva; Silva, Elisangela; De Freitas, Wagner Zeferino; Da Silva, Fabiano Fernandes; Higino, Wonder Passoni; Carvalho, Wellington Roberto Gomes; De Souza, Renato Aparecido
2015-01-01
[Purpose] This study evaluated the acute cardiovascular responses during a session of Zumba® Fitness in a virtual reality environment. [Subjects] Eighteen healthy volunteers were recruited. [Methods] The following cardiovascular variables: heart rate, systolic blood pressure, diastolic blood pressure, and double product were assessed before and after the practice of virtual Zumba®, which was performed as a continuous sequence of five choreographed movements lasting for 22 min. The game Zumba Fitness Core®, with the Kinect-based virtual reality system for the XBOX 360, was used to create the virtual environment. Comparisons were made among mean delta values (delta=post-Zumba® minus pre-Zumba® values) for systolic and diastolic blood pressure, heart rate, and double product using Student’s t-test for paired samples. [Results] After a single session, a significant increase was noted in all the analyzed parameters (Systolic blood pressure=18%; Diastolic blood pressure=13%; Heart rate=67%; and Double product=97%). [Conclusion] The results support the feasibility of the use of Zumba Fitness Core® with the Kinect-based virtual reality system for the XBOX 360 in physical activity programs and further favor its indication for this purpose. PMID:26504312
A Virtual Campus Based on Human Factor Engineering
ERIC Educational Resources Information Center
Yang, Yuting; Kang, Houliang
2014-01-01
Three Dimensional or 3D virtual reality has become increasingly popular in many areas, especially in building a digital campus. This paper introduces a virtual campus, which is based on a 3D model of The Tourism and Culture College of Yunnan University (TCYU). Production of the virtual campus was aided by Human Factor and Ergonomics (HF&E), an…
NASA Astrophysics Data System (ADS)
Debrah, E. R.; Odai, S. N.; Annor, F. O.; Adjei, K. A.; van der Zaag, P.
2009-04-01
Water is used in almost all human endeavour. Unlike oil, water does not have a substitute. There are many factors that affect the water consumption pattern of people. These include climatic condition, income level and agricultural practices among others. The water footprint concept has been developed in order to have an indicator of water use in relation to its consumption by people. The water footprint of a country is defined as the volume of water needed for the production of the goods and services consumed by the inhabitants of the country (Chapagain and Hoekstra, 2008). Due to the bulky nature of water, it is not in its raw state a tradable commodity though it could be traded through the exchange of goods and services from one point to the other. Closely linked to the water footprint concept is the virtual water concept. Virtual water can be defined as the volume of water required to produce a commodity or service (Chapagain and Hoekstra, 2008 and Allan, 1999). The international trade of these commodities implies flows of virtual water over large distances. The water footprint of a nation can therefore be assessed by quantifying the use of domestic water resources, taking out the virtual water flow that leaves the country and adding the virtual water flow that enters the country to it. This research focuses on the assessment and analysis of the water footprints of Ghana considering only the consumptive component of the water footprint. In addition to livestock, 13 crops were considered, 4 of which were cash crops. Data was analysed for the year 2001 to 2005 The most recent framework for the analysis of water footprint is offered by Chapagain and Hoekstra. This was adopted for the study. The water footprint calculations show that the water footprint of Ghana is about 20011 Gm³/yr. Base on this the average water footprint of a Ghanaian is 823 m³/cap/yr. Not only agricultural crops but also other products require water for their manufacture, aluminium being a case in point. The water required for energy production through hydropower is important to account for, as well as the question to what extent this may or may not be considered non-consumptive water use. Further research is needed to correctly estimate the water footprint of energy-intensive products. Keywords: water footprint, virtual water, trade, commodity
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.
Virtual Planetary Analysis Environment for Remote Science
NASA Technical Reports Server (NTRS)
Keely, Leslie; Beyer, Ross; Edwards. Laurence; Lees, David
2009-01-01
All of the data for NASA's current planetary missions and most data for field experiments are collected via orbiting spacecraft, aircraft, and robotic explorers. Mission scientists are unable to employ traditional field methods when operating remotely. We have developed a virtual exploration tool for remote sites with data analysis capabilities that extend human perception quantitatively and qualitatively. Scientists and mission engineers can use it to explore a realistic representation of a remote site. It also provides software tools to "touch" and "measure" remote sites with an immediacy that boosts scientific productivity and is essential for mission operations.
Recombinant Protein Production and Insect Cell Culture and Process
NASA Technical Reports Server (NTRS)
Spaulding, Glenn F. (Inventor); Goodwin, Thomas J. (Inventor); OConnor, Kim C. (Inventor); Francis, Karen M. (Inventor); Andrews, Angela D. (Inventor); Prewett, Tracey L. (Inventor)
1997-01-01
A process has been developed for recombinant production of selected polypeptides using transformed insect cells cultured in a horizontally rotating culture vessel modulated to create low shear conditions. A metabolically transformed insect cell line is produced using the culture procedure regardless of genetic transformation. The recombinant polypeptide can be produced by an alternative process using virtually infected or stably transformed insect cells containing a gene encoding the described polypeptide. The insect cells can also be a host for viral production.
Ma, Xiaolei; Ma, Yanji
2017-05-15
With the rapid development of economic, water crisis is becoming more and more serious and would be an important obstacle to the sustainable development of society. Virtual water theory and its applications in agriculture can provide important strategies for realizing the reasonable utilization and sustainable development of water resources. Using the Penman-Monteith model and Theil index combining the CROPWAT software, this work takes Jilin Province as study area quantifying the virtual water content of agriculture and livestock husbandry and giving a comprehensive evaluation of their spatiotemporal structure evolution. This study aims to help make clear the water consumption of agriculture and livestock husbandry, and offer advice on rational water utilization and agricultural structure adjustment. The results show that the total virtual water (TVW) proportion of agriculture presents a gradual growth trend while that of livestock husbandry reduces during the study period. In space, central Jilin shows the highest virtual water content of agriculture as well as livestock husbandry, the TVW in central Jilin is about 35.8billionm 3 . The TVW of maize is highest among six studied crops, and the cattle shows the highest TVW in the four kinds of animals. The distribution of TVW calculated by us and the distribution of actual water resources have remarkable difference, which leads to the increase of water consumption and cost of agricultural production. Finally, we discuss the driving force of the spatiotemporal variation of the TVW for agriculture and livestock husbandry, and also give some advises for the planting structural adjustment. This work is helpful for the sustainable development of agricultural and livestock husbandry and realizing efficient utilization of water resources. Copyright © 2017 Elsevier B.V. All rights reserved.
Merks, Roeland M H; Guravage, Michael; Inzé, Dirk; Beemster, Gerrit T S
2011-02-01
Plant organs, including leaves and roots, develop by means of a multilevel cross talk between gene regulation, patterned cell division and cell expansion, and tissue mechanics. The multilevel regulatory mechanisms complicate classic molecular genetics or functional genomics approaches to biological development, because these methodologies implicitly assume a direct relation between genes and traits at the level of the whole plant or organ. Instead, understanding gene function requires insight into the roles of gene products in regulatory networks, the conditions of gene expression, etc. This interplay is impossible to understand intuitively. Mathematical and computer modeling allows researchers to design new hypotheses and produce experimentally testable insights. However, the required mathematics and programming experience makes modeling poorly accessible to experimental biologists. Problem-solving environments provide biologically intuitive in silico objects ("cells", "regulation networks") required for setting up a simulation and present those to the user in terms of familiar, biological terminology. Here, we introduce the cell-based computer modeling framework VirtualLeaf for plant tissue morphogenesis. The current version defines a set of biologically intuitive C++ objects, including cells, cell walls, and diffusing and reacting chemicals, that provide useful abstractions for building biological simulations of developmental processes. We present a step-by-step introduction to building models with VirtualLeaf, providing basic example models of leaf venation and meristem development. VirtualLeaf-based models provide a means for plant researchers to analyze the function of developmental genes in the context of the biophysics of growth and patterning. VirtualLeaf is an ongoing open-source software project (http://virtualleaf.googlecode.com) that runs on Windows, Mac, and Linux.
ERIC Educational Resources Information Center
Zhong, Ying
2013-01-01
Virtual worlds are well-suited for building virtual laboratories for educational purposes to complement hands-on physical laboratories. However, educators may face technical challenges because developing virtual worlds requires skills in programming and 3D design. Current virtual world building tools are developed for users who have programming…
78 FR 17431 - Antitrust Division
Federal Register 2010, 2011, 2012, 2013, 2014
2013-03-21
... Production Act of 1993--Interchangeable Virtual Instruments Foundation, Inc. Notice is hereby given that, on..., 15 U.S.C. 4301 et seq. (``the Act''), Interchangeable Virtual Instruments Foundation, Inc. has filed... in this group research project remains open, and Interchangeable Virtual Instruments Foundation, Inc...
The trade of virtual water: do property rights matter?
NASA Astrophysics Data System (ADS)
Xu, Ankai
2016-04-01
My paper examines the determinants of the virtual water trade - embodied in the trade of agriculture products - by estimating a structural gravity model. In particular, it tests the relationship between property rights and the export of water-intensive agricultural products based on water footprint data in Mekonnen and Hoekstra (2011, 2012). Using two different measures of property rights protection, I show that countries with weaker property rights have an apparent comparative advantage in the trade of water-intensive products. After controlling for the economic size, natural resource endowments, and possible effects of reverse causality, the trade flow of virtual water is negatively and significantly correlated with the property rights index of the exporting country. Holding other factors constant, one point increase in the property rights index of a country is associated with a 24% - 36% decrease in its virtual water export, whereas a 1% increase in the natural resource protection index of a country is associated with a 16% decrease in its virtual water export. This paper is the first empirical work that tests the relationship between property rights and trade of water-intensive products, offering a new perceptive in the debate of virtual water trade. The findings provide a possible explanation on the paradoxical evidence that some countries with scarce water resources export water-intensive products. The result is important not only in terms of its theoretical relevance, but also its policy implications. As prescribed by the model of trade and property rights, when countries with weaker property rights open to international trade, they are more likely to over-exploit and thus expedite the depletion of natural resources.
NASA Astrophysics Data System (ADS)
Saunders, Vance M.
1999-06-01
The downsizing of the Department of Defense (DoD) and the associated reduction in budgets has re-emphasized the need for commonality, reuse, and standards with respect to the way DoD does business. DoD has implemented significant changes in how it buys weapon systems. The new emphasis is on concurrent engineering with Integrated Product and Process Development and collaboration with Integrated Product Teams. The new DoD vision includes Simulation Based Acquisition (SBA), a process supported by robust, collaborative use of simulation technology that is integrated across acquisition phases and programs. This paper discusses the Air Force Research Laboratory's efforts to use Modeling and Simulation (M&S) resources within a Collaborative Enterprise Environment to support SBA and other Collaborative Enterprise and Virtual Prototyping (CEVP) applications. The paper will discuss four technology areas: (1) a Processing Ontology that defines a hierarchically nested set of collaboration contexts needed to organize and support multi-disciplinary collaboration using M&S, (2) a partial taxonomy of intelligent agents needed to manage different M&S resource contributions to advancing the state of product development, (3) an agent- based process for interfacing disparate M&S resources into a CEVP framework, and (4) a Model-View-Control based approach to defining `a new way of doing business' for users of CEVP frameworks/systems.
NASA Astrophysics Data System (ADS)
Watanuki, Keiichi; Kojima, Kazuyuki
The environment in which Japanese industry has achieved great respect is changing tremendously due to the globalization of world economies, while Asian countries are undergoing economic and technical development as well as benefiting from the advances in information technology. For example, in the design of custom-made casting products, a designer who lacks knowledge of casting may not be able to produce a good design. In order to obtain a good design and manufacturing result, it is necessary to equip the designer and manufacturer with a support system related to casting design, or a so-called knowledge transfer and creation system. This paper proposes a new virtual reality based knowledge acquisition and job training system for casting design, which is composed of the explicit and tacit knowledge transfer systems using synchronized multimedia and the knowledge internalization system using portable virtual environment. In our proposed system, the education content is displayed in the immersive virtual environment, whereby a trainee may experience work in the virtual site operation. Provided that the trainee has gained explicit and tacit knowledge of casting through the multimedia-based knowledge transfer system, the immersive virtual environment catalyzes the internalization of knowledge and also enables the trainee to gain tacit knowledge before undergoing on-the-job training at a real-time operation site.
Towards a Transcription System of Sign Language for 3D Virtual Agents
NASA Astrophysics Data System (ADS)
Do Amaral, Wanessa Machado; de Martino, José Mario
Accessibility is a growing concern in computer science. Since virtual information is mostly presented visually, it may seem that access for deaf people is not an issue. However, for prelingually deaf individuals, those who were deaf since before acquiring and formally learn a language, written information is often of limited accessibility than if presented in signing. Further, for this community, signing is their language of choice, and reading text in a spoken language is akin to using a foreign language. Sign language uses gestures and facial expressions and is widely used by deaf communities. To enabling efficient production of signed content on virtual environment, it is necessary to make written records of signs. Transcription systems have been developed to describe sign languages in written form, but these systems have limitations. Since they were not originally designed with computer animation in mind, in general, the recognition and reproduction of signs in these systems is an easy task only to those who deeply know the system. The aim of this work is to develop a transcription system to provide signed content in virtual environment. To animate a virtual avatar, a transcription system requires explicit enough information, such as movement speed, signs concatenation, sequence of each hold-and-movement and facial expressions, trying to articulate close to reality. Although many important studies in sign languages have been published, the transcription problem remains a challenge. Thus, a notation to describe, store and play signed content in virtual environments offers a multidisciplinary study and research tool, which may help linguistic studies to understand the sign languages structure and grammar.
Wallmeier, Ludwig; Kish, Daniel; Wiegrebe, Lutz; Flanagin, Virginia L
2015-03-01
Some blind humans have developed the remarkable ability to detect and localize objects through the auditory analysis of self-generated tongue clicks. These echolocation experts show a corresponding increase in 'visual' cortex activity when listening to echo-acoustic sounds. Echolocation in real-life settings involves multiple reflections as well as active sound production, neither of which has been systematically addressed. We developed a virtualization technique that allows participants to actively perform such biosonar tasks in virtual echo-acoustic space during magnetic resonance imaging (MRI). Tongue clicks, emitted in the MRI scanner, are picked up by a microphone, convolved in real time with the binaural impulse responses of a virtual space, and presented via headphones as virtual echoes. In this manner, we investigated the brain activity during active echo-acoustic localization tasks. Our data show that, in blind echolocation experts, activations in the calcarine cortex are dramatically enhanced when a single reflector is introduced into otherwise anechoic virtual space. A pattern-classification analysis revealed that, in the blind, calcarine cortex activation patterns could discriminate left-side from right-side reflectors. This was found in both blind experts, but the effect was significant for only one of them. In sighted controls, 'visual' cortex activations were insignificant, but activation patterns in the planum temporale were sufficient to discriminate left-side from right-side reflectors. Our data suggest that blind and echolocation-trained, sighted subjects may recruit different neural substrates for the same active-echolocation task. © 2015 Federation of European Neuroscience Societies and John Wiley & Sons Ltd.
Jin, Wenquan; Kim, DoHyeun
2018-05-26
The Internet of Things is comprised of heterogeneous devices, applications, and platforms using multiple communication technologies to connect the Internet for providing seamless services ubiquitously. With the requirement of developing Internet of Things products, many protocols, program libraries, frameworks, and standard specifications have been proposed. Therefore, providing a consistent interface to access services from those environments is difficult. Moreover, bridging the existing web services to sensor and actuator networks is also important for providing Internet of Things services in various industry domains. In this paper, an Internet of Things proxy is proposed that is based on virtual resources to bridge heterogeneous web services from the Internet to the Internet of Things network. The proxy enables clients to have transparent access to Internet of Things devices and web services in the network. The proxy is comprised of server and client to forward messages for different communication environments using the virtual resources which include the server for the message sender and the client for the message receiver. We design the proxy for the Open Connectivity Foundation network where the virtual resources are discovered by the clients as Open Connectivity Foundation resources. The virtual resources represent the resources which expose services in the Internet by web service providers. Although the services are provided by web service providers from the Internet, the client can access services using the consistent communication protocol in the Open Connectivity Foundation network. For discovering the resources to access services, the client also uses the consistent discovery interface to discover the Open Connectivity Foundation devices and virtual resources.
Developing an effective business plan.
Lehman, L B
1996-06-01
At some time, virtually all managed care executives, and most physician executives, will be asked to develop business plans. Business plans are thoughtful, comprehensive, and realistic descriptions of the many aspects of the formulation of a new business product or line for market. The author describes what goes into the writing of a business plan and how the physician executive should approach this task.
Constructing Virtual Worlds: Tracing the Historical Development of Learner Practices.
ERIC Educational Resources Information Center
Barab, Sasha A.; Hay, Kenneth E.; Barnett, Michael; Squire, Kurt
2001-01-01
Explored learning and instruction within a technology-rich, collaborative, participatory learning environment by tracking the emergence of shared understanding and products through student and teacher practices. Found that becoming knowledgeably skillful with respect to a particular practice or concept is a multigenerational process, evolving in…
NASA Astrophysics Data System (ADS)
Olender, M.; Krenczyk, D.
2016-08-01
Modern enterprises have to react quickly to dynamic changes in the market, due to changing customer requirements and expectations. One of the key area of production management, that must continuously evolve by searching for new methods and tools for increasing the efficiency of manufacturing systems is the area of production flow planning and control. These aspects are closely connected with the ability to implement the concept of Virtual Enterprises (VE) and Virtual Manufacturing Network (VMN) in which integrated infrastructure of flexible resources are created. In the proposed approach, the players role perform the objects associated with the objective functions, allowing to solve the multiobjective production flow planning problems based on the game theory, which is based on the theory of the strategic situation. For defined production system and production order models ways of solving the problem of production route planning in VMN on computational examples for different variants of production flow is presented. Possible decision strategy to use together with an analysis of calculation results is shown.
Water footprint characteristic of less developed water-rich regions: Case of Yunnan, China.
Qian, Yiying; Dong, Huijuan; Geng, Yong; Zhong, Shaozhuo; Tian, Xu; Yu, Yanhong; Chen, Yihui; Moss, Dana Avery
2018-03-30
Rapid industrialization and urbanization pose pressure on water resources in China. Virtual water trade proves to be an increasingly useful tool in water stress alleviation for water-scarce regions, while bringing opportunities and challenges for less developed water-rich regions. In this study, Yunnan, a typical province in southwest China, was selected as the case study area to explore its potential in socio-economic development in the context of water sustainability. Both input-output analysis and structural decomposition analysis on Yunnan's water footprint for the period of 2002-2012 were performed at not only an aggregated level but also a sectoral level. Results show that although the virtual water content of all economic sectors decreased due to technological progress, Yunnan's total water footprint still increased as a result of economic scale expansion. From the sectoral perspective, sectors with large water footprints include construction sector, agriculture sector, food manufacturing & processing sector, and service sector, while metal products sector and food manufacturing & processing sector were the major virtual water exporters, and textile & clothing sector and construction sector were the major importers. Based on local conditions, policy suggestions were proposed, including economic structure and efficiency optimization, technology promotion and appropriate virtual water trade scheme. This study provides valuable insights for regions facing "resource curse" by exploring potential socio-economic progress while ensuring water security. Copyright © 2018 Elsevier Ltd. All rights reserved.
Science Initiatives of the US Virtual Astronomical Observatory
NASA Astrophysics Data System (ADS)
Hanisch, R. J.
2012-09-01
The United States Virtual Astronomical Observatory program is the operational facility successor to the National Virtual Observatory development project. The primary goal of the US VAO is to build on the standards, protocols, and associated infrastructure developed by NVO and the International Virtual Observatory Alliance partners and to bring to fruition a suite of applications and web-based tools that greatly enhance the research productivity of professional astronomers. To this end, and guided by the advice of our Science Council (Fabbiano et al. 2011), we have focused on five science initiatives in the first two years of VAO operations: 1) scalable cross-comparisons between astronomical source catalogs, 2) dynamic spectral energy distribution construction, visualization, and model fitting, 3) integration and periodogram analysis of time series data from the Harvard Time Series Center and NASA Star and Exoplanet Database, 4) integration of VO data discovery and access tools into the IRAF data analysis environment, and 5) a web-based portal to VO data discovery, access, and display tools. We are also developing tools for data linking and semantic discovery, and have a plan for providing data mining and advanced statistical analysis resources for VAO users. Initial versions of these applications and web-based services are being released over the course of the summer and fall of 2011, with further updates and enhancements planned for throughout 2012 and beyond.
Skill Transfer and Virtual Training for IND Response Decision-Making: Project Summary and Next Steps
2016-04-12
are likely to be very productive partners—independent video - game developers and academic game degree programs—are not familiar with working with...experimental validation. • Independent Video - Game Developers. Small companies and individuals that pursue video - game design and development can be...complexity, such as an improvised nuclear device (IND) detonation. The effort has examined game - based training methods to determine their suitability
Skill Transfer and Virtual Training for IND Response Decision-Making: Project Summary and Next Steps
2016-01-01
to be very productive partners—independent video - game developers and academic game degree programs—are not familiar with working with government...experimental validation. • Independent Video - Game Developers. Small companies and individuals that pursue video - game design and development can be inexpensive...Emergency Management Agency (FEMA) that examines alternative mechanisms for training and evaluation of emergency managers (EMs) to augment and
NASA Astrophysics Data System (ADS)
Bumbacher, Engin; Salehi, Shima; Wieman, Carl; Blikstein, Paulo
2017-12-01
Manipulative environments play a fundamental role in inquiry-based science learning, yet how they impact learning is not fully understood. In a series of two studies, we develop the argument that manipulative environments (MEs) influence the kind of inquiry behaviors students engage in, and that this influence realizes through the affordances of MEs, independent of whether they are physical or virtual. In particular, we examine how MEs shape college students' experimentation strategies and conceptual understanding. In study 1, students engaged in two consecutive inquiry tasks, first on mass and spring systems and then on electric circuits. They either used virtual or physical MEs. We found that the use of experimentation strategies was strongly related to conceptual understanding across tasks, but that students engaged differently in those strategies depending on what ME they used. More students engaged in productive strategies using the virtual ME for electric circuits, and vice versa using the physical ME for mass and spring systems. In study 2, we isolated the affordance of measurement uncertainty by comparing two versions of the same virtual ME for electric circuits—one with and one without noise—and found that the conditions differed in terms of productive experimentation strategies. These findings indicate that measures of inquiry processes may resolve apparent ambiguities and inconsistencies between studies on MEs that are based on learning outcomes alone.
An Interactive Logistics Centre Information Integration System Using Virtual Reality
NASA Astrophysics Data System (ADS)
Hong, S.; Mao, B.
2018-04-01
The logistics industry plays a very important role in the operation of modern cities. Meanwhile, the development of logistics industry has derived various problems that are urgent to be solved, such as the safety of logistics products. This paper combines the study of logistics industry traceability and logistics centre environment safety supervision with virtual reality technology, creates an interactive logistics centre information integration system. The proposed system utilizes the immerse characteristic of virtual reality, to simulate the real logistics centre scene distinctly, which can make operation staff conduct safety supervision training at any time without regional restrictions. On the one hand, a large number of sensor data can be used to simulate a variety of disaster emergency situations. On the other hand, collecting personnel operation data, to analyse the improper operation, which can improve the training efficiency greatly.
Analysis of intra-country virtual water trade strategy to alleviate water scarcity in Iran
NASA Astrophysics Data System (ADS)
Faramarzi, M.; Yang, H.; Mousavi, J.; Schulin, R.; Binder, C. R.; Abbaspour, K. C.
2010-08-01
Increasing water scarcity has posed a major constraint to sustain food production in many parts of the world. To study the situation at the regional level, we took Iran as an example and analyzed how an intra-country "virtual water trade strategy" (VWTS) may help improve cereal production as well as alleviate the water scarcity problem. This strategy calls, in part, for the adjustment of the structure of cropping pattern (ASCP) and interregional food trade where crop yield and crop water productivity as well as local economic and social conditions are taken into account. We constructed a systematic framework to assess ASCP at the provincial level under various driving forces and constraints. A mixed-integer, multi-objective, linear optimization model was developed and solved by linear programming. Data from 1990-2004 were used to account for yearly fluctuations of water availability and food production. Five scenarios were designed aimed at maximizing the national cereal production while meeting certain levels of wheat self-sufficiency under various water and land constraints in individual provinces. The results show that under the baseline scenario, which assumes a continuation of the existing water use and food policy at the national level, some ASCP scenarios could produce more wheat with less water. Based on different scenarios in ASCP, we calculated that 31% to 100% of the total wheat shortage in the deficit provinces could be supplied by the wheat surplus provinces. As a result, wheat deficit provinces would receive 3.5 billion m3 to 5.5 billion m3 of virtual water by importing wheat from surplus provinces.
Analysis of intra-country virtual water trade strategy to alleviate water scarcity in Iran
NASA Astrophysics Data System (ADS)
Faramarzi, M.; Yang, H.; Mousavi, J.; Schulin, R.; Binder, C. R.; Abbaspour, K. C.
2010-04-01
Increasing water scarcity has posed a major constraint to sustain food production in many parts of the world. To study the situation at the regional level, we took Iran as an example and analyzed how an intra-country "virtual water trade strategy" (VWTS) may help improve cereal production as well as alleviate the water scarcity problem. This strategy calls, in part, for the adjustment of the structure of cropping pattern (ASCP) and interregional food trade where crop yield and crop water productivity as well as local economic and social conditions are taken into account. We constructed a systematic framework to assess ASCP at the provincial level under various driving forces and constraints. A mixed-integer, multi-objective, linear optimization model was developed and solved by linear programming. Data from 1990-2004 were used to account for yearly fluctuations of water availability and food production. Five scenarios were designed aimed at maximizing the national cereal production while meeting certain levels of wheat self-sufficiency under various water and land constraints in individual provinces. The results show that under the baseline scenario, which assumes a continuation of the existing water use and food policy at the national level, some ASCP scenarios could produce more wheat with less water. Based on different scenarios in ASCP, we calculated that 31% to 100% of the total wheat shortage in the deficit provinces could be supplied by the wheat surplus provinces. As a result, wheat deficit provinces would receive 3.5 billion m3 to 5.5 billion m3 of virtual water by importing wheat from surplus provinces.
Land-Water-Food Nexus and Indications of Crop Adjustment for Water Shortage Solution
NASA Astrophysics Data System (ADS)
Yang, Y.; Ren, D.; Zhou, X.
2017-12-01
Agriculture places the greatest demand on water resources, and increasing agricultural production is worsening a global water shortage. Reducing the cultivation of water-consuming crops may be the most effective way to reduce agricultural water use. However, when also taking food demand into consideration, sustaining the balance between regional water and food securities is a growing challenge. This paper addresses this task for regions where water is unsustainable for food production (Beijing-Tianjin-Hebei Region for example), by (i) assessing the different effects of wheat and maize on water use; (ii) analyzing virtual water and virtual land flows associated with food imports and exports between Beijing-Tianjin-Hebei and elsewhere in China; (iii) identifying sub-regions where grain are produced using scarce water resources but exported to other regions. (iv) analyzing the potentiality for mitigating water shortage via Land-Water-Food Nexus. In the Beijing-Tianjin-Hebei Region, the study reveals that 29.76 bn m3 of virtual water (10.81 bn m3 of blue virtual water) are used by wheat and maize production and nearly 2 million ha of cropland using 8.77 bn m3 of virtual water overproduced 12 million ton of maize for external food consumption. As an importing-based sub-region with high population density, Beijing and Tianjin (BT) imported mostly grain (wheat and maize) from Shandong (SD). Whereas, Hebei (HB), as an exporting-based sub-region with sever water shortage, overproduced too much grain for other regions (like Central area), which aggravated water crisis. To achieve Beijing-Tianjin-Hebei's integrated and sustainable development, HB should not undertake the breadbasket role for BT but pay more attention to groundwater depletion. The analysis of the Land-Water-Food Nexus indicates how shifts in the cultivated crops can potentially solve the overuse of water resources without adverse effect on food supply, and provides meaningful information to support policy decisions about regional cropping strategies.
Toward a Virtual Laboratory to Assess Biodiversity from Data Produced by an Underwater Microscope
NASA Astrophysics Data System (ADS)
Beaulieu, S.; Ball, M.; Futrelle, J.; Sosik, H. M.
2016-12-01
Real-time data from sensors deployed in the ocean are increasingly available online for broad use by scientists, educators, and the public. Such data have previously been limited to physical parameters, but data for biological parameters are becoming more prevalent with the development of new submersible instruments. Imaging FlowCytobot (IFCB), for example, automatically and rapidly acquires images of microscopic algae (phytoplankton) at the base of the food web in marine ecosystems. These images and products from image processing and automated classification are accessible via web services from an IFCB dashboard. However, until now, to process these data further into results representing the biodiversity of the phytoplankton required a complex workflow that could only be executed by scientists involved in the instrument development. Also, because these data have been collected near continuously for a decade, a number of "big data" challenges arise in attempting to implement and reproduce the workflow. Our research is geared toward the development of a virtual laboratory to enable other scientists and educators, as new users of data from this underwater microscope, to generate biodiversity data products. Our solution involves an electronic notebook (Jupyter Notebook) that can be re-purposed by users with some Python programming experience. However, when we scaled the virtual laboratory to accommodate a 2-month example time series (thousands of binned files each representing thousands of images), we needed to expand the execution environment to include batch processing outside of the notebook. We will share how we packaged these tools to share with other scientists to perform their own biodiversity assessment from data available on an IFCB dashboard. Additional outcomes of software development in this project include a prototype for time-series visualizations to be generated in near-real-time and recommendations for new products accessible via web services from the IFCB dashboard.
Structure and controls of the global virtual water trade network
NASA Astrophysics Data System (ADS)
Suweis, S.; Konar, M.; Dalin, C.; Hanasaki, N.; Rinaldo, A.; Rodriguez-Iturbe, I.
2011-05-01
Recurrent or ephemeral water shortages are a crucial global challenge, in particular because of their impacts on food production. The global character of this challenge is reflected in the trade among nations of virtual water, i.e., the amount of water used to produce a given commodity. We build, analyze and model the network describing the transfer of virtual water between world nations for staple food products. We find that all the key features of the network are well described by a model that reproduces both the topological and weighted properties of the global virtual water trade network, by assuming as sole controls each country's gross domestic product and yearly rainfall on agricultural areas. We capture and quantitatively describe the high degree of globalization of water trade and show that a small group of nations play a key role in the connectivity of the network and in the global redistribution of virtual water. Finally, we illustrate examples of prediction of the structure of the network under future political, economic and climatic scenarios, suggesting that the crucial importance of the countries that trade large volumes of water will be strengthened.
Curtain Time 20:00 GMT: Experiments in Virtual Theater on Internet Relay Chat.
ERIC Educational Resources Information Center
Danet, Brenda; And Others
1995-01-01
Analyzes the substantive and stylistic features of the "Hamnet" script (an 80-line parody of "Hamlet") as performed on Internet Relay Chat. Explicates the logistics of virtual production. Finds evidence for the democratization and globalization of culture in Hamnet productions. Suggests that Hamnet activities appeal primarily…
Feary, Simon
2009-01-01
As the development of complex manufacturing models and virtual companies become more prevalent in today's growing global markets, it is increasingly important to support the relationships between manufacturer and supplier. Utilising these relationships will ensure that supply chains operate more effectively and reduce costs, risks and time-to-market time frames, whilst maintaining product quality.
E-Global Library: The Academic Campus Library Meets the Internet.
ERIC Educational Resources Information Center
Heilig, Jean M.
2001-01-01
Describes e-global library, the first Internet-based virtual library designed for online students at Jones International University and that has grown into a separately licensable product. Highlights include marketing to other academic libraries, both online and traditional; fees; the e-global library model; collection development policies;…
Intelligent Learning Management Systems: Definition, Features and Measurement of Intelligence
ERIC Educational Resources Information Center
Fardinpour, Ali; Pedram, Mir Mohsen; Burkle, Martha
2014-01-01
Virtual Learning Environments have been the center of attention in the last few decades and help educators tremendously with providing students with educational resources. Since artificial intelligence was used for educational proposes, learning management system developers showed much interest in making their products smarter and more…
NASA Technical Reports Server (NTRS)
1997-01-01
Coryphaeus Software, founded in 1989 by former NASA electronic engineer Steve Lakowske, creates real-time 3D software. Designer's Workbench, the company flagship product, is a modeling and simulation tool for the development of both static and dynamic 3D databases. Other products soon followed. Activation, specifically designed for game developers, allows developers to play and test the 3D games before they commit to a target platform. Game publishers can shorten development time and prove the "playability" of the title, maximizing their chances of introducing a smash hit. Another product, EasyT, lets users create massive, realistic representation of Earth terrains that can be viewed and traversed in real time. Finally, EasyScene software control the actions among interactive objects within a virtual world. Coryphaeus products are used on Silican Graphics workstation and supercomputers to simulate real-world performance in synthetic environments. Customers include aerospace, aviation, architectural and engineering firms, game developers, and the entertainment industry.
Pilot Line Development of High-Performance Thermal Insulation
1989-09-01
with the fiber blend described, full attention was given to the problems of pilot pro- duction. C. Assembly of the Pilot Production Line and Initial...that virtually all possible static control steps had been taken, we presented the problem to the fiber manufacturer, TeiJin. They re- sponded by...1988. The line was operated continuously during production of the 5-roll sample se, as static generation within the fiber was no longer a problem
Z-depth integration: a new technique for manipulating z-depth properties in composited scenes
NASA Astrophysics Data System (ADS)
Steckel, Kayla; Whittinghill, David
2014-02-01
This paper presents a new technique in the production pipeline of asset creation for virtual environments called Z-Depth Integration (ZeDI). ZeDI is intended to reduce the time required to place elements at the appropriate z-depth within a scene. Though ZeDI is intended for use primarily in two-dimensional scene composition, depth-dependent "flat" animated objects are often critical elements of augmented and virtual reality applications (AR/VR). ZeDI is derived from "deep image compositing", a capacity implemented within the OpenEXR file format. In order to trick the human eye into perceiving overlapping scene elements as being in front of or behind one another, the developer must manually manipulate which pixels of an element are visible in relation to other objects embedded within the environment's image sequence. ZeDI improves on this process by providing a means for interacting with procedurally extracted z-depth data from a virtual environment scene. By streamlining the process of defining objects' depth characteristics, it is expected that the time and energy required for developers to create compelling AR/VR scenes will be reduced. In the proof of concept presented in this manuscript, ZeDI is implemented for pre-rendered virtual scene construction via an AfterEffects software plug-in.
Water footprint as a tool for integrated water resources management
NASA Astrophysics Data System (ADS)
Aldaya, Maite; Hoekstra, Arjen
2010-05-01
In a context where water resources are unevenly distributed and, in some regions precipitation and drought conditions are increasing, enhanced water management is a major challenge to final consumers, businesses, water resource users, water managers and policymakers in general. By linking a large range of sectors and issues, virtual water trade and water footprint analyses provide an appropriate framework to find potential solutions and contribute to a better management of water resources. The water footprint is an indicator of freshwater use that looks not only at direct water use of a consumer or producer, but also at the indirect water use. The water footprint of a product is the volume of freshwater used to produce the product, measured over the full supply chain. It is a multi-dimensional indicator, showing water consumption volumes by source and polluted volumes by type of pollution; all components of a total water footprint are specified geographically and temporally. The water footprint breaks down into three components: the blue (volume of freshwater evaporated from surface or groundwater systems), green (water volume evaporated from rainwater stored in the soil as soil moisture) and grey water footprint (the volume of polluted water associated with the production of goods and services). Closely linked to the concept of water footprint is that of virtual water trade, which represents the amount of water embedded in traded products. Many nations save domestic water resources by importing water-intensive products and exporting commodities that are less water intensive. National water saving through the import of a product can imply saving water at a global level if the flow is from sites with high to sites with low water productivity. Virtual water trade between nations and even continents could thus be used as an instrument to improve global water use efficiency and to achieve water security in water-poor regions of the world. The virtual water trade together with the water footprint concept could thus provide an appropriate framework to support more optimal water management practices by informing production and trade decisions and the development and adoption of water efficient technology. In order to move towards better water governance however a further integration of water-related concerns into water-related sectoral policies is paramount. This will require a concerted effort by all stakeholders, the willingness to adopt a total resource view where water is seen as a key, cross-sectoral input for development and growth, a mix of technical approaches, and the courage to undertake and fund water sector reforms. We are convinced that the water footprint analysis can provide a sufficiently robust fact base for meaningful stakeholder dialogue and action towards solutions.
Virtual healthcare delivery: defined, modeled, and predictive barriers to implementation identified.
Harrop, V M
2001-01-01
Provider organizations lack: 1. a definition of "virtual" healthcare delivery relative to the products, services, and processes offered by dot.coms, web-compact disk healthcare content providers, telemedicine, and telecommunications companies, and 2. a model for integrating real and virtual healthcare delivery. This paper defines virtual healthcare delivery as asynchronous, outsourced, and anonymous, then proposes a 2x2 Real-Virtual Healthcare Delivery model focused on real and virtual patients and real and virtual provider organizations. Using this model, provider organizations can systematically deconstruct healthcare delivery in the real world and reconstruct appropriate pieces in the virtual world. Observed barriers to virtual healthcare delivery are: resistance to telecommunication integrated delivery networks and outsourcing; confusion over virtual infrastructure requirements for telemedicine and full-service web portals, and the impact of integrated delivery networks and outsourcing on extant cultural norms and revenue generating practices. To remain competitive provider organizations must integrate real and virtual healthcare delivery.
Virtual healthcare delivery: defined, modeled, and predictive barriers to implementation identified.
Harrop, V. M.
2001-01-01
Provider organizations lack: 1. a definition of "virtual" healthcare delivery relative to the products, services, and processes offered by dot.coms, web-compact disk healthcare content providers, telemedicine, and telecommunications companies, and 2. a model for integrating real and virtual healthcare delivery. This paper defines virtual healthcare delivery as asynchronous, outsourced, and anonymous, then proposes a 2x2 Real-Virtual Healthcare Delivery model focused on real and virtual patients and real and virtual provider organizations. Using this model, provider organizations can systematically deconstruct healthcare delivery in the real world and reconstruct appropriate pieces in the virtual world. Observed barriers to virtual healthcare delivery are: resistance to telecommunication integrated delivery networks and outsourcing; confusion over virtual infrastructure requirements for telemedicine and full-service web portals, and the impact of integrated delivery networks and outsourcing on extant cultural norms and revenue generating practices. To remain competitive provider organizations must integrate real and virtual healthcare delivery. PMID:11825189
Federal Register 2010, 2011, 2012, 2013, 2014
2012-07-30
..., scheduling, promotion, production, and delivery of an NIC Virtual Conference entitled ``Handcuff Key to Door... conference through design, scheduling, promotion, and delivery; (2) In-studio and/or onsite production staff... in a project plan a detailed chart and description of a project management structure and team roles...
The Virtual Factory Teaching System (VFTS): Project Review and Results.
ERIC Educational Resources Information Center
Kazlauskas, E. J.; Boyd, E. F., III; Dessouky, M. M.
This paper presents a review of the Virtual Factory Teaching (VFTS) project, a Web-based, multimedia collaborative learning network. The system allows students, working alone or in teams, to build factories, forecast demand for products, plan production, establish release rules for new work into the factory, and set scheduling rules for…
The virtual supermarket: An innovative research tool to study consumer food purchasing behaviour
2011-01-01
Background Economic interventions in the food environment are expected to effectively promote healthier food choices. However, before introducing them on a large scale, it is important to gain insight into the effectiveness of economic interventions and peoples' genuine reactions to price changes. Nonetheless, because of complex implementation issues, studies on price interventions are virtually non-existent. This is especially true for experiments undertaken in a retail setting. We have developed a research tool to study the effects of retail price interventions in a virtual-reality setting: the Virtual Supermarket. This paper aims to inform researchers about the features and utilization of this new software application. Results The Virtual Supermarket is a Dutch-developed three-dimensional software application in which study participants can shop in a manner comparable to a real supermarket. The tool can be used to study several food pricing and labelling strategies. The application base can be used to build future extensions and could be translated into, for example, an English-language version. The Virtual Supermarket contains a front-end which is seen by the participants, and a back-end that enables researchers to easily manipulate research conditions. The application keeps track of time spent shopping, number of products purchased, shopping budget, total expenditures and answers on configurable questionnaires. All data is digitally stored and automatically sent to a web server. A pilot study among Dutch consumers (n = 66) revealed that the application accurately collected and stored all data. Results from participant feedback revealed that 83% of the respondents considered the Virtual Supermarket easy to understand and 79% found that their virtual grocery purchases resembled their regular groceries. Conclusions The Virtual Supermarket is an innovative research tool with a great potential to assist in gaining insight into food purchasing behaviour. The application can be obtained via an URL and is freely available for academic use. The unique features of the tool include the fact that it enables researchers to easily modify research conditions and in this way study different types of interventions in a retail environment without a complex implementation process. Finally, it also maintains researcher independence and avoids conflicts of interest that may arise from industry collaboration. PMID:21787391
The virtual supermarket: an innovative research tool to study consumer food purchasing behaviour.
Waterlander, Wilma E; Scarpa, Michael; Lentz, Daisy; Steenhuis, Ingrid H M
2011-07-25
Economic interventions in the food environment are expected to effectively promote healthier food choices. However, before introducing them on a large scale, it is important to gain insight into the effectiveness of economic interventions and peoples' genuine reactions to price changes. Nonetheless, because of complex implementation issues, studies on price interventions are virtually non-existent. This is especially true for experiments undertaken in a retail setting. We have developed a research tool to study the effects of retail price interventions in a virtual-reality setting: the Virtual Supermarket. This paper aims to inform researchers about the features and utilization of this new software application. The Virtual Supermarket is a Dutch-developed three-dimensional software application in which study participants can shop in a manner comparable to a real supermarket. The tool can be used to study several food pricing and labelling strategies. The application base can be used to build future extensions and could be translated into, for example, an English-language version. The Virtual Supermarket contains a front-end which is seen by the participants, and a back-end that enables researchers to easily manipulate research conditions. The application keeps track of time spent shopping, number of products purchased, shopping budget, total expenditures and answers on configurable questionnaires. All data is digitally stored and automatically sent to a web server. A pilot study among Dutch consumers (n = 66) revealed that the application accurately collected and stored all data. Results from participant feedback revealed that 83% of the respondents considered the Virtual Supermarket easy to understand and 79% found that their virtual grocery purchases resembled their regular groceries. The Virtual Supermarket is an innovative research tool with a great potential to assist in gaining insight into food purchasing behaviour. The application can be obtained via an URL and is freely available for academic use. The unique features of the tool include the fact that it enables researchers to easily modify research conditions and in this way study different types of interventions in a retail environment without a complex implementation process. Finally, it also maintains researcher independence and avoids conflicts of interest that may arise from industry collaboration.
Teaching Network Security in a Virtual Learning Environment
ERIC Educational Resources Information Center
Bergstrom, Laura; Grahn, Kaj J.; Karlstrom, Krister; Pulkkis, Goran; Astrom, Peik
2004-01-01
This article presents a virtual course with the topic network security. The course has been produced by Arcada Polytechnic as a part of the production team Computer Networks, Telecommunication and Telecommunication Systems in the Finnish Virtual Polytechnic. The article begins with an introduction to the evolution of the information security…
Low Q2 jet production at HERA and virtual photon structure
NASA Astrophysics Data System (ADS)
H1 Collaboration; Adloff, C.; Aid, S.; Anderson, M.; Andreev, V.; Andrieu, B.; Arkadov, V.; Arndt, C.; Ayyaz, I.; Babaev, A.; Bähr, J.; Bán, J.; Baranov, P.; Barrelet, E.; Barschke, R.; Bartel, W.; Bassler, U.; Beck, M.; Behrend, H.-J.; Beier, C.; Belousov, A.; Berger, Ch.; Bernardi, G.; Bertrand-Coremans, G.; Beyer, R.; Biddulph, P.; Bizot, J. C.; Borras, K.; Botterweck, F.; Boudry, V.; Bourov, S.; Braemer, A.; Braunschweig, W.; Brisson, V.; Brown, D. P.; Brückner, W.; Bruel, P.; Bruncko, D.; Brune, C.; Bürger, J.; Büsser, F. W.; Buniatian, A.; Burke, S.; Buschhorn, G.; Calvet, D.; Campbell, A. J.; Carli, T.; Charlet, M.; Clarke, D.; Clerbaux, B.; Cocks, S.; Contreras, J. G.; Cormack, C.; Coughlan, J. A.; Cousinou, M.-C.; Cox, B. E.; Cozzika, G.; Cussans, D. G.; Cvach, J.; Dagoret, S.; Dainton, J. B.; Dau, W. D.; Daum, K.; David, M.; de Roeck, A.; de Wolf, E. A.; Delcourt, B.; Dirkmann, M.; Dixon, P.; Dlugosz, W.; Donovan, K. T.; Dowell, J. D.; Droutskoi, A.; Ebert, J.; Ebert, T. R.; Eckerlin, G.; Efremenko, V.; Egli, S.; Eichler, R.; Eisele, F.; Eisenhandler, E.; Elsen, E.; Erdmann, M.; Fahr, A. B.; Favart, L.; Fedotov, A.; Felst, R.; Feltesse, J.; Ferencei, J.; Ferrarotto, F.; Flamm, K.; Fleischer, M.; Flieser, M.; Flügge, G.; Fomenko, A.; Formánek, J.; Foster, J. M.; Franke, G.; Gabathuler, E.; Gabathuler, K.; Gaede, F.; Garvey, J.; Gayler, J.; Gebauer, M.; Gerhards, R.; Glazov, A.; Goerlich, L.; Gogitidze, N.; Goldberg, M.; Gonzalez-Pineiro, B.; Gorelov, I.; Grab, C.; Grässler, H.; Greenshaw, T.; Griffiths, R. K.; Grindhammer, G.; Gruber, A.; Gruber, C.; Hadig, T.; Haidt, D.; Hajduk, L.; Haller, T.; Hampel, M.; Haynes, W. J.; Heinemann, B.; Heinzelmann, G.; Henderson, R. C. W.; Hengstmann, S.; Henschel, H.; Herynek, I.; Hess, M. F.; Hewitt, K.; Hiller, K. H.; Hilton, C. D.; Hladký, J.; Höppner, M.; Hoffmann, D.; Holtom, T.; Horisberger, R.; Hudgson, V. L.; Hütte, M.; Ibbotson, M.; Isolarş Sever, Ç.; Itterbeck, H.; Jacquet, M.; Jaffre, M.; Janoth, J.; Jansen, D. M.; Jönsson, L.; Johnson, D. P.; Jung, H.; Kalmus, P. I. P.; Kander, M.; Kant, D.; Kathage, U.; Katzy, J.; Kaufmann, H. H.; Kaufmann, O.; Kausch, M.; Kazarian, S.; Kenyon, I. R.; Kermiche, S.; Keuker, C.; Kiesling, C.; Klein, M.; Kleinwort, C.; Knies, G.; Köhne, J. H.; Kolanoski, H.; Kolya, S. D.; Korbel, V.; Kostka, P.; Kotelnikov, S. K.; Krämerkämper, T.; Krasny, M. W.; Krehbiel, H.; Krücker, D.; Küpper, A.; Küster, H.; Kuhlen, M.; Kurča, T.; Laforge, B.; Lahmann, R.; Landon, M. P. J.; Lange, W.; Langenegger, U.; Lebedev, A.; Lehner, F.; Lemaitre, V.; Levonian, S.; Lindstroem, M.; Lipinski, J.; List, B.; Lobo, G.; Lopez, G. C.; Lubimov, V.; Lüke, D.; Lytkin, L.; Magnussen, N.; Mahlke-Krüger, H.; Malinovski, E.; Maraček, R.; Marage, P.; Marks, J.; Marshall, R.; Martens, J.; Martin, G.; Martin, R.; Martyn, H.-U.; Martyniak, J.; Mavroidis, T.; Maxfield, S. J.; McMahon, S. J.; Mehta, A.; Meier, K.; Merkel, P.; Metlica, F.; Meyer, A.; Meyer, A.; Meyer, H.; Meyer, J.; Meyer, P.-O.; Migliori, A.; Mikocki, S.; Milstead, D.; Moeck, J.; Moreau, F.; Morris, J. V.; Mroczko, E.; Müller, D.; Müller, K.; Murín, P.; Nagovizin, V.; Nahnhauer, R.; Naroska, B.; Naumann, Th.; Négri, I.; Newman, P. R.; Newton, D.; Nguyen, H. K.; Nicholls, T. C.; Niebergall, F.; Niebuhr, C.; Niedzballa, Ch.; Niggli, H.; Nowak, G.; Nunnemann, T.; Oberlack, H.; Olsson, J. E.; Ozerov, D.; Palmen, P.; Panaro, E.; Panitch, A.; Pascaud, C.; Passaggio, S.; Patel, G. D.; Pawletta, H.; Peppel, E.; Perez, E.; Phillips, J. P.; Pieuchot, A.; Pitzl, D.; Pöschl, R.; Pope, G.; Povh, B.; Rabbertz, K.; Reimer, P.; Rick, H.; Riess, S.; Rizvi, E.; Robmann, P.; Roosen, R.; Rosenbauer, K.; Rostovtsev, A.; Rouse, F.; Royon, C.; Rüter, K.; Rusakov, S.; Rybicki, K.; Sankey, D. P. C.; Schacht, P.; Scheins, J.; Schiek, S.; Schleif, S.; Schleper, P.; von Schlippe, W.; Schmidt, D.; Schmidt, G.; Schoeffel, L.; Schöning, A.; Schröder, V.; Schuhmann, E.; Schultz-Coulon, H.-C.; Schwab, B.; Sefkow, F.; Semenov, A.; Shekelyan, V.; Sheviakov, I.; Shtarkov, L. N.; Siegmon, G.; Siewert, U.; Sirois, Y.; Skillicorn, I. O.; Sloan, T.; Smirnov, P.; Smith, M.; Solochenko, V.; Soloviev, Y.; Specka, A.; Spiekermann, J.; Spielman, S.; Spitzer, H.; Squinabol, F.; Steffen, P.; Steinberg, R.; Steinhart, J.; Stella, B.; Stellberger, A.; Stiewe, J.; Stolze, K.; Straumann, U.; Struczinski, W.; Sutton, J. P.; Swart, M.; Tapprogge, S.; Taševský, M.; Tchernyshov, V.; Tchetchelnitski, S.; Theissen, J.; Thompson, G.; Thompson, P. D.; Tobien, N.; Todenhagen, R.; Truöl, P.; Zálešák, J.; Tsipolitis, G.; Turnau, J.; Tzamariudaki, E.; Uelkes, P.; Usik, A.; Valkár, S.; Valkárová, A.; Vallée, C.; van Esch, P.; van Mechelen, P.; Vandenplas, D.; Vazdik, Y.; Verrecchia, P.; Villet, G.; Wacker, K.; Wagener, A.; Wagener, M.; Wallny, R.; Walter, T.; Waugh, B.; Weber, G.; Weber, M.; Wegener, D.; Wegner, A.; Wengler, T.; Werner, M.; West, L. R.; Wiesand, S.; Wilksen, T.; Willard, S.; Winde, M.; Winter, G.-G.; Wittek, C.; Wobisch, M.; Wollatz, H.; Wünsch, E.; Žáček, J.; Zarbock, D.; Zhang, Z.; Zhokin, A.; Zini, P.; Zomer, F.; Zsembery, J.; Zurnedden, M.
1997-12-01
The transition between photoproduction and deep-inelastic scattering is investigated in jet production at the HERA ep collider, using data collected by the H1 experiment. Measurements of the differential inclusive jet cross-sections dσep/dEt* and dσep/dη*, where Et* and η* are the transverse energy and the pseudorapidity of the jets in the virtual photon-proton centre of mass frame, are presented for 0
Integrated Survey Procedures for the Virtual Reading and Fruition of Historical Buildings
NASA Astrophysics Data System (ADS)
Scandurra, S.; Pulcrano, M.; Cirillo, V.; Campi, M.; di Luggo, A.; Zerlenga, O.
2018-05-01
This paper presents the developments of research related to the integration of digital survey methodologies with reference to image-based and range-based technologies. Starting from the processing of point clouds, the data were processed for both the geometric interpretation of the space as well as production of three-dimensional models that describe the constitutive and morphological relationships. The subject of the study was the church of San Carlo all'Arena in Naples (Italy), with a HBIM model being produced that is semantically consistent with the real building. Starting from the data acquired, a visualization system was created for the virtual exploration of the building.
International trade in meat: the tip of the pork chop.
Galloway, James N; Burke, Marshall; Bradford, G Eric; Naylor, Rosamond; Falcon, Walter; Chapagain, Ashok K; Gaskell, Joanne C; McCullough, Ellen; Mooney, Harold A; Oleson, Kirsten L L; Steinfeld, Henning; Wassenaar, Tom; Smil, Vaclav
2007-12-01
This paper provides an original account of global land, water, and nitrogen use in support of industrialized livestock production and trade, with emphasis on two of the fastest-growing sectors, pork and poultry. Our analysis focuses on trade in feed and animal products, using a new model that calculates the amount of "virtual" nitrogen, water, and land used in production but not embedded in the product. We show how key meat-importing countries, such as Japan, benefit from "virtual" trade in land, water, and nitrogen, and how key meat-exporting countries, such as Brazil, provide these resources without accounting for their true environmental cost. Results show that Japan's pig and chicken meat imports embody the virtual equivalent of 50% of Japan's total arable land, and half of Japan's virtual nitrogen total is lost in the US. Trade links with China are responsible for 15% of the virtual nitrogen left behind in Brazil due to feed and meat exports, and 20% of Brazil's area is used to grow soybean exports. The complexity of trade in meat, feed, water, and nitrogen is illustrated by the dual roles of the US and The Netherlands as both importers and exporters of meat. Mitigation of environmental damage from industrialized livestock production and trade depends on a combination of direct-pricing strategies, regulatory approaches, and use of best management practices. Our analysis indicates that increased water- and nitrogen-use efficiency and land conservation resulting from these measures could significantly reduce resource costs.
Propagation of crises in the virtual water trade network
NASA Astrophysics Data System (ADS)
Tamea, Stefania; Laio, Francesco; Ridolfi, Luca
2015-04-01
The international trade of agricultural goods is associated to the displacement of the water used to produce such goods and embedded in trade as a factor of production. Water virtually exchanged from producing to consuming countries, named virtual water, defines flows across an international network of 'virtual water trade' which enable the assessment of environmental forcings and implications of trade, such as global water savings or country dependencies on foreign water resources. Given the recent expansion of commodity (and virtual water) trade, in both displaced volumes and network structure, concerns have been raised about the exposure to crises of individuals and societies. In fact, if one country had to markedly decrease its export following a socio-economical or environmental crisis, such as a war or a drought, many -if not all- countries would be affected due to a cascade effect within the trade network. The present contribution proposes a mechanistic model describing the propagation of a local crisis into the virtual water trade network, accounting for the network structure and the virtual water balance of all countries. The model, built on data-based assumptions, is tested on the real case study of the Argentinean crisis in 2008-09, when the internal agricultural production (measured as virtual water volume) decreased by 26% and the virtual water export of Argentina dropped accordingly. Crisis propagation and effects on the virtual water trade are correctly captured, showing the way forward to investigations of crises impact and country vulnerability based on the results of the model proposed.
The Development of the Virtual Learning Media of the Sacred Object Artwork
ERIC Educational Resources Information Center
Nuanmeesri, Sumitra; Jamornmongkolpilai, Saran
2018-01-01
This research aimed to develop the virtual learning media of the sacred object artwork by applying the concept of the virtual technology in order to publicize knowledge on the cultural wisdom of the sacred object artwork. It was done by designing and developing the virtual learning media of the sacred object artwork for the virtual presentation.…
A Virtual Screening Approach For Identifying Plants with Anti H5N1 Neuraminidase Activity
2016-01-01
Recent outbreaks of highly pathogenic and occasional drug-resistant influenza strains have highlighted the need to develop novel anti-influenza therapeutics. Here, we report computational and experimental efforts to identify influenza neuraminidase inhibitors from among the 3000 natural compounds in the Malaysian-Plants Natural-Product (NADI) database. These 3000 compounds were first docked into the neuraminidase active site. The five plants with the largest number of top predicted ligands were selected for experimental evaluation. Twelve specific compounds isolated from these five plants were shown to inhibit neuraminidase, including two compounds with IC50 values less than 92 μM. Furthermore, four of the 12 isolated compounds had also been identified in the top 100 compounds from the virtual screen. Together, these results suggest an effective new approach for identifying bioactive plant species that will further the identification of new pharmacologically active compounds from diverse natural-product resources. PMID:25555059
Merema, B J; Kraeima, J; Ten Duis, K; Wendt, K W; Warta, R; Vos, E; Schepers, R H; Witjes, M J H; IJpma, F F A
2017-11-01
An innovative procedure for the development of 3D patient-specific implants with drilling guides for acetabular fracture surgery is presented. By using CT data and 3D surgical planning software, a virtual model of the fractured pelvis was created. During this process the fracture was virtually reduced. Based on the reduced fracture model, patient-specific titanium plates including polyamide drilling guides were designed, 3D printed and milled for intra-operative use. One of the advantages of this procedure is that the personalised plates could be tailored to both the shape of the pelvis and the type of fracture. The optimal screw directions and sizes were predetermined in the 3D model. The virtual plan was translated towards the surgical procedure by using the surgical guides and patient-specific osteosynthesis. Besides the description of the newly developed multi-disciplinary workflow, a clinical case example is presented to demonstrate that this technique is feasible and promising for the operative treatment of complex acetabular fractures. Copyright © 2017 Elsevier Ltd. All rights reserved.
Data Resources for the Computer-Guided Discovery of Bioactive Natural Products.
Chen, Ya; de Bruyn Kops, Christina; Kirchmair, Johannes
2017-09-25
Natural products from plants, animals, marine life, fungi, bacteria, and other organisms are an important resource for modern drug discovery. Their biological relevance and structural diversity make natural products good starting points for drug design. Natural product-based drug discovery can benefit greatly from computational approaches, which are a valuable precursor or supplementary method to in vitro testing. We present an overview of 25 virtual and 31 physical natural product libraries that are useful for applications in cheminformatics, in particular virtual screening. The overview includes detailed information about each library, the extent of its structural information, and the overlap between different sources of natural products. In terms of chemical structures, there is a large overlap between freely available and commercial virtual natural product libraries. Of particular interest for drug discovery is that at least ten percent of known natural products are readily purchasable and many more natural products and derivatives are available through on-demand sourcing, extraction and synthesis services. Many of the readily purchasable natural products are of small size and hence of relevance to fragment-based drug discovery. There are also an increasing number of macrocyclic natural products and derivatives becoming available for screening.
A Virtual Sensor for Online Fault Detection of Multitooth-Tools
Bustillo, Andres; Correa, Maritza; Reñones, Anibal
2011-01-01
The installation of suitable sensors close to the tool tip on milling centres is not possible in industrial environments. It is therefore necessary to design virtual sensors for these machines to perform online fault detection in many industrial tasks. This paper presents a virtual sensor for online fault detection of multitooth tools based on a Bayesian classifier. The device that performs this task applies mathematical models that function in conjunction with physical sensors. Only two experimental variables are collected from the milling centre that performs the machining operations: the electrical power consumption of the feed drive and the time required for machining each workpiece. The task of achieving reliable signals from a milling process is especially complex when multitooth tools are used, because each kind of cutting insert in the milling centre only works on each workpiece during a certain time window. Great effort has gone into designing a robust virtual sensor that can avoid re-calibration due to, e.g., maintenance operations. The virtual sensor developed as a result of this research is successfully validated under real conditions on a milling centre used for the mass production of automobile engine crankshafts. Recognition accuracy, calculated with a k-fold cross validation, had on average 0.957 of true positives and 0.986 of true negatives. Moreover, measured accuracy was 98%, which suggests that the virtual sensor correctly identifies new cases. PMID:22163766
A virtual sensor for online fault detection of multitooth-tools.
Bustillo, Andres; Correa, Maritza; Reñones, Anibal
2011-01-01
The installation of suitable sensors close to the tool tip on milling centres is not possible in industrial environments. It is therefore necessary to design virtual sensors for these machines to perform online fault detection in many industrial tasks. This paper presents a virtual sensor for online fault detection of multitooth tools based on a bayesian classifier. The device that performs this task applies mathematical models that function in conjunction with physical sensors. Only two experimental variables are collected from the milling centre that performs the machining operations: the electrical power consumption of the feed drive and the time required for machining each workpiece. The task of achieving reliable signals from a milling process is especially complex when multitooth tools are used, because each kind of cutting insert in the milling centre only works on each workpiece during a certain time window. Great effort has gone into designing a robust virtual sensor that can avoid re-calibration due to, e.g., maintenance operations. The virtual sensor developed as a result of this research is successfully validated under real conditions on a milling centre used for the mass production of automobile engine crankshafts. Recognition accuracy, calculated with a k-fold cross validation, had on average 0.957 of true positives and 0.986 of true negatives. Moreover, measured accuracy was 98%, which suggests that the virtual sensor correctly identifies new cases.
Virtual water content for meat and egg production through livestock farming in Saudi Arabia
NASA Astrophysics Data System (ADS)
Chowdhury, Shakhawat; Ouda, Omar K. M.; Papadopoulou, Maria P.
2017-12-01
The concept of virtual water content (VWC) may facilitate an understanding of total water demand for commodity production. The water consumption for livestock production forms a significant fraction of freshwater demand in arid regions, i.e., Saudi Arabia. In this paper, VWC was estimated for different livestocks in the 13 regions of Saudi Arabia. The VWC for camel production was also estimated, which has not been investigated in the previous studies. The overall VWC for livestock in Saudi Arabia was about 10.5 and 8.9 billion m3 in 2006 and 2010, respectively. This study shows the decreasing trend of overall VWC in producing livestock in Saudi Arabia. The VWC were highest in Riyadh followed by Eastern region, Qaseem, Hail, and Makkah with ranges of 3587-4112, 1684-2044, 1007-1331, 644-810, and 504-715 million m3/year, respectively. The results demonstrate that a shift in diet from the high VWC meat to low VWC meat may reduce the overall VWC for livestock production. The findings of this analysis provide an assessment of the quantity and trend of water demand for livestock production in Saudi Arabia, which is useful to assess the development of an information-based agricultural water management strategy.
Labor's Key Role in Workplace Training.
ERIC Educational Resources Information Center
Roberts, Markley; Wozniak, Robert
AFL-CIO unions representing a wide range of workers in virtually every sector of the economy have teamed with employers to develop and sustain successful programs resulting in better trained, more productive workers. Joint training and education programs come in various forms and offer a wide range of services depending on the industry and worker…
Joining precipitation-hardened nickel-base alloys by friction welding
NASA Technical Reports Server (NTRS)
Moore, T. J.
1972-01-01
Solid state deformation welding process, friction welding, has been developed for joining precipitation hardened nickel-base alloys and other gamma prime-strengthened materials which heretofore have been virtually unweldable. Method requires rotation of one of the parts to be welded, but where applicable, it is an ideal process for high volume production jobs.
The Dynamics of Multicultural NPD Teams in Virtual Environments
ERIC Educational Resources Information Center
Fain, Nusa; Kline, Miro
2013-01-01
Changes in the business environment, responses of companies to these changes and the available information and communication technologies (ICT) pose a number of challenges to present and future product developers, as well as to educational institutions. An appropriate response to these challenges is to create a solid basis for strategies to combat…
SUNY Campus Leadership as a Catalyst for Developing Virtual Community Learning Systems.
ERIC Educational Resources Information Center
Benson, Gregory M., Jr.
This paper reflects SUNY's (State University of New York) efforts at applying technology and telecommunications to improve the quality, accessibility, and productivity of educational programs and to enhance the return on the public investments in education. It is built upon the experiences of SUNY campuses, local schools, and industry which have…
Innovations in Education and Entertainment Settings: A Quest for Convergence
ERIC Educational Resources Information Center
Fanning, Elizabeth; Bunch, John; Brighton, Catherine
2011-01-01
The purpose of this study was to compare the production processes and approaches for user engagement of virtual environments created for learning or commercial and entertainment purposes, specifically through online games and 3-D online spaces. This study used a qualitative, multiple case study approach based on interviews with developers of…
Faster, Less Expensive Dies Using RSP Tooling
NASA Astrophysics Data System (ADS)
Knirsch, James R.
2007-08-01
RSP Tooling is an indirect spray form additive process that can produce production tooling for virtually any forming process and from virtually any metal. In the past 24 months a significant amount of research and development has been performed. This resulted in an increase in the basic metallurgical understanding of what transpires during the rapid solidification of the metal, significant improvements in the production machine up time, ceramic developments that have improved finish, process changes that have resulted in a shorter lead time for tool delivery, and the testing of many new alloys. RSP stands for Rapid Solidification Process and is the key to the superior metallurgical properties that result from the technology. Most metals that are sprayed in the process leave the machine with the same physical properties as the same metal normally achieves through heat treatment and in some cases the properties are superior. Many new applications are being pursued including INVAR tools for aerospace composite materials, and bimetallic tools made from tool steel and beryllium copper for die casting and plastic injection molding. Recent feasibility studies have been performed with tremendous success.
Development of a virtual reality training system for endoscope-assisted submandibular gland removal.
Miki, Takehiro; Iwai, Toshinori; Kotani, Kazunori; Dang, Jianwu; Sawada, Hideyuki; Miyake, Minoru
2016-11-01
Endoscope-assisted surgery has widely been adopted as a basic surgical procedure, with various training systems using virtual reality developed for this procedure. In the present study, a basic training system comprising virtual reality for the removal of submandibular glands under endoscope assistance was developed. The efficacy of the training system was verified in novice oral surgeons. A virtual reality training system was developed using existing haptic devices. Virtual reality models were constructed from computed tomography data to ensure anatomical accuracy. Novice oral surgeons were trained using the developed virtual reality training system. The developed virtual reality training system included models of the submandibular gland and surrounding connective tissues and blood vessels entering the submandibular gland. Cutting or abrasion of the connective tissue and manipulations, such as elevation of blood vessels, were reproduced by the virtual reality system. A training program using the developed system was devised. Novice oral surgeons were trained in accordance with the devised training program. Our virtual reality training system for endoscope-assisted removal of the submandibular gland is effective in the training of novice oral surgeons in endoscope-assisted surgery. Copyright © 2016 The Author(s). Published by Elsevier Ltd.. All rights reserved.
Study on virtual instrument developing system based on intelligent virtual control
NASA Astrophysics Data System (ADS)
Tang, Baoping; Cheng, Fabin; Qin, Shuren
2005-01-01
The paper introduces a non-programming developing system of a virtual instument (VI), i.e., a virtual measurement instrument developing system (VMIDS) based on intelligent virtual control (IVC). The background of the IVC-based VMIDS is described briefly, and the hierarchical message bus (HMB)-based software architecture of VMIDS is discussed in detail. The three parts and functions of VMIDS are introduced, and the process of non-programming developing VI is further described.
Screening of a virtual mirror-image library of natural products.
Noguchi, Taro; Oishi, Shinya; Honda, Kaori; Kondoh, Yasumitsu; Saito, Tamio; Ohno, Hiroaki; Osada, Hiroyuki; Fujii, Nobutaka
2016-06-08
We established a facile access to an unexplored mirror-image library of chiral natural product derivatives using d-protein technology. In this process, two chemical syntheses of mirror-image substances including a target protein and hit compound(s) allow the lead discovery from a virtual mirror-image library without the synthesis of numerous mirror-image compounds.
Structure and Controls of the Global Virtual Water Trade Network
NASA Astrophysics Data System (ADS)
Suweis, S. S.
2011-12-01
Recurrent or ephemeral water shortages are a crucial global challenge, in particular because of their impacts on food production. The global character of this challenge is reflected in the trade among nations of virtual water, i.e. the amount of water used to produce a given commodity. We build, analyze and model the network describing the transfer of virtual water between world nations for staple food products. We find that all the key features of the network are well described by a model, the fitness model, that reproduces both the topological and weighted properties of the global virtual water trade network, by assuming as sole controls each country's gross domestic product and yearly rainfall on agricultural areas. We capture and quantitatively describe the high degree of globalization of water trade and show that a small group of nations play a key role in the connectivity of the network and in the global redistribution of virtual water. Finally, we illustrate examples of prediction of the structure of the network under future political, economic and climatic scenarios, suggesting that the crucial importance of the countries that trade large volumes of water will be strengthened. Our results show the importance of incorporating a network framework in the study of virtual water trades and provide a model to study the structure and resilience of the GVWTN under future scenarios for social, economic and climate change.
Electro-textile garments for power and data distribution
NASA Astrophysics Data System (ADS)
Slade, Jeremiah R.; Winterhalter, Carole
2015-05-01
U.S. troops are increasingly being equipped with various electronic assets including flexible displays, computers, and communications systems. While these systems can significantly enhance operational capabilities, forming reliable connections between them poses a number of challenges in terms of comfort, weight, ergonomics, and operational security. IST has addressed these challenges by developing the technologies needed to integrate large-scale cross-seam electrical functionality into virtually any textile product, including the various garments and vests that comprise the warfighter's ensemble. Using this technology IST is able to develop textile products that do not simply support or accommodate a network but are the network.
NASA Technical Reports Server (NTRS)
Chitre, S. R.
1978-01-01
The paper presents an experimentally developed surface macro-structuring process suitable for high volume production of silicon solar cells. The process lends itself easily to automation for high throughput to meet low-cost solar array goals. The tetrahedron structure observed is 0.5 - 12 micron high. The surface has minimal pitting with virtually no or very few undeveloped areas across the surface. This process has been developed for (100) oriented as cut silicon. Chemi-etched, hydrophobic and lapped surfaces were successfully texturized. A cost analysis as per Samics is presented.
ERIC Educational Resources Information Center
Asadzandi, Shadi; Rakhshani, Tayebeh; Mohammadi, Aeen
2017-01-01
Background: Topic of e-learning and virtual university in recent years is one of the important applications of information and communication technology in the world and most famous universities in the field of education development have done important steps. For as much as the importance of learning and development in every community, and to keep…
Water Footprint of crop productions: A review.
Lovarelli, Daniela; Bacenetti, Jacopo; Fiala, Marco
2016-04-01
Water Footprint is an indicator recently developed with the goal of quantifying the virtual content of water in products and/or services. It can also be used to identify the worldwide virtual water trade. Water Footprint is composed of three parts (green, blue and grey waters) that make the assessment complete in accordance with the Water Footprint Network and with the recent ISO14046. The importance of Water Footprint is linked to the need of taking consciousness about water content in products and services and of the achievable changes in productions, diets and market trades. In this study, a literature review has been completed on Water Footprint of agricultural productions. In particular, the focus was paid on crops for the production of food and bioenergy. From the review, the development of the Water Footprint concept emerged: in early studies the main goal was to assess products' water trade on a global scale, while in the subsequent years, the goal was the rigorous quantification of the three components for specific crops and in specific geographical areas. In the most recent assessments, similarities about the methodology and the employed tools emerged. For 96 scientific articles on Water Footprint indicator of agricultural productions, this literature review reports the main results and analyses weaknesses and strengths. Seventy-eight percent of studies aimed to quantify Water Footprint, while the remaining 22% analysed methodology, uncertainty, future trends and comparisons with other footprints. It emerged that most studies that quantified Water Footprint concerned cereals (33%), among which maize and wheat were the most investigated crops. In 46% of studies all the three components were assessed, while in 18% no indication about the subdivision was given; in the remaining 37%, only blue or green and blue components were quantified. Copyright © 2016 Elsevier B.V. All rights reserved.
Next Generation Landsat Products Delivered Using Virtual Globes and OGC Standard Services
NASA Astrophysics Data System (ADS)
Neiers, M.; Dwyer, J.; Neiers, S.
2008-12-01
The Landsat Data Continuity Mission (LDCM) is the next in the series of Landsat satellite missions and is tasked with the objective of delivering data acquired by the Operational Land Imager (OLI). The OLI instrument will provide data continuity to over 30 years of global multispectral data collected by the Landsat series of satellites. The U.S. Geological Survey Earth Resources Observation and Science (USGS EROS) Center has responsibility for the development and operation of the LDCM ground system. One of the mission objectives of the LDCM is to distribute OLI data products electronically over the Internet to the general public on a nondiscriminatory basis and at no cost. To ensure the user community and general public can easily access LDCM data from multiple clients, the User Portal Element (UPE) of the LDCM ground system will use OGC standards and services such as Keyhole Markup Language (KML), Web Map Service (WMS), Web Coverage Service (WCS), and Geographic encoding of Really Simple Syndication (GeoRSS) feeds for both access to and delivery of LDCM products. The USGS has developed and tested the capabilities of several successful UPE prototypes for delivery of Landsat metadata, full resolution browse, and orthorectified (L1T) products from clients such as Google Earth, Google Maps, ESRI ArcGIS Explorer, and Microsoft's Virtual Earth. Prototyping efforts included the following services: using virtual globes to search the historical Landsat archive by dynamic generation of KML; notification of and access to new Landsat acquisitions and L1T downloads from GeoRSS feeds; Google indexing of KML files containing links to full resolution browse and data downloads; WMS delivery of reduced resolution browse, full resolution browse, and cloud mask overlays; and custom data downloads using WCS clients. These various prototypes will be demonstrated and LDCM service implementation plans will be discussed during this session.
Method-centered digital communities on protocols.io for fast-paced scientific innovation.
Kindler, Lori; Stoliartchouk, Alexei; Teytelman, Leonid; Hurwitz, Bonnie L
2016-01-01
The Internet has enabled online social interaction for scientists beyond physical meetings and conferences. Yet despite these innovations in communication, dissemination of methods is often relegated to just academic publishing. Further, these methods remain static, with subsequent advances published elsewhere and unlinked. For communities undergoing fast-paced innovation, researchers need new capabilities to share, obtain feedback, and publish methods at the forefront of scientific development. For example, a renaissance in virology is now underway given the new metagenomic methods to sequence viral DNA directly from an environment. Metagenomics makes it possible to "see" natural viral communities that could not be previously studied through culturing methods. Yet, the knowledge of specialized techniques for the production and analysis of viral metagenomes remains in a subset of labs. This problem is common to any community using and developing emerging technologies and techniques. We developed new capabilities to create virtual communities in protocols.io, an open access platform, for disseminating protocols and knowledge at the forefront of scientific development. To demonstrate these capabilities, we present a virology community forum called VERVENet. These new features allow virology researchers to share protocols and their annotations and optimizations, connect with the broader virtual community to share knowledge, job postings, conference announcements through a common online forum, and discover the current literature through personalized recommendations to promote discussion of cutting edge research. Virtual communities in protocols.io enhance a researcher's ability to: discuss and share protocols, connect with fellow community members, and learn about new and innovative research in the field. The web-based software for developing virtual communities is free to use on protocols.io. Data are available through public APIs at protocols.io.
Liu, Jing; Sun, Shikun; Wu, Pute; Wang, Yubao; Zhao, Xining
2015-02-01
The integration of water footprints and virtual water flows allows the mapping of the links between production, trade, and consumption and could potentially help to alleviate water scarcity and improve water management. We evaluated the water footprints and virtual water flows of crop production, consumption, and trade and their influencing factors in the Hetao irrigation district in China for 1960-2010. The water footprint of crop production and the export of virtual water fluctuated but tended to increase during this period and were influenced mainly by agricultural factors such as crop yield, irrigation efficiency, and area sown. The water footprint of crop consumption and the import of virtual water increased during 1960-1979 and decreased during 1980-2010 and were influenced by socio-economic factors such as total population, the retail-price index, and the proportion of the population in urban areas. Most of the water footprint of production was exported to other areas, which added to the pressure on local water systems. The import of virtual water led to a saving of water for the Hetao irrigation district, while its share of the water footprint of consumption has decreased significantly since 1977. An increase in irrigation efficiency can alleviate water scarcity, and its application should be coupled with measures that constrain the continued expansion of agriculture. Full-cost pricing of irrigation water was an effective policy tool for its management. Re-shaping regional water-production and water-trade nexuses by changing crop structures could provide alternative opportunities for addressing the problems of local water scarcity, but the trade-offs involved should first be assessed. Copyright © 2014 Elsevier B.V. All rights reserved.
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.
McCorkle, Doug
2017-12-27
Ames Laboratory scientist Doug McCorkle explains osgBullet, a 3-D virtual simulation software, and how it helps engineers design complex products and systems in a realistic, real-time virtual environment.
Get immersed in the Soil Sciences: the first community of avatars in the EGU Assembly 2015!
NASA Astrophysics Data System (ADS)
Castillo, Sebastian; Alarcón, Purificación; Beato, Mamen; Emilio Guerrero, José; José Martínez, Juan; Pérez, Cristina; Ortiz, Leovigilda; Taguas, Encarnación V.
2015-04-01
Virtual reality and immersive worlds refer to artificial computer-generated environments, with which users act and interact as in a known environment by the use of figurative virtual individuals (avatars). Virtual environments will be the technology of the early twenty-first century that will most dramatically change the way we live, particularly in the areas of training and education, product development and entertainment (Schmorrow, 2009). The usefulness of immersive worlds has been proved in different fields. They reduce geographic and social barriers between different stakeholders and create virtual social spaces which can positively impact learning and discussion outcomes (Lorenzo et al. 2012). In this work we present a series of interactive meetings in a virtual building to celebrate the International Year of Soil to promote the importance of soil functions and its conservation. In a virtual room, the avatars of different senior researchers will meet young scientist avatars to talk about: 1) what remains to be done in Soil Sciences; 2) which are their main current limitations and difficulties and 3) which are the future hot research lines. The interactive participation does not require physically attend to the EGU Assembly 2015. In addition, this virtual building inspired in Soil Sciences can be completed with different teaching resources from different locations around the world and it will be used to improve the learning of Soil Sciences in a multicultural context. REFERENCES: Lorenzo C.M., Sicilia, M.A., Sánchez S. 2012. Studying the effectiveness of multi-user immersive environments for collaborative evaluation tasks. Computers & Education 59 (2012) 1361-1376 Schmorrow D.D. 2009. "Why virtual?" Theoretical Issues in Ergonomics Science 10(3): 279-282.
Examination of the Relation between the Values of Adolescents and Virtual Sensitiveness
ERIC Educational Resources Information Center
Yilmaz, Hasan
2013-01-01
The aim of this study is to examine the relation between the values adolescents have and virtual sensitiveness. The study is carried out on 447 adolescents, 160 of whom are female, 287 males. The Humanistic Values Scale and Virtual Sensitiveness scale were used. Pearson Product Moment Coefficient and multiple regression analysis techniques were…
Designing Teaching--Teaching Designing: Teacher's Guidance in a Virtual Design Studio
ERIC Educational Resources Information Center
Lahti, Henna; Seitamaa-Hakkarainen, Pirita
2014-01-01
This study examined pedagogical aspects of virtual designing. It focused on how an industrial design teacher organised a university course in plastic product design and how the teacher guided student teams' design processes in a virtual design studio. The model of Learning by Collaborative Design was used as a pedagogical and analytical framework.…
Chalil Madathil, Kapil; Greenstein, Joel S
2017-11-01
Collaborative virtual reality-based systems have integrated high fidelity voice-based communication, immersive audio and screen-sharing tools into virtual environments. Such three-dimensional collaborative virtual environments can mirror the collaboration among usability test participants and facilitators when they are physically collocated, potentially enabling moderated usability tests to be conducted effectively when the facilitator and participant are located in different places. We developed a virtual collaborative three-dimensional remote moderated usability testing laboratory and employed it in a controlled study to evaluate the effectiveness of moderated usability testing in a collaborative virtual reality-based environment with two other moderated usability testing methods: the traditional lab approach and Cisco WebEx, a web-based conferencing and screen sharing approach. Using a mixed methods experimental design, 36 test participants and 12 test facilitators were asked to complete representative tasks on a simulated online shopping website. The dependent variables included the time taken to complete the tasks; the usability defects identified and their severity; and the subjective ratings on the workload index, presence and satisfaction questionnaires. Remote moderated usability testing methodology using a collaborative virtual reality system performed similarly in terms of the total number of defects identified, the number of high severity defects identified and the time taken to complete the tasks with the other two methodologies. The overall workload experienced by the test participants and facilitators was the least with the traditional lab condition. No significant differences were identified for the workload experienced with the virtual reality and the WebEx conditions. However, test participants experienced greater involvement and a more immersive experience in the virtual environment than in the WebEx condition. The ratings for the virtual environment condition were not significantly different from those for the traditional lab condition. The results of this study suggest that participants were productive and enjoyed the virtual lab condition, indicating the potential of a virtual world based approach as an alternative to conventional approaches for synchronous usability testing. Copyright © 2017 Elsevier Ltd. All rights reserved.
Natural product-like virtual libraries: recursive atom-based enumeration.
Yu, Melvin J
2011-03-28
A new molecular enumerator is described that allows chemically and architecturally diverse sets of natural product-like and drug-like structures to be generated from a core structure as simple as a single carbon atom or as complex as a polycyclic ring system. Integrated with a rudimentary machine-learning algorithm, the enumerator has the ability to assemble biased virtual libraries enriched in compounds predicted to meet target criteria. The ability to dynamically generate relatively small focused libraries in a recursive manner could reduce the computational time and infrastructure necessary to construct and manage extremely large static libraries. Depending on enumeration conditions, natural product-like structures can be produced with a wide range of heterocyclic and alicyclic ring assemblies. Because natural products represent a proven source of validated structures for identifying and designing new drug candidates, mimicking the structural and topological diversity found in nature with a dynamic set of virtual natural product-like compounds may facilitate the creation of new ideas for novel, biologically relevant lead structures in areas of uncharted chemical space.
Systemic Approach of a Virtual Enterprise that Constructs Wireless Payment Mechanisms
NASA Astrophysics Data System (ADS)
Assimakopoulos, Nikitas A.; Riggas, Anastasis N.; Kotsimpos, George K.
2004-08-01
Enterprises and Organizations are realizing that there are many win-win scenarios, for their customers and business partners, using the latest technology to enact convenient and secure purchases `over the air'. Wireless Payment (W/P) is the key element of Wireless Commerce. Businesses around the world are attempting to position themselves to operate in a highly competitive global economy. A single organization is often not able to develop sufficient internal design or production capabilities to respond effectively within a short period of time. The focus of this paper will be on the development and analysis of a Virtual Enterprise Architecture for the construction of W/P Mechanisms using Systemic Methodologies. A framework for the rapid and efficient integration of the business processes of the participating companies that construct W/P Mechanisms is provided.
Virtual industrial water usage and wastewater generation in the Middle East/North African region
NASA Astrophysics Data System (ADS)
Sakhel, S. R.; Geissen, S.-U.; Vogelpohl, A.
2013-01-01
This study deals with the quantification of volumes of water usage, wastewater generation, virtual water export, and wastewater generation from export for eight export relevant industries present in the Middle East/North Africa (MENA). It shows that about 3400 million m3 of water is used per annum while around 793 million m3 of wastewater is generated from products that are meant for domestic consumption and export. The difference between volumes of water usage and wastewater generation is due to water evaporation or injecting underground (oil wells pressure maintenance). The wastewater volume generated from production represents a population equivalent of 15.5 million in terms of wastewater quantity and 30.4 million in terms of BOD. About 409 million m3 of virtual water flows from MENA to EU27 (resulting from export of eight commodities) which is equivalent to 12.1% of the water usage of those industries and Libya is the largest virtual water exporter (about 87 million m3). Crude oil and refined petroleum products represent about 89% of the total virtual water flow, fertilizers represent around 10% and 1% remaining industries. EU27 poses the greatest indirect pressure on the Kuwaiti hydrological system where the virtual water export represents about 96% of the actual renewable water resources in this country. The Kuwaiti crude oil water use in relation to domestic water withdrawal is about 89% which is highest among MENA countries. Pollution of water bodies, in terms of BOD, due to production is very relevant for crude oil, slaughterhouses, refineries, olive oil, and tanneries while pollution due to export to EU27 is most relevant for crude oil industry and olive oil mills.
Simulating Humans as Integral Parts of Spacecraft Missions
NASA Technical Reports Server (NTRS)
Bruins, Anthony C.; Rice, Robert; Nguyen, Lac; Nguyen, Heidi; Saito, Tim; Russell, Elaine
2006-01-01
The Collaborative-Virtual Environment Simulation Tool (C-VEST) software was developed for use in a NASA project entitled "3-D Interactive Digital Virtual Human." The project is oriented toward the use of a comprehensive suite of advanced software tools in computational simulations for the purposes of human-centered design of spacecraft missions and of the spacecraft, space suits, and other equipment to be used on the missions. The C-VEST software affords an unprecedented suite of capabilities for three-dimensional virtual-environment simulations with plug-in interfaces for physiological data, haptic interfaces, plug-and-play software, realtime control, and/or playback control. Mathematical models of the mechanics of the human body and of the aforementioned equipment are implemented in software and integrated to simulate forces exerted on and by astronauts as they work. The computational results can then support the iterative processes of design, building, and testing in applied systems engineering and integration. The results of the simulations provide guidance for devising measures to counteract effects of microgravity on the human body and for the rapid development of virtual (that is, simulated) prototypes of advanced space suits, cockpits, and robots to enhance the productivity, comfort, and safety of astronauts. The unique ability to implement human-in-the-loop immersion also makes the C-VEST software potentially valuable for use in commercial and academic settings beyond the original space-mission setting.
piBox: A Platform for Privacy-Preserving Apps
2012-10-03
media Arcade/Action! Books! Brain/Puzzles! Business! Cards/Casino! Casual! Comics! Communication! Education ! Entertainment! Finance! Health/Fitness... Lifestyle ! Live Wallpaper! Media/Video! Medical! Music/Audio! News/Magazines! Personalization! Photography! Productivity! Racing! Shopping! Social! Sports...Cells: A virtual mobile smartphone architecture. In SOSP, 2011. [4] Google App Engine. https://developers. google.com/appengine. [5] M. Backes, A. Kate
Would You Adopt Second Life as a Training and Development Tool?
ERIC Educational Resources Information Center
Taylor, Kevin C.; Chyung, Seung Youn
2008-01-01
Due to advances in computer and network technology, virtual reality (VR) is no longer just an area of scientific research. It has also become a popular consumer product, as demonstrated by the proliferation of massive multiplayer online role-playing games. Second Life (SL), in particular, has gained popularity among casual users since it became…
A Virtual Learning Application of the Schoolwide Enrichment Model and High-End Learning Theory
ERIC Educational Resources Information Center
Renzulli, Joseph S.; Reis, Sally M.
2012-01-01
Remarkable advances in instructional communication technology (ICT) have now made it possible to provide high levels of enrichment services to students online. This paper describes an Internet-based enrichment program based on a high-end learning theory that focuses on the development of creative productivity through the "application" of knowledge…
Looking to the Future: Higher Education in the Metaverse
ERIC Educational Resources Information Center
Collins, Chris
2008-01-01
With the advances in computational power, Internet access and speed, and graphical 3D reproductions possible on an "ordinary" home computer, and with the development of new software products that place the ability to create new digital content in the hands of "ordinary" people, everyone is beginning to see in virtual worlds emergent behaviors that…
Developing interprofessional health competencies in a virtual world
King, Sharla; Chodos, David; Stroulia, Eleni; Carbonaro, Mike; MacKenzie, Mark; Reid, Andrew; Torres, Lisa; Greidanus, Elaine
2012-01-01
Background Virtual worlds provide a promising means of delivering simulations for developing interprofessional health skills. However, developing and implementing a virtual world simulation is a challenging process, in part because of the novelty of virtual worlds as a simulation platform and also because of the degree of collaboration required among technical and subject experts. Thus, it can be difficult to ensure that the simulation is both technically satisfactory and educationally appropriate. Methods To address this challenge, we propose the use of de Freitas and Oliver's four-dimensional framework as a means of guiding the development process. We give an overview of the framework and describe how its principles can be applied to the development of virtual world simulations. Results We present two virtual world simulation pilot projects that adopted this approach, and describe our development experience in these projects. We directly connect this experience to the four-dimensional framework, thus validating the framework's applicability to the projects and to the context of virtual world simulations in general. Conclusions We present a series of recommendations for developing virtual world simulations for interprofessional health education. These recommendations are based on the four-dimensional framework and are also informed by our experience with the pilot projects. PMID:23195649
Taming the data wilderness with the VHO: Integrating heliospheric data sets
NASA Astrophysics Data System (ADS)
Schroeder, P.; Szabo, A.; Narock, T.
Currently space physicists are faced with a bewildering array of heliospheric missions experiments and data sets available at archives distributed around the world Daunting even for those most familiar with the field physicists in other concentrations solar physics magnetospheric physics etc find locating the heliospheric data that they need extremely challenging if not impossible The Virtual Heliospheric Observatory VHO will help to solve this problem by creating an Application Programming Interface API and web portal that integrates these data sets to find the highest quality data for a given task The VHO will locate the best available data often found only at PI institutions rather than at national archives like the NSSDC The VHO will therefore facilitate a dynamic data environment where improved data products are made available immediately In order to accomplish this the VHO will enforce a metadata standard on participating data providers with sufficient depth to allow for meaningful scientific evaluation of similar data products The VHO will provide an automated way for secondary sites to keep mirrors of data archives up to date and encouraging the generation of secondary or added-value data products The VHO will interact seamlessly with the Virtual Solar Observatory VSO and other Virtual Observatories VxO s to allow for inter-disciplinary data searching Software tools for these data sets will also be available through the VHO Finally the VHO will provide linkages to the modeling community and will develop metadata standards for the
Land-Water-Food Nexus and indications of crop adjustment for water shortage solution.
Ren, Dandan; Yang, Yonghui; Yang, Yanmin; Richards, Keith; Zhou, Xinyao
2018-06-01
While agriculture places the greatest demand on water resources, increasing agricultural production is worsening a global water shortage. Reducing the cultivation of water-consuming crops may be the most effective way to reduce agricultural water use. However, when also taking food demand into consideration, sustaining the balance between regional water and food securities is a growing challenge. This paper addresses this task for regions where water is unsustainable for food production (Beijing-Tianjin-Hebei Region for example) by: (i) assessing the different effects of wheat and maize on water use; (ii) analyzing virtual water and virtual land flows associated with food imports and exports between Beijing-Tianjin-Hebei and elsewhere in China; (iii) identifying sub-regions where grain is produced using scarce water resources but exported to other regions; and (iv) analyzing the potentiality for mitigating water shortage via Land-Water-Food Nexus. In the Beijing-Tianjin-Hebei Region, the study reveals that 29.76 bn m 3 of virtual water (10.81 bn m 3 of blue virtual water) are used by wheat and maize production and 8.77 bn m 3 of virtual water used in nearly 2 million ha of cropland to overproduce 12 million ton of maize for external food consumption. As an importing-based sub-region with high population density, Beijing & Tianjin imported mostly grain (wheat and maize) from Shandong Province. Then, Hebei Province, as an exporting-based sub-region with severe water shortage, overproduced too much grain for other regions, which aggravated the water crisis. To achieve an integrated and sustainable development of the Beijing-Tianjin-Hebei Region, Hebei Province should stop undertaking the breadbasket role for Beijing & Tianjin and pay more attention to groundwater depletion. The analysis of the Land-Water-Food Nexus indicates how shifts in cultivated crops can potentially solve the overuse of water resources without adverse effects on food supply. It also provides meaningful information to support policy decisions about regional cropping strategies. Copyright © 2018. Published by Elsevier B.V.
Coso: Example of a Complex Geothermal Reservoir.
1985-09-01
regarding the structural setting, origin, and internal structure of this energy resource. Because of accelerating exploration and development drilling that is... drilling targets and productivity estimates that can be tested as the resource is developed. Like virtually all resources, Coso will be drilled and tested...73 47. Idealized Cross Section Through Red Mountain Type of Pipe ................... 74 48. Results of Drilling Wells 75-7, 75A-7, 75B-7, 15-8, and
[Distribution of virtual water of crops in Beijing].
Wang, Hong-Rui; Dong, Yan-Yan; Wang, Jun-Hong; Wang, Yan; Han, Zhao-Xing
2007-11-01
Virtual water content of grains and vegetables in Beijing's districts is calculated and analyzed for many years by irrigating water quota method, which is compared with the distribution and exploitation of groundwater in Beijing. The results indicate the virtual water content of grains shows a downward trend in all the districts, but the grain production in Yanqing district brings great pressure to the local groundwater. Secondly, the virtual water content of vegetables shows an upward trend in Shunyi District, Daxing district and Pinggu District and is accounting for more and more gradually. Thirdly, the total virtual water volume of grains is decreasing, and the total virtual water volume of vegetables is increasing and the total virtual water volume of crops in Beijing is reducing in recent years, which corresponds with the structural adjustment of policies.
An Audio Architecture Integrating Sound and Live Voice for Virtual Environments
2002-09-01
implementation of a virtual environment. As real world training locations become scarce and training budgets are trimmed, training system developers ...look more and more towards virtual environments as the answer. Virtual environments provide training system developers with several key benefits
Dutra, Lauren McCarl; Nonnemaker, James; Taylor, Nathaniel; Kim, Annice E
2018-06-29
Virtual stores can be used to identify influences on consumer shopping behavior. Deception is one technique that may be used to attempt to increase the realism of virtual stores. The objective of the experiment was to test whether the purchasing behavior of participants in a virtual shopping task varied based on whether they were told that they would receive the products they selected in a virtual convenience store (a form of deception) or not. We recruited a US national sample of 402 adult current smokers by email from an online panel of survey participants. They completed a fully automated randomized virtual shopping experiment with a US $15 or US $20 budget in a Web-based virtual convenience store. We told a random half of participants that they would receive the products they chose in the virtual store or the cash equivalent (intervention condition), and the other random half simply to conduct a shopping task (control condition). We tested for differences in demographics, tobacco use behaviors, and in-store purchases (outcome variable, assessed by questionnaire) by experimental condition. The characteristics of the participants (398/402, 99.0% with complete data) were comparable across conditions except that the intervention group contained slightly more female participants (103/197, 52.3%) than the control group (84/201, 41.8%; P=.04). We did not find any other significant differences in any other demographic variables or tobacco use, or in virtual store shopping behaviors, including purchasing any tobacco (P=.44); purchasing cigarettes (P=.16), e-cigarettes (P=.54), cigars (P=.98), or smokeless tobacco (P=.72); amount spent overall (P=.63) or on tobacco (P=.66); percentage of budget spent overall (P=.84) or on tobacco (P=.74); number of total items (P=.64) and tobacco items purchased (P=.54); or total time spent in the store (P=.07). We found that telling participants that they will receive the products they select in a virtual store did not influence their purchases. This finding suggests that deception may not affect consumer behavior and, as a result, may not be necessary in virtual shopping experiments. ©Lauren McCarl Dutra, James Nonnemaker, Nathaniel Taylor, Annice E Kim. Originally published in JMIR Research Protocols (http://www.researchprotocols.org), 29.06.2018.
Virtual screening and optimization of Type II inhibitors of JAK2 from a natural product library.
Ma, Dik-Lung; Chan, Daniel Shiu-Hin; Wei, Guo; Zhong, Hai-Jing; Yang, Hui; Leung, Lai To; Gullen, Elizabeth A; Chiu, Pauline; Cheng, Yung-Chi; Leung, Chung-Hang
2014-11-21
Amentoflavone has been identified as a JAK2 inhibitor by structure-based virtual screening of a natural product library. In silico optimization using the DOLPHIN model yielded analogues with enhanced potency against JAK2 activity and HCV activity in cellulo. Molecular modeling and kinetic experiments suggested that the analogues may function as Type II inhibitors of JAK2.
Defining Virtual Interactions: A Taxonomy for Researchers and Practitioners
1999-11-01
Engineering and Management of the Air Force Institute of Technology Air University Air Education and Training Command In Partial Fulfillment of the...information technology and produce the maximum benefits for all virtual components involved. Vlll DEFINING VIRTUAL INTERACTIONS: A TAXONOMY FOR...allow the human factor to maximize information exchange and provide high quality products to intelligence consumers. Applicability of this research In
Working Group Reports and Presentations: Virtual Worlds and Virtual Exploration
NASA Technical Reports Server (NTRS)
LAmoreaux, Claudia
2006-01-01
Scientists and engineers are continually developing innovative methods to capitalize on recent developments in computational power. Virtual worlds and virtual exploration present a new toolset for project design, implementation, and resolution. Replication of the physical world in the virtual domain provides stimulating displays to augment current data analysis techniques and to encourage public participation. In addition, the virtual domain provides stakeholders with a low cost, low risk design and test environment. The following document defines a virtual world and virtual exploration, categorizes the chief motivations for virtual exploration, elaborates upon specific objectives, identifies roadblocks and enablers for realizing the benefits, and highlights the more immediate areas of implementation (i.e. the action items). While the document attempts a comprehensive evaluation of virtual worlds and virtual exploration, the innovative nature of the opportunities presented precludes completeness. The authors strongly encourage readers to derive additional means of utilizing the virtual exploration toolset.
G2H--graphics-to-haptic virtual environment development tool for PC's.
Acosta, E; Temkin, B; Krummel, T M; Heinrichs, W L
2000-01-01
For surgical training and preparations, the existing surgical virtual environments have shown great improvement. However, these improvements are more in the visual aspect. The incorporation of haptics into virtual reality base surgical simulations would enhance the sense of realism greatly. To aid in the development of the haptic surgical virtual environment we have created a graphics to haptic, G2H, virtual environment developer tool. G2H transforms graphical virtual environments (created or imported) to haptic virtual environments without programming. The G2H capability has been demonstrated using the complex 3D pelvic model of Lucy 2.0, the Stanford Visible Female. The pelvis was made haptic using G2H without any further programming effort.
Factors that predict the use or non-use of virtual dissection by high school biology teachers
NASA Astrophysics Data System (ADS)
Cockerham, William
2001-07-01
With the advent of computers into scholastic classrooms, virtual dissection has become a potential educational tool in high school biology lab settings. Utilizing non-experimental survey research methodology, this study attempted to identify factors that may influence high school biology teachers to use or not to use a virtual dissection. A 75-item research survey instrument consisting of both demographic background and Likert style questions was completed by 215 high school members of the National Association of Biology Teachers. The survey responses provided data to answer the research questions concerning the relationship between the likelihood of a high school biology teacher using a virtual dissection and a number of independent variables from the following three categories: (a) demographics, (b) attitude and experience, and (c) resources and support. These data also allowed for the determination of a demographic profile of the sample population. The demographic profile showed the sample population of high school biology teachers to be two-thirds female, mature, highly educated and very experienced. Analysis of variance and Pearson product moment correlational statistics were used to determine if there was a relationship between high school biology teachers' likelihood to use a virtual dissection and the independent variables. None of the demographic or resource and support independent variables demonstrated a strong relationship to the dependent variable of teachers' likelihood to use a virtual dissection. Three of the attitude and experience independent variables showed a statistically significant (p < .05) relationship to teachers' likelihood to use a virtual dissection: attitude toward virtual dissection, previous use of a virtual dissection and intention to use a real animal dissection. These findings may indicate that teachers are using virtual dissection as a supplement rather than a substitute. It appears that those concerned with promoting virtual dissection in high school biology classrooms will have to develop simulations that are more compelling to the teachers. Additionally, if science teacher organizations want to reduce the controversy surrounding dissection, they may need to re-visit their positions on the importance of real animal dissection.
Water resources transfers through Chinese interprovincial and foreign food trade
Dalin, Carole; Hanasaki, Naota; Qiu, Huanguang; Mauzerall, Denise L.; Rodriguez-Iturbe, Ignacio
2014-01-01
China’s water resources are under increasing pressure from socioeconomic development, diet shifts, and climate change. Agriculture still concentrates most of the national water withdrawal. Moreover, a spatial mismatch in water and arable land availability—with abundant agricultural land and little water resources in the north—increases water scarcity and results in virtual water transfers from drier to wetter regions through agricultural trade. We use a general equilibrium welfare model and linear programming optimization to model interprovincial food trade in China. We combine these trade flows with province-level estimates of commodities’ virtual water content to build China’s domestic and foreign virtual water trade network. We observe large variations in agricultural water-use efficiency among provinces. In addition, some provinces particularly rely on irrigation vs. rainwater. We analyze the virtual water flow patterns and the corresponding water savings. We find that this interprovincial network is highly connected and the flow distribution is relatively homogeneous. A significant share of water flows is from international imports (20%), which are dominated by soy (93%). We find that China’s domestic food trade is efficient in terms of rainwater but inefficient regarding irrigation, meaning that dry, irrigation-intensive provinces tend to export to wetter, less irrigation-intensive ones. Importantly, when incorporating foreign imports, China’s soy trade switches from an inefficient system to a particularly efficient one for saving water resources (20 km3/y irrigation water savings, 41 km3/y total). Finally, we identify specific provinces (e.g., Inner Mongolia) and products (e.g., corn) that show high potential for irrigation productivity improvements. PMID:24958864
Water resources transfers through Chinese interprovincial and foreign food trade.
Dalin, Carole; Hanasaki, Naota; Qiu, Huanguang; Mauzerall, Denise L; Rodriguez-Iturbe, Ignacio
2014-07-08
China's water resources are under increasing pressure from socioeconomic development, diet shifts, and climate change. Agriculture still concentrates most of the national water withdrawal. Moreover, a spatial mismatch in water and arable land availability--with abundant agricultural land and little water resources in the north--increases water scarcity and results in virtual water transfers from drier to wetter regions through agricultural trade. We use a general equilibrium welfare model and linear programming optimization to model interprovincial food trade in China. We combine these trade flows with province-level estimates of commodities' virtual water content to build China's domestic and foreign virtual water trade network. We observe large variations in agricultural water-use efficiency among provinces. In addition, some provinces particularly rely on irrigation vs. rainwater. We analyze the virtual water flow patterns and the corresponding water savings. We find that this interprovincial network is highly connected and the flow distribution is relatively homogeneous. A significant share of water flows is from international imports (20%), which are dominated by soy (93%). We find that China's domestic food trade is efficient in terms of rainwater but inefficient regarding irrigation, meaning that dry, irrigation-intensive provinces tend to export to wetter, less irrigation-intensive ones. Importantly, when incorporating foreign imports, China's soy trade switches from an inefficient system to a particularly efficient one for saving water resources (20 km(3)/y irrigation water savings, 41 km(3)/y total). Finally, we identify specific provinces (e.g., Inner Mongolia) and products (e.g., corn) that show high potential for irrigation productivity improvements.
Feature-based component model for design of embedded systems
NASA Astrophysics Data System (ADS)
Zha, Xuan Fang; Sriram, Ram D.
2004-11-01
An embedded system is a hybrid of hardware and software, which combines software's flexibility and hardware real-time performance. Embedded systems can be considered as assemblies of hardware and software components. An Open Embedded System Model (OESM) is currently being developed at NIST to provide a standard representation and exchange protocol for embedded systems and system-level design, simulation, and testing information. This paper proposes an approach to representing an embedded system feature-based model in OESM, i.e., Open Embedded System Feature Model (OESFM), addressing models of embedded system artifacts, embedded system components, embedded system features, and embedded system configuration/assembly. The approach provides an object-oriented UML (Unified Modeling Language) representation for the embedded system feature model and defines an extension to the NIST Core Product Model. The model provides a feature-based component framework allowing the designer to develop a virtual embedded system prototype through assembling virtual components. The framework not only provides a formal precise model of the embedded system prototype but also offers the possibility of designing variation of prototypes whose members are derived by changing certain virtual components with different features. A case study example is discussed to illustrate the embedded system model.
Open access for ALICE analysis based on virtualization technology
NASA Astrophysics Data System (ADS)
Buncic, P.; Gheata, M.; Schutz, Y.
2015-12-01
Open access is one of the important leverages for long-term data preservation for a HEP experiment. To guarantee the usability of data analysis tools beyond the experiment lifetime it is crucial that third party users from the scientific community have access to the data and associated software. The ALICE Collaboration has developed a layer of lightweight components built on top of virtualization technology to hide the complexity and details of the experiment-specific software. Users can perform basic analysis tasks within CernVM, a lightweight generic virtual machine, paired with an ALICE specific contextualization. Once the virtual machine is launched, a graphical user interface is automatically started without any additional configuration. This interface allows downloading the base ALICE analysis software and running a set of ALICE analysis modules. Currently the available tools include fully documented tutorials for ALICE analysis, such as the measurement of strange particle production or the nuclear modification factor in Pb-Pb collisions. The interface can be easily extended to include an arbitrary number of additional analysis modules. We present the current status of the tools used by ALICE through the CERN open access portal, and the plans for future extensions of this system.
Vroom: designing an augmented environment for remote collaboration in digital cinema production
NASA Astrophysics Data System (ADS)
Margolis, Todd; Cornish, Tracy
2013-03-01
As media technologies become increasingly affordable, compact and inherently networked, new generations of telecollaborative platforms continue to arise which integrate these new affordances. Virtual reality has been primarily concerned with creating simulations of environments that can transport participants to real or imagined spaces that replace the "real world". Meanwhile Augmented Reality systems have evolved to interleave objects from Virtual Reality environments into the physical landscape. Perhaps now there is a new class of systems that reverse this precept to enhance dynamic media landscapes and immersive physical display environments to enable intuitive data exploration through collaboration. Vroom (Virtual Room) is a next-generation reconfigurable tiled display environment in development at the California Institute for Telecommunications and Information Technology (Calit2) at the University of California, San Diego. Vroom enables freely scalable digital collaboratories, connecting distributed, high-resolution visualization resources for collaborative work in the sciences, engineering and the arts. Vroom transforms a physical space into an immersive media environment with large format interactive display surfaces, video teleconferencing and spatialized audio built on a highspeed optical network backbone. Vroom enables group collaboration for local and remote participants to share knowledge and experiences. Possible applications include: remote learning, command and control, storyboarding, post-production editorial review, high resolution video playback, 3D visualization, screencasting and image, video and multimedia file sharing. To support these various scenarios, Vroom features support for multiple user interfaces (optical tracking, touch UI, gesture interface, etc.), support for directional and spatialized audio, giga-pixel image interactivity, 4K video streaming, 3D visualization and telematic production. This paper explains the design process that has been utilized to make Vroom an accessible and intuitive immersive environment for remote collaboration specifically for digital cinema production.
A Systematic Framework of Virtual Laboratories Using Mobile Agent and Design Pattern Technologies
ERIC Educational Resources Information Center
Li, Yi-Hsung; Dow, Chyi-Ren; Lin, Cheng-Min; Chen, Sheng-Chang; Hsu, Fu-Wei
2009-01-01
Innovations in network and information technology have transformed traditional classroom lectures into new approaches that have given universities the opportunity to create a virtual laboratory. However, there is no systematic framework in existing approaches for the development of virtual laboratories. Further, developing a virtual laboratory…
3D Technology Selection for a Virtual Learning Environment by Blending ISO 9126 Standard and AHP
ERIC Educational Resources Information Center
Cetin, Aydin; Guler, Inan
2011-01-01
Web3D presents many opportunities for learners in a virtual world or virtual environment over the web. This is a great opportunity for open-distance education institutions to benefit from web3d technologies to create courses with interactive 3d materials. There are many open source and commercial products offering 3d technologies over the web…
Goswami, Prashant; Nishad, Shiv Narayan
2015-03-20
Assessment and policy design for sustainability in primary resources like arable land and water need to adopt long-term perspective; even small but persistent effects like net export of water may influence sustainability through irreversible losses. With growing consumption, this virtual water trade has become an important element in the water sustainability of a nation. We estimate and contrast the virtual (embedded) water trades of two populous nations, India and China, to present certain quantitative measures and time scales. Estimates show that export of embedded water alone can lead to loss of water sustainability. With the current rate of net export of water (embedded) in the end products, India is poised to lose its entire available water in less than 1000 years; much shorter time scales are implied in terms of water for production. The two cases contrast and exemplify sustainable and non-sustainable virtual water trade in long term perspective.
NASA Astrophysics Data System (ADS)
Goswami, Prashant; Nishad, Shiv Narayan
2015-03-01
Assessment and policy design for sustainability in primary resources like arable land and water need to adopt long-term perspective; even small but persistent effects like net export of water may influence sustainability through irreversible losses. With growing consumption, this virtual water trade has become an important element in the water sustainability of a nation. We estimate and contrast the virtual (embedded) water trades of two populous nations, India and China, to present certain quantitative measures and time scales. Estimates show that export of embedded water alone can lead to loss of water sustainability. With the current rate of net export of water (embedded) in the end products, India is poised to lose its entire available water in less than 1000 years; much shorter time scales are implied in terms of water for production. The two cases contrast and exemplify sustainable and non-sustainable virtual water trade in long term perspective.
Teaching professionalism through virtual means.
McEvoy, Michelle; Butler, Bryan; MacCarrick, Geraldine
2012-02-01
Virtual patients are used across a variety of clinical disciplines for both teaching and assessment, but are they an appropriate environment in which to develop professional skills? This study aimed to evaluate students' perceived effectiveness of an online interactive virtual patient developed to augment a personal professional development curriculum, and to identify factors that would maximise the associated educational benefits. Student focus group discussions were conducted to explore students' views on the usefulness and acceptability of the virtual patient as an educational tool to teach professionalism, and to identify factors for improvement. A thematic content analysis was used to capture content and synthesise the range of opinions expressed. Overall there was a positive response to the virtual patient. The students recognised the need to teach and assess professionalism throughout their curriculum, and viewed the virtual patient as a potentially engaging and valuable addition to their curriculum. We identified factors for improvement to guide the development of future virtual patients. It is possible to improve approaches to teaching and learning professionalism by exploring students' views on innovative teaching developments designed to augment personal professional development curricula. © Blackwell Publishing Ltd 2012.
Kim, Jeong Ho; Aulck, Lovenoor; Bartha, Michael C; Harper, Christy A; Johnson, Peter W
2014-11-01
The present study investigated whether there were physical exposure and typing productivity differences between a virtual keyboard with no tactile feedback and two conventional keyboards where key travel and tactile feedback are provided by mechanical switches under the keys. The key size and layout were same across all the keyboards. Typing forces; finger and shoulder muscle activity; self-reported comfort; and typing productivity were measured from 19 subjects while typing on a virtual (0 mm key travel), notebook (1.8 mm key travel), and desktop keyboard (4 mm key travel). When typing on the virtual keyboard, subjects typed with less force (p's < 0.0001) and had lower finger flexor/extensor muscle activity (p's < 0.05). However, the lower typing forces and finger muscle activity came at the expense of a 60% reduction in typing productivity (p < 0.0001), decreased self-reported comfort (p's < 0.0001), and a trend indicating an increase in shoulder muscle activity (p's < 0.10). Therefore, for long typing sessions or when typing productivity is at a premium, conventional keyboards with tactile feedback may be more suitable interface. Copyright © 2014 Elsevier Ltd and The Ergonomics Society. All rights reserved.
NASA Astrophysics Data System (ADS)
Caumont, Herve; Brito, Fabrice; Mathot, Emmanuel; Barchetta, Francesco; Loeschau, Frank
2015-04-01
We present recent achievements with the Geohazards Exploitation Platform (GEP), a European contribution to the GEO SuperSites, and its interoperability with the MEDiterranean SUpersite Volcanoes (MED-SUV) e- infrastructure. The GEP is a catalyst for the use of satellite Earth observation missions, providing data to initiatives such as the GEO Geohazard Supersites and Natural Laboratories (GSNL), the Volcano and Seismic Hazards CEOS Pilots or the European Plate Observing System (EPOS). As satellite sensors are delivering increasing amounts of data, researchers need more computational science tools and services. The GEP contribution in this regard allows scientists to access different data types, relevant to the same area and phenomena and to directly stage selected inputs to scalable processing applications that deliver EO-based science products. With the GEP concept of operation for improved collaboration, a partner can bring its processing tools, use from his workspace other shared toolboxes and access large data repositories. GEP is based on Open Source Software components, on a Cloud Services architecture inheriting a range of ESA and EC funded innovations, and is associating the scientific community and SMEs in implementing new capabilities. Via MED-SUV, we are making discoverable and accessible a large number of products over the Mt. Etna, Vesu- vius/Campi Flegrei volcanic areas, which are of broader interest for Geosciences researchers, so they can process ENVISAT MERIS, ENVISAT ASAR, and ERS SAR data (both Level 1 and Level 2) hosted in the ESA clusters and in ESA's Virtual Archive, TerraSAR-X data hosted in DLR's Virtual Archive, as well as data hosted in other dedicated MED-SUV Virtual Archives (e.g. for LANDSAT, EOS-1). GEP will gradually access Sentinel-1A data, other space agencies data and value-added products. Processed products can also be published and archived on the MED-SUV e-Infrastructure. In this effort, data policy rules applied to the acquisitions are verified against the GEOSS Data Collection of Open Resources for Everyone (GEOSS Data-CORE) principles. The resulting infras- tructure repositories include connectivity to the GEOSS Data Access Broker (DAB), through the "OGC CS-W OpenSearch Geo and Time extensions" interface standard, a key interoperability arrangement used by the MED- SUV systems, making EO data products available to both the project partners and the broader initiatives. GEP is also proposing and further developing hosted processing, aimed at MED-SUV researchers' work on new methods to integrate in-situ and satellite sensors data: a set of users services (concept of Platform-as-a-Service, or PaaS) for generating value-added products, including tools to design and develop Hadoop-enabled processing chains. The PaaS core engine is the Developer Cloud Sandboxes service, where scalable processing chains are prepared and validated. The PaaS makes use of Virtual Machines technology, and of middleware for scaling-out processing tasks via interfaces to commercial Cloud Providers, or through research agreements to academic re- sources like EGI.eu. After integration, processors are deployed and invoked 'as-a-Service' by partners via OGC Web Processing Service standard interface, or shared as reusable virtualized resources. Recent integration work covered e.g. ROI_PAC, GMTSAR and DORIS ADORE toolboxes along with supporting processing services such as DEM generation. Such approach has been discussed also with the MARSite project, ensuring the adopted solu- tions are aligned. As part of the MED-SUV project, we are developing tools and services supporting researchers working on new data fusion methods, and fostering collaboration between different end users and partners, including towards the GEO communities. Overall, the approach provides an integrated European contribution for the exploitation of decades of scientific data gathered from Earth observation satellites.
Chronic disease management and the development of virtual communities.
Smith, Alan D
2007-01-01
The current volume and expected increases in the number of patients with chronic diseases are concerned significant and substantial. Patients with chronic diseases have a great need to personally manage their health-related behaviour, such as food consumption, and its impact on their health indicators, like blood pressure, body weight, blood sugar, cholesterol, to name a few. Current healthcare systems are unable to meet the needs of patients with chronic diseases for management, due to the need for acute care. An analysis of the needs was performed and recommendations for virtual communities were made to help patients with chronic diseases monitor and manage their health. Virtual communities have the potential to meet the need to assist with monitoring activities, education, community membership, and the sale of products and services. However, they also face risks inherent to accepting and storing any form of personal health information, and of remaining in compliance with the Health Insurance Portability and Accessibility Act of 2001.
Virtual Communities for Diabetes Chronic Disease Healthcare
Chorbev, Ivan; Sotirovska, Marija; Mihajlov, Dragan
2011-01-01
Diabetes is classified as the world's fastest-growing chronic illness that affects millions of people. It is a very serious disease, but the bright side is that it is treatable and can be managed. Proper education in this view is necessary to achieve essential control and prevent the aggregation of this chronic sickness. We have developed a healthcare social network that provides methods for distance learning; opportunities for creation of virtual self-help groups where patients can get information and establish interactions among each other in order to exchange important healthcare-related information; discussion forums; patient-to-healthcare specialist communication. The mission of our virtual community is to increase the independence of people with diabetes, self-management, empower them to take care of themselves, make their everyday activities easier, enrich their medical knowledge, and improve their health condition, make them more productive, and improve their communication with other patients with similar diagnoses. The ultimate goal is to enhance the quality of their life. PMID:22121358
Virtual Sensor Web Architecture
NASA Astrophysics Data System (ADS)
Bose, P.; Zimdars, A.; Hurlburt, N.; Doug, S.
2006-12-01
NASA envisions the development of smart sensor webs, intelligent and integrated observation network that harness distributed sensing assets, their associated continuous and complex data sets, and predictive observation processing mechanisms for timely, collaborative hazard mitigation and enhanced science productivity and reliability. This paper presents Virtual Sensor Web Infrastructure for Collaborative Science (VSICS) Architecture for sustained coordination of (numerical and distributed) model-based processing, closed-loop resource allocation, and observation planning. VSICS's key ideas include i) rich descriptions of sensors as services based on semantic markup languages like OWL and SensorML; ii) service-oriented workflow composition and repair for simple and ensemble models; event-driven workflow execution based on event-based and distributed workflow management mechanisms; and iii) development of autonomous model interaction management capabilities providing closed-loop control of collection resources driven by competing targeted observation needs. We present results from initial work on collaborative science processing involving distributed services (COSEC framework) that is being extended to create VSICS.
Basic Skills Resource Center. Part 2
1985-05-01
side if neceseary and Identify by block number) Basic Skills Education Curriculum Development Learning Strategies Reading Comprehension Motivational ... Motivational Skills Training for Military Technical Training Students ...... Barbara L. McCombs 25 Problem 27 Purpose 27 Approach 28 - Phase 1 28 - Phase...and Learning ...... John J. Hedl , Jr. 53 Purpose of Project 55 Description of Work 55 V Products 56 Virtual Videodisc Software Requirements ...... J.D
Visualizing planetary data by using 3D engines
NASA Astrophysics Data System (ADS)
Elgner, S.; Adeli, S.; Gwinner, K.; Preusker, F.; Kersten, E.; Matz, K.-D.; Roatsch, T.; Jaumann, R.; Oberst, J.
2017-09-01
We examined 3D gaming engines for their usefulness in visualizing large planetary image data sets. These tools allow us to include recent developments in the field of computer graphics in our scientific visualization systems and present data products interactively and in higher quality than before. We started to set up the first applications which will take use of virtual reality (VR) equipment.
NASA Technical Reports Server (NTRS)
Lattime, Scott B.; Borowski, Richard
2009-01-01
The EcoTurn Class K production prototypes have passed all AAR qualification tests and received conditional approval. The accelerated life test on the second set of seals is in progress. Due to the performance of the first set, no problems are expected.The seal has demonstrated superior performance over the HDL seal in the test lab with virtually zero torque and excellent contamination exclusion and grease retention.
Forest restoration in landscapes: beyond planting trees
Don C. Bragg
2007-01-01
Global-scale climate change, a burgeoning human population, and the rapid expansion of the worldâs economy have all placed incredible pressures on environmental systems to sustain their production of goods and services. Furthermore, our developable frontiers have virtually run outâwe must learn to make due with the landscapes we have already exploited. To aid in this...
A Multi-Agent Approach to the Simulation of Robotized Manufacturing Systems
NASA Astrophysics Data System (ADS)
Foit, K.; Gwiazda, A.; Banaś, W.
2016-08-01
The recent years of eventful industry development, brought many competing products, addressed to the same market segment. The shortening of a development cycle became a necessity if the company would like to be competitive. Because of switching to the Intelligent Manufacturing model the industry search for new scheduling algorithms, while the traditional ones do not meet the current requirements. The agent-based approach has been considered by many researchers as an important way of evolution of modern manufacturing systems. Due to the properties of the multi-agent systems, this methodology is very helpful during creation of the model of production system, allowing depicting both processing and informational part. The complexity of such approach makes the analysis impossible without the computer assistance. Computer simulation still uses a mathematical model to recreate a real situation, but nowadays the 2D or 3D virtual environments or even virtual reality have been used for realistic illustration of the considered systems. This paper will focus on robotized manufacturing system and will present the one of possible approaches to the simulation of such systems. The selection of multi-agent approach is motivated by the flexibility of this solution that offers the modularity, robustness and autonomy.
NASA Technical Reports Server (NTRS)
Grasso, Christopher; Page, Dennis; O'Reilly, Taifun; Fteichert, Ralph; Lock, Patricia; Lin, Imin; Naviaux, Keith; Sisino, John
2005-01-01
Virtual Machine Language (VML) is a mission-independent, reusable software system for programming for spacecraft operations. Features of VML include a rich set of data types, named functions, parameters, IF and WHILE control structures, polymorphism, and on-the-fly creation of spacecraft commands from calculated values. Spacecraft functions can be abstracted into named blocks that reside in files aboard the spacecraft. These named blocks accept parameters and execute in a repeatable fashion. The sizes of uplink products are minimized by the ability to call blocks that implement most of the command steps. This block approach also enables some autonomous operations aboard the spacecraft, such as aerobraking, telemetry conditional monitoring, and anomaly response, without developing autonomous flight software. Operators on the ground write blocks and command sequences in a concise, high-level, human-readable programming language (also called VML ). A compiler translates the human-readable blocks and command sequences into binary files (the operations products). The flight portion of VML interprets the uplinked binary files. The ground subsystem of VML also includes an interactive sequence- execution tool hosted on workstations, which runs sequences at several thousand times real-time speed, affords debugging, and generates reports. This tool enables iterative development of blocks and sequences within times of the order of seconds.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Schaeffer, Daniel; Winter, Kyle
A water repellent developed by researchers at the Department of Energy's Oak Ridge National Laboratory outperforms nature at its best and could open a floodgate of commercial possibilities. The super-water repellent (superhydrophobic) material, developed by John Simpson, is easy to fabricate and uses inexpensive base materials. The process could lead to the creation of a new class of water repellant products, including windshields, eyewear, clothing, building materials, road surfaces, ship hulls and self-cleaning coatings. The list of likely applications is virtually endless.
Schaeffer, Daniel; Winter, Kyle
2018-06-06
A water repellent developed by researchers at the Department of Energy's Oak Ridge National Laboratory outperforms nature at its best and could open a floodgate of commercial possibilities. The super-water repellent (superhydrophobic) material, developed by John Simpson, is easy to fabricate and uses inexpensive base materials. The process could lead to the creation of a new class of water repellant products, including windshields, eyewear, clothing, building materials, road surfaces, ship hulls and self-cleaning coatings. The list of likely applications is virtually endless.
Systems and Technologies for Space Exploration: the regional project STEPS
NASA Astrophysics Data System (ADS)
Boggiatto, D.; Moncalvo, D.
The Aerospace technology network of Piemonte represents ˜25% of the italian capacity and handles a comprehensive spectrum of products (aircraft, propulsion, satellites, space station modules, avionics. components, services...). The cooperation between the Comitato Distretto Aerospaziale Piemonte and the European Regional Development Fund 2007-2013 has enabled Regione Piemonte to launch three regional Projects capable to enhance the synergy and competitiveness of the network, among which: STEPS - Sistemi e Tecnologie per l'EsPlorazione Spaziale, a joint development of technologies for robotic and human Space Exploration by 3 large Industries, 27 SMEs, 3 Universities and one public Research Centre. STEPS develops virtual and hardware demonstrators for a range of technologies to do with a Lander's descent and soft landing, and a Rover's surface mobility, of both robotic and manned equipment on Moon and Mars. It also foresees the development of Teleoperations labs and Virtual Reality environments and physical simulations of Moon and Mars surface conditions and ground. Mid-way along STEPS planned development, initial results in several technology domains are available and are presented in this paper.
Experiencing Soil Science from your office through virtual experiences
NASA Astrophysics Data System (ADS)
Beato, M. Carmen; González-Merino, Ramón; Campillo, M. Carmen; Fernández-Ahumada, Elvira; Ortiz, Leovigilda; Taguas, Encarnación V.; Guerrero, José Emilio
2017-04-01
Currently, numerous tools based on the new information and communication technologies offer a wide range of possibilities for the implementation of interactive methodologies in Education and Science. In particular, virtual reality and immersive worlds - artificially generated computer environments where users interact through a figurative individual that represents them in that environment (their "avatar") - have been identified as the technology that will change the way we live, particularly in educational terms, product development and entertainment areas (Schmorrow, 2009). Gisbert-Cervera et al. (2011) consider that the 3D worlds in education, among others, provide a unique training and exchange of knowledge environment which allows a goal reflection to support activities and achieve learning outcomes. In Soil Sciences, the experimental component is essential to acquire the necessary knowledge to understand the biogeochemical processes taking place and their interactions with time, climate, topography and living organisms present. In this work, an immersive virtual environment which reproduces a series of pits have been developed to evaluate and differentiate soil characteristics such as texture, structure, consistency, color and other physical-chemical and biological properties for educational purposes. Bibliographical material such as pictures, books, papers and were collected in order to classify the information needed and to build the soil profiles into the virtual environment. The programming language for the virtual recreation was Unreal Engine4 (UE4; https://www.unrealengine.com/unreal-engine-4). This program was chosen because it provides two toolsets for programmers and it can also be used in tandem to accelerate development workflows. In addition, Unreal Engine4 technology powers hundreds of games as well as real-time 3D films, training simulations, visualizations and it creates very realistic graphics. For the evaluation of its impact and its usefulness in teaching, a series of surveys will be presented to undergraduate students and teachers. REFERENCES: Gisbert-Cervera M, Esteve-Gonzalez V., Camacho-Marti M.M. (2011). Delve into the Deep: Learning Potential in Metaverses and 3D Worlds. eLearning (25) Papers ISSN: 1887-1542 Schmorrow D.D. (2009). Why virtual? Theoretical Issues in Ergonomics Science 10(3): 279-282.
TU-A-17A-02: In Memoriam of Ben Galkin: Virtual Tools for Validation of X-Ray Breast Imaging Systems
DOE Office of Scientific and Technical Information (OSTI.GOV)
Myers, K; Bakic, P; Abbey, C
2014-06-15
This symposium will explore simulation methods for the preclinical evaluation of novel 3D and 4D x-ray breast imaging systems – the subject of AAPM taskgroup TG234. Given the complex design of modern imaging systems, simulations offer significant advantages over long and costly clinical studies in terms of reproducibility, reduced radiation exposures, a known reference standard, and the capability for studying patient and disease subpopulations through appropriate choice of simulation parameters. Our focus will be on testing the realism of software anthropomorphic phantoms and virtual clinical trials tools developed for the optimization and validation of breast imaging systems. The symposium willmore » review the stateof- the-science, as well as the advantages and limitations of various approaches to testing realism of phantoms and simulated breast images. Approaches based upon the visual assessment of synthetic breast images by expert observers will be contrasted with approaches based upon comparing statistical properties between synthetic and clinical images. The role of observer models in the assessment of realism will be considered. Finally, an industry perspective will be presented, summarizing the role and importance of virtual tools and simulation methods in product development. The challenges and conditions that must be satisfied in order for computational modeling and simulation to play a significantly increased role in the design and evaluation of novel breast imaging systems will be addressed. Learning Objectives: Review the state-of-the science in testing realism of software anthropomorphic phantoms and virtual clinical trials tools; Compare approaches based upon the visual assessment by expert observers vs. the analysis of statistical properties of synthetic images; Discuss the role of observer models in the assessment of realism; Summarize the industry perspective to virtual methods for breast imaging.« less
NASA Astrophysics Data System (ADS)
Shipman, J. S.; Chalmers, R.; Buntaine, J.
2017-12-01
Cross-disciplinary programs create the opportunity to explore new realms for scientists and artists alike. Through the collaborative process, artistic insights enable innovative approaches to emotionally connect to and visualize the world around us. Likewise, engagement across the art-science spectrum can lead to shifts in scientific thinking that create new connections in data and drive discoveries in research. The SciArt Center "The Bridge Residency Program" is a four-month long virtual residency open internationally for professionals in the arts and sciences to facilitate cross-disciplinary work and to bring together like-minded participants. The SciArt Center provides a virtual space to record and showcase the process and products of each collaboration. The work is facilitated with biweekly Skype calls and documented with weekly blog posts. Residents create either digital or physical products and share via video, images, or direct mailing with their collaborators. Past projects have produced call and response discussion, websites, skills and conference presentations, science-art studies, virtual exhibits, art shows, dance performances, and research exchange. Here we present the creative process and outcomes of one of the four collaborative teams selected for the 2017 residency. Jill Shipman, a Ph.D. Candidate in Volcanology who is also active in filmmaking and theatrical productions and Rosemary Chalmers, a UK-based lecturer, concept artist, and illustrator with a specialty in creature design. They were paired together for their shared interest in storytelling, illustration, and unique geological and environmental habitats and the life that occupies them. We will discuss the collaborative project developed by this team during their recent residency and illustrate how a virtual program can bridge the distance between geographical location to foster science and art collaboration. To follow the progress of the residency please visit: http://www.sciartcenter.org/the-bridge.html
The Virtual Solar Observatory: What Are We Up To Now?
NASA Technical Reports Server (NTRS)
Gurman, J. B.; Hill, F.; Suarez-Sola, F.; Bogart, R.; Amezcua, A.; Martens, P.; Hourcle, J.; Hughitt, K.; Davey, A.
2012-01-01
In the nearly ten years of a functional Virtual Solar Observatory (VSO), http://virtualsolar.org/ we have made it possible to query and access sixty-seven distinct solar data products and several event lists from nine spacecraft and fifteen observatories or observing networks. We have used existing VSO technology, and developed new software, for a distributed network of sites caching and serving SDO HMI and/ or AlA data. We have also developed an application programming interface (API) that has enabled VSO search and data access capabilities in IDL, Python, and Java. We also have quite a bit of work yet to do, including completion of the implementation of access to SDO EVE data, and access to some nineteen other data sets from space- and ground-based observatories. In addition, we have been developing a new graphic user interface that will enable the saving of user interface and search preferences. We solicit advice from the community input prioritizing our task list, and adding to it
A Planetarium Inside Your Office: Virtual Reality in the Dome Production Pipeline
NASA Astrophysics Data System (ADS)
Summers, Frank
2018-01-01
Producing astronomy visualization sequences for a planetarium without ready access to a dome is a distorted geometric challenge. Fortunately, one can now use virtual reality (VR) to simulate a dome environment without ever leaving one's office chair. The VR dome experience has proven to be a more than suitable pre-visualization method that requires only modest amounts of processing beyond the standard production pipeline. It also provides a crucial testbed for identifying, testing, and fixing the visual constraints and artifacts that arise in a spherical presentation environment. Topics adreesed here will include rendering, geometric projection, movie encoding, software playback, and hardware setup for a virtual dome using VR headsets.
"TEEB begins now": a virtual moment in the production of natural capital.
MacDonald, Kenneth Iain; Corson, Catherine
2012-01-01
This article uses theories of virtualism to analyse the role of The Economics of Ecosystems and Biodiversity (TEEB) project in the production of natural capital. Presented at the 10th Conference of the Parties to the Convention on Biological Diversity, the project seeks to redress the ‘economic invisibility of nature’ by quantifying the value of ecosystems and biodiversity. This endeavour to put an economic value on ecosystems makes nature legible by abstracting it from social and ecological contexts and making it subject to, and productive of, new market devices. In reducing the complexity of ecological dynamics to idealized categories TEEB is driven by economic ideas and idealism, and, in claiming to be a quantitative force for morality, is engaged in the production of practices designed to conform the ‘real’ to the virtual. By rendering a ‘valued’ nature legible for key audiences, TEEB has mobilized a critical mass of support including modellers, policy makers and bankers. We argue that TEEB's rhetoric of crisis and value aligns capitalism with a new kind of ecological modernization in which ‘the market’ and market devices serve as key mechanisms to conform the real and the virtual. Using the case of TEEB, and drawing on data collected at COP10, we illustrate the importance of international meetings as key points where idealized models of biodiversity protection emerge, circulate and are negotiated, and as sites where actors are aligned and articulated with these idealized models in ways that begin further processes of conforming the real with the virtual and the realization of ‘natural capital’.
NASA Technologies for Product Identification
NASA Technical Reports Server (NTRS)
Schramm, Fred, Jr.
2006-01-01
Since 1975 bar codes on products at the retail counter have been accepted as the standard for entering product identity for price determination. Since the beginning of the 21st century, the Data Matrix symbol has become accepted as the bar code format that is marked directly on a part, assembly or product that is durable enough to identify that item for its lifetime. NASA began the studies for direct part marking Data Matrix symbols on parts during the Return to Flight activities after the Challenger Accident. Over the 20 year period that has elapsed since Challenger, a mountain of studies, analyses and focused problem solutions developed by and for NASA have brought about world changing results. NASA Technical Standard 6002 and NASA Handbook 6003 for Direct Part Marking Data Matrix Symbols on Aerospace Parts have formed the basis for most other standards on part marking internationally. NASA and its commercial partners have developed numerous products and methods that addressed the difficulties of collecting part identification in aerospace operations. These products enabled the marking of Data Matrix symbols in virtually every situation and the reading of symbols at great distances, severe angles, under paint and in the dark without a light. Even unmarkable delicate parts now have a process to apply a chemical mixture called NanocodesTM that can be converted to a Data Matrix. The accompanying intellectual property is protected by 10 patents, several of which are licensed. Direct marking Data Matrix on NASA parts virtually eliminates data entry errors and the number of parts that go through their life cycle unmarked, two major threats to sound configuration management and flight safety. NASA is said to only have people and stuff with information connecting them. Data Matrix is one of the most significant improvements since Challenger to the safety and reliability of that connection. This presentation highlights the accomplishments of NASA in its efforts to develop technologies for automatic identification, its efforts to implement them and its vision on their role in space.
The virtual water content of major grain crops and virtual water flows between regions in China.
Sun, Shi-Kun; Wu, Pu-Te; Wang, Yu-Bao; Zhao, Xi-Ning
2013-04-01
The disproportionate distribution of arable land and water resources has become a bottleneck for guaranteeing food security in China. Virtual water and virtual water trade theory have provided a potential solution to improve water resources management in agriculture and alleviate water crises in water-scarce regions. The present study evaluates the green and blue virtual water content of wheat, maize and rice at the regional scale in China. It then assesses the water-saving benefits of virtual water flows related to the transfer of the three crops between regions. The national average virtual water content of wheat, maize and rice were 1071 m(3) per ton (50.98% green water, 49.02% blue water ), 830 m(3) per ton (76.27% green water, 23.73% blue water) and 1294 m(3) per ton (61.90% green water, 38.10% blue water), respectively. With the regional transfer of wheat, maize and rice, virtual water flows reached 30.08 Gm(3) (59.91% green water, 40.09% blue water). Meanwhile, China saved 11.47 Gm(3) green water, while it consumed 7.84 Gm(3) more blue water than with a no-grain transfer scenario in 2009. In order to guarantee food security in China, the government should improve water productivity (reduce virtual water content of crops) during the grain production process. Meanwhile, under the preconditions of economic feasibility and land-water resources availability, China should guarantee the grain-sown area in southern regions for taking full advantage of green water resources and to alleviate the pressure on water resources. © 2012 Society of Chemical Industry.
Virtual Oscillator Controls | Grid Modernization | NREL
Virtual Oscillator Controls Virtual Oscillator Controls NREL is developing virtual oscillator Santa-Barbara, and SunPower. Publications Synthesizing Virtual Oscillators To Control Islanded Inverters Synchronization of Parallel Single-Phase Inverters Using Virtual Oscillator Control, IEEE Transactions on Power
The Application of Leap Motion in Astronaut Virtual Training
NASA Astrophysics Data System (ADS)
Qingchao, Xie; Jiangang, Chao
2017-03-01
With the development of computer vision, virtual reality has been applied in astronaut virtual training. As an advanced optic equipment to track hand, Leap Motion can provide precise and fluid tracking of hands. Leap Motion is suitable to be used as gesture input device in astronaut virtual training. This paper built an astronaut virtual training based Leap Motion, and established the mathematics model of hands occlusion. At last the ability of Leap Motion to handle occlusion was analysed. A virtual assembly simulation platform was developed for astronaut training, and occlusion gesture would influence the recognition process. The experimental result can guide astronaut virtual training.
Chase, J Geoffrey; Preiser, Jean-Charles; Dickson, Jennifer L; Pironet, Antoine; Chiew, Yeong Shiong; Pretty, Christopher G; Shaw, Geoffrey M; Benyo, Balazs; Moeller, Knut; Safaei, Soroush; Tawhai, Merryn; Hunter, Peter; Desaive, Thomas
2018-02-20
Critical care, like many healthcare areas, is under a dual assault from significantly increasing demographic and economic pressures. Intensive care unit (ICU) patients are highly variable in response to treatment, and increasingly aging populations mean ICUs are under increasing demand and their cohorts are increasingly ill. Equally, patient expectations are growing, while the economic ability to deliver care to all is declining. Better, more productive care is thus the big challenge. One means to that end is personalised care designed to manage the significant inter- and intra-patient variability that makes the ICU patient difficult. Thus, moving from current "one size fits all" protocolised care to adaptive, model-based "one method fits all" personalised care could deliver the required step change in the quality, and simultaneously the productivity and cost, of care. Computer models of human physiology are a unique tool to personalise care, as they can couple clinical data with mathematical methods to create subject-specific models and virtual patients to design new, personalised and more optimal protocols, as well as to guide care in real-time. They rely on identifying time varying patient-specific parameters in the model that capture inter- and intra-patient variability, the difference between patients and the evolution of patient condition. Properly validated, virtual patients represent the real patients, and can be used in silico to test different protocols or interventions, or in real-time to guide care. Hence, the underlying models and methods create the foundation for next generation care, as well as a tool for safely and rapidly developing personalised treatment protocols over large virtual cohorts using virtual trials. This review examines the models and methods used to create virtual patients. Specifically, it presents the models types and structures used and the data required. It then covers how to validate the resulting virtual patients and trials, and how these virtual trials can help design and optimise clinical trial. Links between these models and higher order, more complex physiome models are also discussed. In each section, it explores the progress reported up to date, especially on core ICU therapies in glycemic, circulatory and mechanical ventilation management, where high cost and frequency of occurrence provide a significant opportunity for model-based methods to have measurable clinical and economic impact. The outcomes are readily generalised to other areas of medical care.
Virtual Simulations: A Creative, Evidence-Based Approach to Develop and Educate Nurses.
Leibold, Nancyruth; Schwarz, Laura
2017-02-01
The use of virtual simulations in nursing is an innovative strategy that is increasing in application. There are several terms related to virtual simulation; although some are used interchangeably, the meanings are not the same. This article presents examples of virtual simulation, virtual worlds, and virtual patients in continuing education, staff development, and academic nursing education. Virtual simulations in nursing use technology to provide safe, as realistic as possible clinical practice for nurses and nursing students. Virtual simulations are useful for learning new skills; practicing a skill that puts content, high-order thinking, and psychomotor elements together; skill competency learning; and assessment for low-volume, high-risk skills. The purpose of this article is to describe the related terms, examples, uses, theoretical frameworks, challenges, and evidence related to virtual simulations in nursing.
Establishing a Virtual Community of Practice in Simulation: The Value of Social Media.
Thoma, Brent; Brazil, Victoria; Spurr, Jesse; Palaganas, Janice; Eppich, Walter; Grant, Vincent; Cheng, Adam
2018-04-01
Professional development opportunities are not readily accessible for most simulation educators, who may only connect with simulation experts at periodic and costly conferences. Virtual communities of practice consist of individuals with a shared passion who communicate via virtual media to advance their own learning and that of others. A nascent virtual community of practice is developing online for healthcare simulation on social media platforms. Simulation educators should consider engaging on these platforms for their own benefit and to help develop healthcare simulation educators around the world. Herein, we describe this developing virtual community of practice and offer guidance to assist educators to engage, learn, and contribute to the growth of the community.
Development of a Virtual Museum Including a 4d Presentation of Building History in Virtual Reality
NASA Astrophysics Data System (ADS)
Kersten, T. P.; Tschirschwitz, F.; Deggim, S.
2017-02-01
In the last two decades the definition of the term "virtual museum" changed due to rapid technological developments. Using today's available 3D technologies a virtual museum is no longer just a presentation of collections on the Internet or a virtual tour of an exhibition using panoramic photography. On one hand, a virtual museum should enhance a museum visitor's experience by providing access to additional materials for review and knowledge deepening either before or after the real visit. On the other hand, a virtual museum should also be used as teaching material in the context of museum education. The laboratory for Photogrammetry & Laser Scanning of the HafenCity University Hamburg has developed a virtual museum (VM) of the museum "Alt-Segeberger Bürgerhaus", a historic town house. The VM offers two options for visitors wishing to explore the museum without travelling to the city of Bad Segeberg, Schleswig-Holstein, Germany. Option a, an interactive computer-based, tour for visitors to explore the exhibition and to collect information of interest or option b, to immerse into virtual reality in 3D with the HTC Vive Virtual Reality System.
Flügge, Tabea Viktoria; Nelson, Katja; Schmelzeisen, Rainer; Metzger, Marc Christian
2013-08-01
To present an efficient workflow for the production of implant drilling guides using virtual planning tools. For this purpose, laser surface scanning, cone beam computed tomography, computer-aided design and manufacturing, and 3-dimensional (3D) printing were combined. Intraoral optical impressions (iTero, Align Technologies, Santa Clara, CA) and digital 3D radiographs (cone beam computed tomography) were performed at the first consultation of 1 exemplary patient. With image processing techniques, the intraoral surface data, acquired using an intraoral scanner, and radiologic 3D data were fused. The virtual implant planning process (using virtual library teeth) and the in-office production of the implant drilling guide was performed after only 1 clinical consultation of the patient. Implant surgery with a computer-aided design and manufacturing produced implant drilling guide was performed during the second consultation. The production of a scan prosthesis and multiple preoperative consultations of the patient were unnecessary. The presented procedure offers another step in facilitating the production of drilling guides in dental implantology. Four main advantages are realized with this procedure. First, no additional scan prosthesis is needed. Second, data acquisition can be performed during the first consultation. Third, the virtual planning is directly transferred to the drilling guide without a loss of accuracy. Finally, the treatment cost and time required are reduced with this facilitated production process. Copyright © 2013 American Association of Oral and Maxillofacial Surgeons. Published by Elsevier Inc. All rights reserved.
Intelligent Virtual Assistant's Impact on Technical Proficiency within Virtual Teams
ERIC Educational Resources Information Center
Graham, Christian; Jones, Nory B.
2016-01-01
Information-systems development continues to be a difficult process, particularly for virtual teams that do not have the luxury of meeting face-to-face. The research literature on this topic reinforces this point: the greater part of database systems development projects ends in failure. The use of virtual teams to complete projects further…
Piromchai, Patorn; Avery, Alex; Laopaiboon, Malinee; Kennedy, Gregor; O'Leary, Stephen
2015-09-09
Virtual reality simulation uses computer-generated imagery to present a simulated training environment for learners. This review seeks to examine whether there is evidence to support the introduction of virtual reality surgical simulation into ear, nose and throat surgical training programmes. 1. To assess whether surgeons undertaking virtual reality simulation-based training achieve surgical ('patient') outcomes that are at least as good as, or better than, those achieved through conventional training methods.2. To assess whether there is evidence from either the operating theatre, or from controlled (simulation centre-based) environments, that virtual reality-based surgical training leads to surgical skills that are comparable to, or better than, those achieved through conventional training. The Cochrane Ear, Nose and Throat Disorders Group (CENTDG) Trials Search Co-ordinator searched the CENTDG Trials Register; Central Register of Controlled Trials (CENTRAL 2015, Issue 6); PubMed; EMBASE; ERIC; CINAHL; Web of Science; ClinicalTrials.gov; ICTRP and additional sources for published and unpublished trials. The date of the search was 27 July 2015. We included all randomised controlled trials and controlled trials comparing virtual reality training and any other method of training in ear, nose or throat surgery. We used the standard methodological procedures expected by The Cochrane Collaboration. We evaluated both technical and non-technical aspects of skill competency. We included nine studies involving 210 participants. Out of these, four studies (involving 61 residents) assessed technical skills in the operating theatre (primary outcomes). Five studies (comprising 149 residents and medical students) assessed technical skills in controlled environments (secondary outcomes). The majority of the trials were at high risk of bias. We assessed the GRADE quality of evidence for most outcomes across studies as 'low'. Operating theatre environment (primary outcomes) In the operating theatre, there were no studies that examined two of three primary outcomes: real world patient outcomes and acquisition of non-technical skills. The third primary outcome (technical skills in the operating theatre) was evaluated in two studies comparing virtual reality endoscopic sinus surgery training with conventional training. In one study, psychomotor skill (which relates to operative technique or the physical co-ordination associated with instrument handling) was assessed on a 10-point scale. A second study evaluated the procedural outcome of time-on-task. The virtual reality group performance was significantly better, with a better psychomotor score (mean difference (MD) 1.66, 95% CI 0.52 to 2.81; 10-point scale) and a shorter time taken to complete the operation (MD -5.50 minutes, 95% CI -9.97 to -1.03). Controlled training environments (secondary outcomes) In a controlled environment five studies evaluated the technical skills of surgical trainees (one study) and medical students (three studies). One study was excluded from the analysis. Surgical trainees: One study (80 participants) evaluated the technical performance of surgical trainees during temporal bone surgery, where the outcome was the quality of the final dissection. There was no difference in the end-product scores between virtual reality and cadaveric temporal bone training. Medical students: Two other studies (40 participants) evaluated technical skills achieved by medical students in the temporal bone laboratory. Learners' knowledge of the flow of the operative procedure (procedural score) was better after virtual reality than conventional training (SMD 1.11, 95% CI 0.44 to 1.79). There was also a significant difference in end-product score between the virtual reality and conventional training groups (SMD 2.60, 95% CI 1.71 to 3.49). One study (17 participants) revealed that medical students acquired anatomical knowledge (on a scale of 0 to 10) better during virtual reality than during conventional training (MD 4.3, 95% CI 2.05 to 6.55). No studies in a controlled training environment assessed non-technical skills. There is limited evidence to support the inclusion of virtual reality surgical simulation into surgical training programmes, on the basis that it can allow trainees to develop technical skills that are at least as good as those achieved through conventional training. Further investigations are required to determine whether virtual reality training is associated with better real world outcomes for patients and the development of non-technical skills. Virtual reality simulation may be considered as an additional learning tool for medical students.
NASA Astrophysics Data System (ADS)
Adlisia Puspa Harani, Sandhika
2018-05-01
The study is conducted by gathering data from interviews an in-home experiment, to examine the impacts of both virtual and physical SED toward user engagement. Business opportunity and benefits of virtual SED for stake holders are also discussed in this study. The research was conducted by interviewing method to respondens in Nottingham, UK. By comparing consumers’ energy saving behaviour from physical and virtual SED users, virtual SED shows similar level of effectiveness as physical SED, but there is no evidence that the virtual versions are better than the physical ones in terms of reducing energy consumption. Nevertheless, virtual SED can be more beneficial for consumers who can get easier access. They also help educating users to be more concern about energy issue. Energy suppliers get benefits by having virtual versions of SED, in which they can reduce production and distribution costs, as well as diminishing waste from physical SED.
Optimization of the production process using virtual model of a workspace
NASA Astrophysics Data System (ADS)
Monica, Z.
2015-11-01
Optimization of the production process is an element of the design cycle consisting of: problem definition, modelling, simulation, optimization and implementation. Without the use of simulation techniques, the only thing which could be achieved is larger or smaller improvement of the process, not the optimization (i.e., the best result it is possible to get for the conditions under which the process works). Optimization is generally management actions that are ultimately bring savings in time, resources, and raw materials and improve the performance of a specific process. It does not matter whether it is a service or manufacturing process. Optimizing the savings generated by improving and increasing the efficiency of the processes. Optimization consists primarily of organizational activities that require very little investment, or rely solely on the changing organization of work. Modern companies operating in a market economy shows a significant increase in interest in modern methods of production management and services. This trend is due to the high competitiveness among companies that want to achieve success are forced to continually modify the ways to manage and flexible response to changing demand. Modern methods of production management, not only imply a stable position of the company in the sector, but also influence the improvement of health and safety within the company and contribute to the implementation of more efficient rules for standardization work in the company. This is why in the paper is presented the application of such developed environment like Siemens NX to create the virtual model of a production system and to simulate as well as optimize its work. The analyzed system is the robotized workcell consisting of: machine tools, industrial robots, conveyors, auxiliary equipment and buffers. In the program could be defined the control program realizing the main task in the virtual workcell. It is possible, using this tool, to optimize both the object trajectory and the cooperation process.
Rocha, Vania; Ximenes, Elisa Francioli; Carvalho, Mauren Lopes de; Alpino, Tais de Moura Ariza; Freitas, Carlos Machado de
2014-09-01
In the specialized database of the Virtual Health Library (VHL), the DISASTER database highlights the importance of the theme for the health sector. The scope of this article is to identify the profiles of technical and scientific publications in the specialized database. Based on systematic searches and the analysis of results it is possible to determine: the type of publication; the main topics addressed; the most common type of disasters mentioned in published materials, countries and regions as subjects, historic periods with the most publications and the current trend of publications. When examining the specialized data in detail, it soon becomes clear that the number of major topics is very high, making a specific search process in this database a challenging exercise. On the other hand, it is encouraging that the disaster topic is discussed and assessed in a broad and diversified manner, associated with different aspects of the natural and social sciences. The disaster issue requires the production of interdisciplinary knowledge development to reduce the impacts of disasters and for risk management. In this way, since the health sector is a interdisciplinary area, it can contribute to knowledge production.
The study of early human embryos using interactive 3-dimensional computer reconstructions.
Scarborough, J; Aiton, J F; McLachlan, J C; Smart, S D; Whiten, S C
1997-07-01
Tracings of serial histological sections from 4 human embryos at different Carnegie stages were used to create 3-dimensional (3D) computer models of the developing heart. The models were constructed using commercially available software developed for graphic design and the production of computer generated virtual reality environments. They are available as interactive objects which can be downloaded via the World Wide Web. This simple method of 3D reconstruction offers significant advantages for understanding important events in morphological sciences.
The Virtual Observatory: Retrospective and Prospectus
NASA Astrophysics Data System (ADS)
Hanisch, R. J.
2010-12-01
At the ADASS XV in San Lorenzo de El Escorial, Spain, in October 2005, I gave an overview of the accomplishments of the Virtual Observatory initiatives and discussed the imminent transition from development to operations. That transition remains on the horizon for the US Virtual Observatory, and VO projects worldwide have encountered various programmatic challenges. The successes of the Virtual Observatory are many, but thus far are primarily of a technical nature. We have developed a data discovery and data access infrastructure that has been taken up by data centers and observatories around the world. We have web-based interfaces, downloadable toolkits and applications, a security and restricted access capability, standard vocabularies, a sophisticated messaging and alert system for transient events, and the ability for applications to exchange messages and work together seamlessly. This has been accomplished through a strong collaboration between astronomers and information technology specialists. We have been less successful engaging the astronomical researcher. Relatively few papers have been published based on VO-enabled research, and many astronomers remain unfamiliar with the capabilities of the VO despite active training and tutorial programs hosted by several of the major VO projects. As we (finally!) enter the operational phase of the VO, we need to focus on areas that have contributed to the limited take-up of the VO amongst active scientists, such as ease of use, reliability, and consistency. We need to routinely test VO services for aliveness and adherence to standards, working with data providers to fix errors and otherwise removing non-compliant services from those seen by end-users. Technical developments will need to be motivated and prioritized based on scientific utility. We need to continue to embrace new technology and employ it in a context that focuses on research productivity.
Wan, Minghui; Liao, Dongjiang; Peng, Guilin; Xu, Xin; Yin, Weiqiang; Guo, Guixin; Jiang, Funeng; Zhong, Weide
2017-01-01
Chloride intracellular channel 1 (CLIC1) is involved in the development of most aggressive human tumors, including gastric, colon, lung, liver, and glioblastoma cancers. It has become an attractive new therapeutic target for several types of cancer. In this work, we aim to identify natural products as potent CLIC1 inhibitors from Traditional Chinese Medicine (TCM) database using structure-based virtual screening and molecular dynamics (MD) simulation. First, structure-based docking was employed to screen the refined TCM database and the top 500 TCM compounds were obtained and reranked by X-Score. Then, 30 potent hits were achieved from the top 500 TCM compounds using cluster and ligand-protein interaction analysis. Finally, MD simulation was employed to validate the stability of interactions between each hit and CLIC1 protein from docking simulation, and Molecular Mechanics/Generalized Born Surface Area (MM-GBSA) analysis was used to refine the virtual hits. Six TCM compounds with top MM-GBSA scores and ideal-binding models were confirmed as the final hits. Our study provides information about the interaction between TCM compounds and CLIC1 protein, which may be helpful for further experimental investigations. In addition, the top 6 natural products structural scaffolds could serve as building blocks in designing drug-like molecules for CLIC1 inhibition. PMID:29147652
Developing a Hybrid Virtualization Platform Design for Cyber Warfare Training and Education
2010-06-01
CYBER WARFARE TRAINING AND EDUCATION THESIS Kyle E. Stewart 2nd...Government. AFIT/GCE/ENG/10-06 DEVELOPING A HYBRID VIRTUALIZATION PLATFORM DESIGN FOR CYBER WARFARE TRAINING...APPROVED FOR PUBLIC RELEASE; DISTRIBUTION UNLIMITED. AFIT/GCE/ENG/10-06 DEVELOPING A HYBRID VIRTUALIZATION PLATFORM DESIGN FOR CYBER WARFARE
An Ethnographic Study of a Developing Virtual Organization in Education
ERIC Educational Resources Information Center
Couch, Stephanie R.
2012-01-01
This ethnographic study answers calls for research into the ways that virtual organizations (or innovation-driven collaborative teams) form and develop, what supports and constraints their development, and the leadership models that support the organizations' work. The study examines how a virtual organization emerged from an intersegmental…
Global Team Development. Symposium 7. [AHRD Conference, 2001].
ERIC Educational Resources Information Center
2001
This document contains three papers on global team development. "Virtual Executives: A Paradox with Implications for Development" (Andrea Hornett), which is based on a case study exploring power relationships among members of a virtual team, demonstrates that members of a virtual team describe power differently for situations inside…
The standard-based open workflow system in GeoBrain (Invited)
NASA Astrophysics Data System (ADS)
Di, L.; Yu, G.; Zhao, P.; Deng, M.
2013-12-01
GeoBrain is an Earth science Web-service system developed and operated by the Center for Spatial Information Science and Systems, George Mason University. In GeoBrain, a standard-based open workflow system has been implemented to accommodate the automated processing of geospatial data through a set of complex geo-processing functions for advanced production generation. The GeoBrain models the complex geoprocessing at two levels, the conceptual and concrete. At the conceptual level, the workflows exist in the form of data and service types defined by ontologies. The workflows at conceptual level are called geo-processing models and cataloged in GeoBrain as virtual product types. A conceptual workflow is instantiated into a concrete, executable workflow when a user requests a product that matches a virtual product type. Both conceptual and concrete workflows are encoded in Business Process Execution Language (BPEL). A BPEL workflow engine, called BPELPower, has been implemented to execute the workflow for the product generation. A provenance capturing service has been implemented to generate the ISO 19115-compliant complete product provenance metadata before and after the workflow execution. The generation of provenance metadata before the workflow execution allows users to examine the usability of the final product before the lengthy and expensive execution takes place. The three modes of workflow executions defined in the ISO 19119, transparent, translucent, and opaque, are available in GeoBrain. A geoprocessing modeling portal has been developed to allow domain experts to develop geoprocessing models at the type level with the support of both data and service/processing ontologies. The geoprocessing models capture the knowledge of the domain experts and are become the operational offering of the products after a proper peer review of models is conducted. An automated workflow composition has been experimented successfully based on ontologies and artificial intelligence technology. The GeoBrain workflow system has been used in multiple Earth science applications, including the monitoring of global agricultural drought, the assessment of flood damage, the derivation of national crop condition and progress information, and the detection of nuclear proliferation facilities and events.
ERIC Educational Resources Information Center
Broughton, Lee
2011-01-01
Since the rise of the Internet, the act of border crossing has become a pursuit that must necessarily be conceptualized in both real and virtual terms. By using theories connected to virtual communities, new technologies, fan cultures and tourism, this paper seeks to show that the culturally productive activities of a transnational virtual…
ERIC Educational Resources Information Center
Cooper, Karen E.
2009-01-01
Virtual Worlds have become an attractive platform for work, play, and learning. Businesses, including the public sector and academia, are increasingly investing their time, money, and attention to understanding the value of virtual worlds as a productivity tool. For example, educators are leading the way with research in Second Life, one of the…
The co-definition of self: conversations in virtual reality.
Cantamesse, Matteo
2009-01-01
Conversation analysis can take the form of a qualitative methodology for the exploration of discursive productions, whose main goal is the formulation of hypotheses for reading psychosocial interaction through descriptive models of interlocution. Therefore, in this study, conversations in a shared Virtual Environment have been analyzed in order to understand the specific structure, dynamics, and phenomenology of Virtual Reality effects on the "interactive micro-chains" that constitute the communicative thread of daily experience.
2009-03-20
involved the development of an environment within the Multiverse virtual world, oriented toward allowing individuals to acquire and reinforce skills via...PetBrain software G2: Creation of a scavenger hunt scenario in the Multiverse virtual world, in which humans and AIs can collaboratively play scavenger...carried out by Novamente LLC for AOARD during June 2008 ? February 2009. It involved the development of an environment within the Multiverse virtual world
Optimisation of assembly scheduling in VCIM systems using genetic algorithm
NASA Astrophysics Data System (ADS)
Dao, Son Duy; Abhary, Kazem; Marian, Romeo
2017-09-01
Assembly plays an important role in any production system as it constitutes a significant portion of the lead time and cost of a product. Virtual computer-integrated manufacturing (VCIM) system is a modern production system being conceptually developed to extend the application of traditional computer-integrated manufacturing (CIM) system to global level. Assembly scheduling in VCIM systems is quite different from one in traditional production systems because of the difference in the working principles of the two systems. In this article, the assembly scheduling problem in VCIM systems is modeled and then an integrated approach based on genetic algorithm (GA) is proposed to search for a global optimised solution to the problem. Because of dynamic nature of the scheduling problem, a novel GA with unique chromosome representation and modified genetic operations is developed herein. Robustness of the proposed approach is verified by a numerical example.
Distribution Locational Real-Time Pricing Based Smart Building Control and Management
DOE Office of Scientific and Technical Information (OSTI.GOV)
Hao, Jun; Dai, Xiaoxiao; Zhang, Yingchen
This paper proposes an real-virtual parallel computing scheme for smart building operations aiming at augmenting overall social welfare. The University of Denver's campus power grid and Ritchie fitness center is used for demonstrating the proposed approach. An artificial virtual system is built in parallel to the real physical system to evaluate the overall social cost of the building operation based on the social science based working productivity model, numerical experiment based building energy consumption model and the power system based real-time pricing mechanism. Through interactive feedback exchanged between the real and virtual system, enlarged social welfare, including monetary cost reductionmore » and energy saving, as well as working productivity improvements, can be achieved.« less
Lee, M L; Schneider, G
2001-01-01
Natural products were analyzed to determine whether they contain appealing novel scaffold architectures for potential use in combinatorial chemistry. Ring systems were extracted and clustered on the basis of structural similarity. Several such potential scaffolds for combinatorial chemistry were identified that are not present in current trade drugs. For one of these scaffolds a virtual combinatorial library was generated. Pharmacophoric properties of natural products, trade drugs, and the virtual combinatorial library were assessed using a self-organizing map. Obviously, current trade drugs and natural products have several topological pharmacophore patterns in common. These features can be systematically explored with selected combinatorial libraries based on a combination of natural product-derived and synthetic molecular building blocks.
The Development of a Virtual Farm for Applications in Elementary Science Education
ERIC Educational Resources Information Center
Tarng, Wernhuar; Chang, Mei-Yu; Ou, Kuo-Liang; Yu, Kein-Fu; Hsieh, Kuen-Rong
2012-01-01
The goal of this study is to develop a virtual farm for educational applications. Users can play the role of a farmer by planting vegetables and raising poultry on the virtual farm to observe their growth through online learning activities. The virtual farm possesses educational and entertaining functions, and it is designed by simulating the real…
Immersive virtual reality simulations in nursing education.
Kilmon, Carol A; Brown, Leonard; Ghosh, Sumit; Mikitiuk, Artur
2010-01-01
This article explores immersive virtual reality as a potential educational strategy for nursing education and describes an immersive learning experience now being developed for nurses. This pioneering project is a virtual reality application targeting speed and accuracy of nurse response in emergency situations requiring cardiopulmonary resuscitation. Other potential uses and implications for the development of virtual reality learning programs are discussed.
NASA Technical Reports Server (NTRS)
Hammrs, Stephan R.
2008-01-01
Virtual Satellite (VirtualSat) is a computer program that creates an environment that facilitates the development, verification, and validation of flight software for a single spacecraft or for multiple spacecraft flying in formation. In this environment, enhanced functionality and autonomy of navigation, guidance, and control systems of a spacecraft are provided by a virtual satellite that is, a computational model that simulates the dynamic behavior of the spacecraft. Within this environment, it is possible to execute any associated software, the development of which could benefit from knowledge of, and possible interaction (typically, exchange of data) with, the virtual satellite. Examples of associated software include programs for simulating spacecraft power and thermal- management systems. This environment is independent of the flight hardware that will eventually host the flight software, making it possible to develop the software simultaneously with, or even before, the hardware is delivered. Optionally, by use of interfaces included in VirtualSat, hardware can be used instead of simulated. The flight software, coded in the C or C++ programming language, is compilable and loadable into VirtualSat without any special modifications. Thus, VirtualSat can serve as a relatively inexpensive software test-bed for development test, integration, and post-launch maintenance of spacecraft flight software.
Virtual Environment Training on Mobile Devices
2013-09-01
NONFUNCTIONAL REQUIREMENTS .............................................. 41 G. PRODUCT FEATURES...52 E. SOFTWARE PRODUCTION .............................................................. 52 F. LIMITATIONS...on Android and iOS tablets. G. PRODUCT FEATURES 1. The final product shall include interactive 3D graphics with simulated representation of actual
Andersen, Steven Arild Wuyts; Mikkelsen, Peter Trier; Konge, Lars; Cayé-Thomasen, Per; Sørensen, Mads Sølvsten
2016-01-01
Cognitive overload can inhibit learning, and cognitive load theory-based instructional design principles can be used to optimize learning situations. This study aims to investigate the effect of implementing cognitive load theory-based design principles in virtual reality simulation training of mastoidectomy. Eighteen novice medical students received 1 h of self-directed virtual reality simulation training of the mastoidectomy procedure randomized for standard instructions (control) or cognitive load theory-based instructions with a worked example followed by a problem completion exercise (intervention). Participants then completed two post-training virtual procedures for assessment and comparison. Cognitive load during the post-training procedures was estimated by reaction time testing on an integrated secondary task. Final-product analysis by two blinded expert raters was used to assess the virtual mastoidectomy performances. Participants in the intervention group had a significantly increased cognitive load during the post-training procedures compared with the control group (52 vs. 41 %, p = 0.02). This was also reflected in the final-product performance: the intervention group had a significantly lower final-product score than the control group (13.0 vs. 15.4, p < 0.005). Initial instruction using worked examples followed by a problem completion exercise did not reduce the cognitive load or improve the performance of the following procedures in novices. Increased cognitive load when part tasks needed to be integrated in the post-training procedures could be a possible explanation for this. Other instructional designs and methods are needed to lower the cognitive load and improve the performance in virtual reality surgical simulation training of novices.
[Research on the virtual water composition and virtual water trade for agriculture in Beijing].
Wang, Hong-rui; Wang, Yan; Wang, Jun-hong; Dong, Yan-yan; Han, Zhao-xing
2007-12-01
Based on the irrigation norm of typical district and county, and revised by the isoline map of Chinese crops water demand, the change of crops program was analyzed as well as the agricultural water use and its GDP benefits. Then the virtual water was calculated for years. At last, the input-output method was used to calculate the trade of virtual water in Beijing. As the results, the virtual water for cereal crops has been decreasing in Beijing, from 1.832 x 10(9) m3 in 1990 to 4.283 x 10(8) m3 in 2004. Otherwise the virtual water for technical crops has been increasing, which is from 9.06 x 10(8) m3 in 1990 to 1.492 x 10(9) m3 in 2004. On the whole, the virtual water for crops has been decreasing in Beijing. From the angle of primary products Beijing is a virtual water importing area. Virtual water importing of annual average is 2.37 x 10(8) m3, which is about 5.93% of the total water of Beijing. Virtual water has been an important supplement of local real water of Beijing.
NASA Astrophysics Data System (ADS)
Macdonald, H.; Manduca, C. A.; Mogk, D. W.; Tewksbury, B. J.; Iverson, E. A.; Kirk, K. B.; Beane, R. J.; McConnell, D.; Wiese, K.; Wysession, M. E.
2011-12-01
On the Cutting Edge, a comprehensive, discipline-wide professional development program for current and future geoscience faculty, aims to develop a geoscience professoriate committed to high-quality instruction based on currency in scientific knowledge, good pedagogic practice, and research on learning. Our program provides an integrated workshop series and online teaching resources. Since 2002, we have offered more than 80 face-to-face workshops, virtual workshops and webinars, and hybrid events. Participants come from two-year colleges and four-year colleges and universities. The workshop series is designed to address the needs of faculty in all career stages at the full spectrum of institutions and covering the breadth of the geoscience curriculum. We select timely and compelling topics and create opportunities of interest to faculty. We offer workshops on course design, new geoscience research and pedagogical topics, core geoscience curriculum topics, and introductory courses as well as workshops for early career faculty and for future faculty. Our workshops are designed to model good teaching practice. We set workshop goals that guide workshop planning and evaluation. Workshops are interactive, emphasize participant learning, provide opportunities for participants to interact and share experience/knowledge, provide good resources, give participants time to reflect and to develop action plans, and help transform their ideas about teaching. We emphasize the importance of adaptation in the context of their specific situations. For virtual workshops and webinars we use icebreakers and other structured interactions to build a comfortable workshop community; promote interaction through features on webinar software, chat-aided question and answer, small-group synchronous interactions, and/or discussion boards; plan detailed schedules for workshop events; use asynchronous discussions and recordings of synchronous events given that participants are busy with their daily commitments; and provide sufficient technical support for participants and leaders. The importance of making the workshop useful and immediately applicable does not diminish with virtual events. One key lesson is the need to be purposeful with virtual communication strategies; the discussion boards, chat-aided discussion, and small group interactions need a specific focus, purpose, or product. Both face-to-face and virtual workshops that appear to flow spontaneously reflect extensive planning, a clear understanding of the program and its objectives by everyone involved, and realistic estimates for how long activities will really take. The workshop content and structures that we have developed result in high rates of satisfaction by participants.
Functional food. Product development, marketing and consumer acceptance--a review.
Siró, István; Kápolna, Emese; Kápolna, Beáta; Lugasi, Andrea
2008-11-01
It was mainly the advances in understanding the relationship between nutrition and health that resulted in the development of the concept of functional foods, which means a practical and new approach to achieve optimal health status by promoting the state of well-being and possibly reducing the risk of disease. Functional foods are found virtually in all food categories, however products are not homogeneously scattered over all segments of the growing market. The development and commerce of these products is rather complex, expensive and risky, as special requirements should be answered. Besides potential technological obstacles, legislative aspects, as well as consumer demands need to be taken into consideration when developing functional food. In particular, consumer acceptance has been recognized as a key factor to successfully negotiate market opportunities. This paper offers a brief overview of the current functional food market situation in USA, Japan and some European countries completed with some comments on functional food future potential. It explores the main challenges of such product development focusing on the different factors determining the acceptance of functional food. Furthermore it discusses some prominent types of these food products currently on the market.
Searching Fragment Spaces with feature trees.
Lessel, Uta; Wellenzohn, Bernd; Lilienthal, Markus; Claussen, Holger
2009-02-01
Virtual combinatorial chemistry easily produces billions of compounds, for which conventional virtual screening cannot be performed even with the fastest methods available. An efficient solution for such a scenario is the generation of Fragment Spaces, which encode huge numbers of virtual compounds by their fragments/reagents and rules of how to combine them. Similarity-based searches can be performed in such spaces without ever fully enumerating all virtual products. Here we describe the generation of a huge Fragment Space encoding about 5 * 10(11) compounds based on established in-house synthesis protocols for combinatorial libraries, i.e., we encode practically evaluated combinatorial chemistry protocols in a machine readable form, rendering them accessible to in silico search methods. We show how such searches in this Fragment Space can be integrated as a first step in an overall workflow. It reduces the extremely huge number of virtual products by several orders of magnitude so that the resulting list of molecules becomes more manageable for further more elaborated and time-consuming analysis steps. Results of a case study are presented and discussed, which lead to some general conclusions for an efficient expansion of the chemical space to be screened in pharmaceutical companies.
Virtual Libraries: Service Realities.
ERIC Educational Resources Information Center
Novak, Jan
This paper discusses client service issues to be considered when transitioning to a virtual library situation. Themes related to the transitional nature of society in the knowledge era are presented, including: paradox and a contradictory nature; blurring of boundaries; networks, systems, and holistic thinking; process/not product, becoming/not…
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.
World Virtual Observatory Organization
NASA Astrophysics Data System (ADS)
Ignatyev, Mikhail; Pinigin, Gennadij
On the base of experience of our Unoversity and Observatory we investigate the seven blocks model of virtual organization for consolidation of resources. This model consists of the next blocks: 1.Population-scientists students robots and agents. 2.Aspiration of population groups. 3.Territory. 4.Production. 5.Ecology and safety. 6.Finance. 7. External relations - input and output flows of population information resources.The world virtual observatory is the virtual world which consists of three groups of variables - appearances essences and structured uncertainty which defines the number and distribution of arbitrary coefficients in equivalent equations. The consolodation of recources permit to create the large telescopes with distributed structure on our planet and cosmos. Virtual instruments can have the best characteristics by means of collective effects which have investigated in our paper.
Goswami, Prashant; Nishad, Shiv Narayan
2015-01-01
Assessment and policy design for sustainability in primary resources like arable land and water need to adopt long-term perspective; even small but persistent effects like net export of water may influence sustainability through irreversible losses. With growing consumption, this virtual water trade has become an important element in the water sustainability of a nation. We estimate and contrast the virtual (embedded) water trades of two populous nations, India and China, to present certain quantitative measures and time scales. Estimates show that export of embedded water alone can lead to loss of water sustainability. With the current rate of net export of water (embedded) in the end products, India is poised to lose its entire available water in less than 1000 years; much shorter time scales are implied in terms of water for production. The two cases contrast and exemplify sustainable and non-sustainable virtual water trade in long term perspective. PMID:25790964
Putting the PLE into PLD: Virtual Professional Learning and Development
ERIC Educational Resources Information Center
Owen, Hazel
2014-01-01
The range of affordances that a virtual environment offers can provide opportunities for more formal Professional Learning and Development (PLD) that has flexibility of choice, time and approach for educators. It was this potential that inspired the design of the Virtual Professional Learning and Development (VPLD) program that was instigated in…
Framework and Implications of Virtual Neurorobotics
Goodman, Philip H.; Zou, Quan; Dascalu, Sergiu-Mihai
2008-01-01
Despite decades of societal investment in artificial learning systems, truly “intelligent” systems have yet to be realized. These traditional models are based on input-output pattern optimization and/or cognitive production rule modeling. One response has been social robotics, using the interaction of human and robot to capture important cognitive dynamics such as cooperation and emotion; to date, these systems still incorporate traditional learning algorithms. More recently, investigators are focusing on the core assumptions of the brain “algorithm” itself—trying to replicate uniquely “neuromorphic” dynamics such as action potential spiking and synaptic learning. Only now are large-scale neuromorphic models becoming feasible, due to the availability of powerful supercomputers and an expanding supply of parameters derived from research into the brain's interdependent electrophysiological, metabolomic and genomic networks. Personal computer technology has also led to the acceptance of computer-generated humanoid images, or “avatars”, to represent intelligent actors in virtual realities. In a recent paper, we proposed a method of virtual neurorobotics (VNR) in which the approaches above (social-emotional robotics, neuromorphic brain architectures, and virtual reality projection) are hybridized to rapidly forward-engineer and develop increasingly complex, intrinsically intelligent systems. In this paper, we synthesize our research and related work in the field and provide a framework for VNR, with wider implications for research and practical applications. PMID:18982115
Novel Virtual User Models of Mild Cognitive Impairment for Simulating Dementia
Segkouli, Sofia; Tzovaras, Dimitrios; Tsakiris, Thanos; Tsolaki, Magda; Karagiannidis, Charalampos
2015-01-01
Virtual user modeling research has attempted to address critical issues of human-computer interaction (HCI) such as usability and utility through a large number of analytic, usability-oriented approaches as cognitive models in order to provide users with experiences fitting to their specific needs. However, there is demand for more specific modules embodied in cognitive architecture that will detect abnormal cognitive decline across new synthetic task environments. Also, accessibility evaluation of graphical user interfaces (GUIs) requires considerable effort for enhancing ICT products accessibility for older adults. The main aim of this study is to develop and test virtual user models (VUM) simulating mild cognitive impairment (MCI) through novel specific modules, embodied at cognitive models and defined by estimations of cognitive parameters. Well-established MCI detection tests assessed users' cognition, elaborated their ability to perform multitasks, and monitored the performance of infotainment related tasks to provide more accurate simulation results on existing conceptual frameworks and enhanced predictive validity in interfaces' design supported by increased tasks' complexity to capture a more detailed profile of users' capabilities and limitations. The final outcome is a more robust cognitive prediction model, accurately fitted to human data to be used for more reliable interfaces' evaluation through simulation on the basis of virtual models of MCI users. PMID:26339282
NASA Astrophysics Data System (ADS)
Arkadov, G. V.; Zhukavin, A. P.; Kroshilin, A. E.; Parshikov, I. A.; Solov'ev, S. L.; Shishov, A. V.
2014-10-01
The article describes the "Virtual Digital VVER-Based Nuclear Power Plant" computerized system comprising a totality of verified initial data (sets of input data for a model intended for describing the behavior of nuclear power plant (NPP) systems in design and emergency modes of their operation) and a unified system of new-generation computation codes intended for carrying out coordinated computation of the variety of physical processes in the reactor core and NPP equipment. Experiments with the demonstration version of the "Virtual Digital VVER-Based NPP" computerized system has shown that it is in principle possible to set up a unified system of computation codes in a common software environment for carrying out interconnected calculations of various physical phenomena at NPPs constructed according to the standard AES-2006 project. With the full-scale version of the "Virtual Digital VVER-Based NPP" computerized system put in operation, the concerned engineering, design, construction, and operating organizations will have access to all necessary information relating to the NPP power unit project throughout its entire lifecycle. The domestically developed commercial-grade software product set to operate as an independently operating application to the project will bring about additional competitive advantages in the modern market of nuclear power technologies.
Identifying the Priorities and Practices of Virtual School Educators Using Action Research
ERIC Educational Resources Information Center
Dawson, Kara; Dana, Nancy Fichtman; Wolkenhauer, Rachel; Krell, Desi
2013-01-01
This study examined the nature of thirty virtual educators' action research questions during a yearlong action research professional development experience within a large, state-funded virtual school. Virtual educators included instructional personnel (i.e., individuals responsible for teaching virtual courses) and noninstructional personnel…
Virtual reality in medical education and assessment
NASA Technical Reports Server (NTRS)
Sprague, Laurie A.; Bell, Brad; Sullivan, Tim; Voss, Mark; Payer, Andrew F.; Goza, Stewart Michael
1994-01-01
The NASA Johnson Space Center (JSC)/LinCom Corporation, the University of Texas Medical Branch at Galveston (UTMB), and the Galveston Independent School District (GISD) have teamed up to develop a virtual visual environment display (VIVED) that provides a unique educational experience using virtual reality (VR) technologies. The VIVED end product will be a self-contained educational experience allowing students a new method of learning as they interact with the subject matter through VR. This type of interface is intuitive and utilizes spatial and psychomotor abilities which are now constrained or reduced by the current two dimensional terminals and keyboards. The perpetual challenge to educators remains the identification and development of methodologies which conform the learners abilities and preferences. The unique aspects of VR provide an opportunity to explore a new educational experience. Endowing medical students with an understanding of the human body poses some difficulty challenges. One of the most difficult is to convey the three dimensional nature of anatomical structures. The ideal environment for addressing this problem would be one that allows students to become small enough to enter the body and travel through it - much like a person walks through a building. By using VR technology, this effect can be achieved; when VR is combined with multimedia technologies, the effect can be spectacular.
Construction of a Virtual Scanning Electron Microscope (VSEM)
NASA Technical Reports Server (NTRS)
Fried, Glenn; Grosser, Benjamin
2004-01-01
The Imaging Technology Group (ITG) proposed to develop a Virtual SEM (VSEM) application and supporting materials as the first installed instrument in NASA s Virtual Laboratory Project. The instrument was to be a simulator modeled after an existing SEM, and was to mimic that real instrument as closely as possible. Virtual samples would be developed and provided along with the instrument, which would be written in Java.
Virtual gaming simulation of a mental health assessment: A usability study.
Verkuyl, Margaret; Romaniuk, Daria; Mastrilli, Paula
2018-05-18
Providing safe and realistic virtual simulations could be an effective way to facilitate the transition from the classroom to clinical practice. As nursing programs begin to include virtual simulations as a learning strategy; it is critical to first assess the technology for ease of use and usefulness. A virtual gaming simulation was developed, and a usability study was conducted to assess its ease of use and usefulness for students and faculty. The Technology Acceptance Model provided the framework for the study, which included expert review and testing by nursing faculty and nursing students. This study highlighted the importance of assessing ease of use and usefulness in a virtual game simulation and provided feedback for the development of an effective virtual gaming simulation. The study participants said the virtual gaming simulation was engaging, realistic and similar to a clinical experience. Participants found the game easy to use and useful. Testing provided the development team with ideas to improve the user interface. The usability methodology provided is a replicable approach to testing virtual experiences before a research study or before implementing virtual experiences into curriculum. Copyright © 2018 Elsevier Ltd. All rights reserved.
A genetic algorithm for a bi-objective mathematical model for dynamic virtual cell formation problem
NASA Astrophysics Data System (ADS)
Moradgholi, Mostafa; Paydar, Mohammad Mahdi; Mahdavi, Iraj; Jouzdani, Javid
2016-09-01
Nowadays, with the increasing pressure of the competitive business environment and demand for diverse products, manufacturers are force to seek for solutions that reduce production costs and rise product quality. Cellular manufacturing system (CMS), as a means to this end, has been a point of attraction to both researchers and practitioners. Limitations of cell formation problem (CFP), as one of important topics in CMS, have led to the introduction of virtual CMS (VCMS). This research addresses a bi-objective dynamic virtual cell formation problem (DVCFP) with the objective of finding the optimal formation of cells, considering the material handling costs, fixed machine installation costs and variable production costs of machines and workforce. Furthermore, we consider different skills on different machines in workforce assignment in a multi-period planning horizon. The bi-objective model is transformed to a single-objective fuzzy goal programming model and to show its performance; numerical examples are solved using the LINGO software. In addition, genetic algorithm (GA) is customized to tackle large-scale instances of the problems to show the performance of the solution method.
Mattsson, Sofia; Sjöström, Hans-Erik; Englund, Claire
2016-06-25
Objective. To develop and implement a virtual tablet machine simulation to aid distance students' understanding of the processes involved in tablet production. Design. A tablet simulation was created enabling students to study the effects different parameters have on the properties of the tablet. Once results were generated, students interpreted and explained them on the basis of current theory. Assessment. The simulation was evaluated using written questionnaires and focus group interviews. Students appreciated the exercise and considered it to be motivational. Students commented that they found the simulation, together with the online seminar and the writing of the report, was beneficial for their learning process. Conclusion. According to students' perceptions, the use of the tablet simulation contributed to their understanding of the compaction process.
Sjöström, Hans-Erik; Englund, Claire
2016-01-01
Objective. To develop and implement a virtual tablet machine simulation to aid distance students’ understanding of the processes involved in tablet production. Design. A tablet simulation was created enabling students to study the effects different parameters have on the properties of the tablet. Once results were generated, students interpreted and explained them on the basis of current theory. Assessment. The simulation was evaluated using written questionnaires and focus group interviews. Students appreciated the exercise and considered it to be motivational. Students commented that they found the simulation, together with the online seminar and the writing of the report, was beneficial for their learning process. Conclusion. According to students’ perceptions, the use of the tablet simulation contributed to their understanding of the compaction process. PMID:27402990
[Tools for laparoscopic skill development - available trainers and simulators].
Jaksa, László; Haidegger, Tamás; Galambos, Péter; Kiss, Rita
2017-10-01
The laparoscopic minimally invasive surgical technique is widely employed on a global scale. However, the efficient and ethical teaching of this technique requires equipment for surgical simulation. These educational devices are present on the market in the form of box trainers and virtual reality simulators, or some combination of those. In this article, we present a systematic overview of commercially available surgical simulators describing the most important features of each product. Our overview elaborates on box trainers and virtual reality simulators, and also touches on surgical robotics simulators, together with operating room workflow simulators, for the sake of completeness. Apart from presenting educational tools, we evaluated the literature of laparoscopic surgical education and simulation, to provide a complete picture of the unfolding trends in this field. Orv Hetil. 2017; 158(40): 1570-1576.
VirtualPlant: A Software Platform to Support Systems Biology Research1[W][OA
Katari, Manpreet S.; Nowicki, Steve D.; Aceituno, Felipe F.; Nero, Damion; Kelfer, Jonathan; Thompson, Lee Parnell; Cabello, Juan M.; Davidson, Rebecca S.; Goldberg, Arthur P.; Shasha, Dennis E.; Coruzzi, Gloria M.; Gutiérrez, Rodrigo A.
2010-01-01
Data generation is no longer the limiting factor in advancing biological research. In addition, data integration, analysis, and interpretation have become key bottlenecks and challenges that biologists conducting genomic research face daily. To enable biologists to derive testable hypotheses from the increasing amount of genomic data, we have developed the VirtualPlant software platform. VirtualPlant enables scientists to visualize, integrate, and analyze genomic data from a systems biology perspective. VirtualPlant integrates genome-wide data concerning the known and predicted relationships among genes, proteins, and molecules, as well as genome-scale experimental measurements. VirtualPlant also provides visualization techniques that render multivariate information in visual formats that facilitate the extraction of biological concepts. Importantly, VirtualPlant helps biologists who are not trained in computer science to mine lists of genes, microarray experiments, and gene networks to address questions in plant biology, such as: What are the molecular mechanisms by which internal or external perturbations affect processes controlling growth and development? We illustrate the use of VirtualPlant with three case studies, ranging from querying a gene of interest to the identification of gene networks and regulatory hubs that control seed development. Whereas the VirtualPlant software was developed to mine Arabidopsis (Arabidopsis thaliana) genomic data, its data structures, algorithms, and visualization tools are designed in a species-independent way. VirtualPlant is freely available at www.virtualplant.org. PMID:20007449
NASA Astrophysics Data System (ADS)
Rohde, Mitchell M.; Crawford, Justin; Toschlog, Matthew; Iagnemma, Karl D.; Kewlani, Guarav; Cummins, Christopher L.; Jones, Randolph A.; Horner, David A.
2009-05-01
It is widely recognized that simulation is pivotal to vehicle development, whether manned or unmanned. There are few dedicated choices, however, for those wishing to perform realistic, end-to-end simulations of unmanned ground vehicles (UGVs). The Virtual Autonomous Navigation Environment (VANE), under development by US Army Engineer Research and Development Center (ERDC), provides such capabilities but utilizes a High Performance Computing (HPC) Computational Testbed (CTB) and is not intended for on-line, real-time performance. A product of the VANE HPC research is a real-time desktop simulation application under development by the authors that provides a portal into the HPC environment as well as interaction with wider-scope semi-automated force simulations (e.g. OneSAF). This VANE desktop application, dubbed the Autonomous Navigation Virtual Environment Laboratory (ANVEL), enables analysis and testing of autonomous vehicle dynamics and terrain/obstacle interaction in real-time with the capability to interact within the HPC constructive geo-environmental CTB for high fidelity sensor evaluations. ANVEL leverages rigorous physics-based vehicle and vehicle-terrain interaction models in conjunction with high-quality, multimedia visualization techniques to form an intuitive, accurate engineering tool. The system provides an adaptable and customizable simulation platform that allows developers a controlled, repeatable testbed for advanced simulations. ANVEL leverages several key technologies not common to traditional engineering simulators, including techniques from the commercial video-game industry. These enable ANVEL to run on inexpensive commercial, off-the-shelf (COTS) hardware. In this paper, the authors describe key aspects of ANVEL and its development, as well as several initial applications of the system.
Virtual terrain: a security-based representation of a computer network
NASA Astrophysics Data System (ADS)
Holsopple, Jared; Yang, Shanchieh; Argauer, Brian
2008-03-01
Much research has been put forth towards detection, correlating, and prediction of cyber attacks in recent years. As this set of research progresses, there is an increasing need for contextual information of a computer network to provide an accurate situational assessment. Typical approaches adopt contextual information as needed; yet such ad hoc effort may lead to unnecessary or even conflicting features. The concept of virtual terrain is, therefore, developed and investigated in this work. Virtual terrain is a common representation of crucial information about network vulnerabilities, accessibilities, and criticalities. A virtual terrain model encompasses operating systems, firewall rules, running services, missions, user accounts, and network connectivity. It is defined as connected graphs with arc attributes defining dynamic relationships among vertices modeling network entities, such as services, users, and machines. The virtual terrain representation is designed to allow feasible development and maintenance of the model, as well as efficacy in terms of the use of the model. This paper will describe the considerations in developing the virtual terrain schema, exemplary virtual terrain models, and algorithms utilizing the virtual terrain model for situation and threat assessment.
NASA Astrophysics Data System (ADS)
Lammers, M.
2016-12-01
Advancements in the capabilities of JavaScript frameworks and web browsing technology make online visualization of large geospatial datasets viable. Commonly this is done using static image overlays, pre-rendered animations, or cumbersome geoservers. These methods can limit interactivity and/or place a large burden on server-side post-processing and storage of data. Geospatial data, and satellite data specifically, benefit from being visualized both on and above a three-dimensional surface. The open-source JavaScript framework CesiumJS, developed by Analytical Graphics, Inc., leverages the WebGL protocol to do just that. It has entered the void left by the abandonment of the Google Earth Web API, and it serves as a capable and well-maintained platform upon which data can be displayed. This paper will describe the technology behind the two primary products developed as part of the NASA Precipitation Processing System STORM website: GPM Near Real Time Viewer (GPMNRTView) and STORM Virtual Globe (STORM VG). GPMNRTView reads small post-processed CZML files derived from various Level 1 through 3 near real-time products. For swath-based products, several brightness temperature channels or precipitation-related variables are available for animating in virtual real-time as the satellite observed them on and above the Earth's surface. With grid-based products, only precipitation rates are available, but the grid points are visualized in such a way that they can be interactively examined to explore raw values. STORM VG reads values directly off the HDF5 files, converting the information into JSON on the fly. All data points both on and above the surface can be examined here as well. Both the raw values and, if relevant, elevations are displayed. Surface and above-ground precipitation rates from select Level 2 and 3 products are shown. Examples from both products will be shown, including visuals from high impact events observed by GPM constellation satellites.
NASA Technical Reports Server (NTRS)
Lammers, Matthew
2016-01-01
Advancements in the capabilities of JavaScript frameworks and web browsing technology make online visualization of large geospatial datasets viable. Commonly this is done using static image overlays, prerendered animations, or cumbersome geoservers. These methods can limit interactivity andor place a large burden on server-side post-processing and storage of data. Geospatial data, and satellite data specifically, benefit from being visualized both on and above a three-dimensional surface. The open-source JavaScript framework CesiumJS, developed by Analytical Graphics, Inc., leverages the WebGL protocol to do just that. It has entered the void left by the abandonment of the Google Earth Web API, and it serves as a capable and well-maintained platform upon which data can be displayed. This paper will describe the technology behind the two primary products developed as part of the NASA Precipitation Processing System STORM website: GPM Near Real Time Viewer (GPMNRTView) and STORM Virtual Globe (STORM VG). GPMNRTView reads small post-processed CZML files derived from various Level 1 through 3 near real-time products. For swath-based products, several brightness temperature channels or precipitation-related variables are available for animating in virtual real-time as the satellite-observed them on and above the Earths surface. With grid-based products, only precipitation rates are available, but the grid points are visualized in such a way that they can be interactively examined to explore raw values. STORM VG reads values directly off the HDF5 files, converting the information into JSON on the fly. All data points both on and above the surface can be examined here as well. Both the raw values and, if relevant, elevations are displayed. Surface and above-ground precipitation rates from select Level 2 and 3 products are shown. Examples from both products will be shown, including visuals from high impact events observed by GPM constellation satellites.
Federal Register 2010, 2011, 2012, 2013, 2014
2013-05-02
...-fired furnaces, Underwriters Laboratories (UL) Standard 727-1994, ``Standard for Safety for Oil-Fired... supplementary method called a catalog teardown (or ``virtual teardown'') uses published manufacturer catalogs... similar products and in manufacturer literature and information, to estimate the costs using virtual...
ERIC Educational Resources Information Center
Walter, Virginia A.
1997-01-01
Virtual field trips can provide experiences beyond the reach of average K-12 students. Describes multimedia products for school use: Africa Trail, Dinosaur Hunter, Louvre Museum, Magic School Bus Explores the Rainforest, and Up to the Himalayas: Kingdoms in the Clouds and provides book and Internet connections for additional learning, highlighting…
International food trade reduces environmental effects of nitrogen pollution in China.
Shi, Yaxing; Wu, Shaohua; Zhou, Shenglu; Wang, Chunhui; Chen, Hao
2016-09-01
The globalization of agricultural trade has dramatically altered global nitrogen flows by changing the spatial pattern of nitrogen utilization and emissions at a global scale. As a major trading country, China uses a large amount of nitrogen, which has a profound impact on global nitrogen flows. Using data on food production and trade between China and 26 other countries and regions, we calculated nitrogen inputs and outputs in food production ecosystem in each country. We estimated nitrogen flows in international food trade and analyzed their impact on nitrogen pollution in China. We divided nitrogen flows into embodied and virtual nitrogen flows. Embodied nitrogen is taken up by the plant and incorporated into the final food product, whereas virtual nitrogen is lost to the environment throughout the food production process and is not contained in the final food product. Our results show that China mainly imports food products from America and Asia, accounting for 95 % of all imported food. Asia (mainly Japan) and Europe are the main exporters of food from China, with Japan and the EU accounting for 17 and 10 % of all exported food, respectively. Total nitrogen inputs and outputs in food production in China were 55,400 and 61,000 Gg respectively, which were much higher than in other countries. About 1440 and 950 Gg of embodied and virtual nitrogen respectively flow into China through the food trade, mainly from food-exporting countries such as the USA, Argentina, and Brazil. Meanwhile, 177 and 160 Gg of embodied and virtual nitrogen respectively flow out of China from the export of food products, mainly to Japan. China's net food imports have reduced 720 and 458 Gg for nitrogen utilization and outputs, respectively, which accounted for 1.3 and 0.78 % of total nitrogen inputs and outputs in China. These results suggest that food trade in China has a profound effect on nitrogen flows and has greatly reduced environmental impacts on nitrogen pollution in China.
Using smartphone technology to deliver a virtual pedestrian environment: usability and validation.
Schwebel, David C; Severson, Joan; He, Yefei
2017-09-01
Various programs effectively teach children to cross streets more safely, but all are labor- and cost-intensive. Recent developments in mobile phone technology offer opportunity to deliver virtual reality pedestrian environments to mobile smartphone platforms. Such an environment may offer a cost- and labor-effective strategy to teach children to cross streets safely. This study evaluated usability, feasibility, and validity of a smartphone-based virtual pedestrian environment. A total of 68 adults completed 12 virtual crossings within each of two virtual pedestrian environments, one delivered by smartphone and the other a semi-immersive kiosk virtual environment. Participants completed self-report measures of perceived realism and simulator sickness experienced in each virtual environment, plus self-reported demographic and personality characteristics. All participants followed system instructions and used the smartphone-based virtual environment without difficulty. No significant simulator sickness was reported or observed. Users rated the smartphone virtual environment as highly realistic. Convergent validity was detected, with many aspects of pedestrian behavior in the smartphone-based virtual environment matching behavior in the kiosk virtual environment. Anticipated correlations between personality and kiosk virtual reality pedestrian behavior emerged for the smartphone-based system. A smartphone-based virtual environment can be usable and valid. Future research should develop and evaluate such a training system.
Dormido, Raquel; Sánchez, José; Duro, Natividad; Dormido-Canto, Sebastián; Guinaldo, María; Dormido, Sebastián
2014-03-06
This paper describes an interactive virtual laboratory for experimenting with an outdoor tubular photobioreactor (henceforth PBR for short). This virtual laboratory it makes possible to: (a) accurately reproduce the structure of a real plant (the PBR designed and built by the Department of Chemical Engineering of the University of Almería, Spain); (b) simulate a generic tubular PBR by changing the PBR geometry; (c) simulate the effects of changing different operating parameters such as the conditions of the culture (pH, biomass concentration, dissolved O2, inyected CO2, etc.); (d) simulate the PBR in its environmental context; it is possible to change the geographic location of the system or the solar irradiation profile; (e) apply different control strategies to adjust different variables such as the CO2 injection, culture circulation rate or culture temperature in order to maximize the biomass production; (f) simulate the harvesting. In this way, users can learn in an intuitive way how productivity is affected by any change in the design. It facilitates the learning of how to manipulate essential variables for microalgae growth to design an optimal PBR. The simulator has been developed with Easy Java Simulations, a freeware open-source tool developed in Java, specifically designed for the creation of interactive dynamic simulations.
Dormido, Raquel; Sánchez, José; Duro, Natividad; Dormido-Canto, Sebastián; Guinaldo, María; Dormido, Sebastián
2014-01-01
This paper describes an interactive virtual laboratory for experimenting with an outdoor tubular photobioreactor (henceforth PBR for short). This virtual laboratory it makes possible to: (a) accurately reproduce the structure of a real plant (the PBR designed and built by the Department of Chemical Engineering of the University of Almería, Spain); (b) simulate a generic tubular PBR by changing the PBR geometry; (c) simulate the effects of changing different operating parameters such as the conditions of the culture (pH, biomass concentration, dissolved O2, inyected CO2, etc.); (d) simulate the PBR in its environmental context; it is possible to change the geographic location of the system or the solar irradiation profile; (e) apply different control strategies to adjust different variables such as the CO2 injection, culture circulation rate or culture temperature in order to maximize the biomass production; (f) simulate the harvesting. In this way, users can learn in an intuitive way how productivity is affected by any change in the design. It facilitates the learning of how to manipulate essential variables for microalgae growth to design an optimal PBR. The simulator has been developed with Easy Java Simulations, a freeware open-source tool developed in Java, specifically designed for the creation of interactive dynamic simulations. PMID:24662450
NASA Astrophysics Data System (ADS)
Arheimer, Berit
2015-04-01
Recently, a collaborative EU project started called SWITCH-ON (EU FP7 project No 603587) coordinated by SMHI to support the INSPIRE directive and the Open Data Strategy. The overall goal of the project is to establish a "one-stop-shop" web portal for easy access to European water information. The project will use open data, provide infrastructure for sharing and collaboration, and add value to society and research by repurposing and refining data from various sources. The SWITCH-ON project http://www.water-switch-on.eu/ will establish new forms of water research and facilitate the development of new products and services based on principles of sharing and community building in the water society. The SWITCH-ON objectives are to use open data for implementing: 1) an innovative spatial information platform (SIP) to find, bind, transform and publish data, 2) entirely new forms of collaborative research organised in a Virtual Water-Science Laboratory, open for any research group, 3) fourteen new operational products for water management and awareness, 4) outreach facilities for new water business and knowledge in line with the Europe's smart growth and environmental objectives. This poster will describe the overall project goals and especially the recent progress on developing a Virtual Water-Science Laboratory. Contact: waterswitchon@gmail.com
A web-based platform for virtual screening.
Watson, Paul; Verdonk, Marcel; Hartshorn, Michael J
2003-09-01
A fully integrated, web-based, virtual screening platform has been developed to allow rapid virtual screening of large numbers of compounds. ORACLE is used to store information at all stages of the process. The system includes a large database of historical compounds from high throughput screenings (HTS) chemical suppliers, ATLAS, containing over 3.1 million unique compounds with their associated physiochemical properties (ClogP, MW, etc.). The database can be screened using a web-based interface to produce compound subsets for virtual screening or virtual library (VL) enumeration. In order to carry out the latter task within ORACLE a reaction data cartridge has been developed. Virtual libraries can be enumerated rapidly using the web-based interface to the cartridge. The compound subsets can be seamlessly submitted for virtual screening experiments, and the results can be viewed via another web-based interface allowing ad hoc querying of the virtual screening data stored in ORACLE.
Virtual Laboratories and Virtual Worlds
NASA Astrophysics Data System (ADS)
Hut, Piet
2008-05-01
Since we cannot put stars in a laboratory, astrophysicists had to wait till the invention of computers before becoming laboratory scientists. For half a century now, we have been conducting experiments in our virtual laboratories. However, we ourselves have remained behind the keyboard, with the screen of the monitor separating us from the world we are simulating. Recently, 3D on-line technology, developed first for games but now deployed in virtual worlds like Second Life, is beginning to make it possible for astrophysicists to enter their virtual labs themselves, in virtual form as avatars. This has several advantages, from new possibilities to explore the results of the simulations to a shared presence in a virtual lab with remote collaborators on different continents. I will report my experiences with the use of Qwaq Forums, a virtual world developed by a new company (see http://www.qwaq.com).
Virtual environments simulation in research reactor
NASA Astrophysics Data System (ADS)
Muhamad, Shalina Bt. Sheik; Bahrin, Muhammad Hannan Bin
2017-01-01
Virtual reality based simulations are interactive and engaging. It has the useful potential in improving safety training. Virtual reality technology can be used to train workers who are unfamiliar with the physical layout of an area. In this study, a simulation program based on the virtual environment at research reactor was developed. The platform used for virtual simulation is 3DVia software for which it's rendering capabilities, physics for movement and collision and interactive navigation features have been taken advantage of. A real research reactor was virtually modelled and simulated with the model of avatars adopted to simulate walking. Collision detection algorithms were developed for various parts of the 3D building and avatars to restrain the avatars to certain regions of the virtual environment. A user can control the avatar to move around inside the virtual environment. Thus, this work can assist in the training of personnel, as in evaluating the radiological safety of the research reactor facility.
Enabling Smart Manufacturing Research and Development using a Product Lifecycle Test Bed.
Helu, Moneer; Hedberg, Thomas
2015-01-01
Smart manufacturing technologies require a cyber-physical infrastructure to collect and analyze data and information across the manufacturing enterprise. This paper describes a concept for a product lifecycle test bed built on a cyber-physical infrastructure that enables smart manufacturing research and development. The test bed consists of a Computer-Aided Technologies (CAx) Lab and a Manufacturing Lab that interface through the product model creating a "digital thread" of information across the product lifecycle. The proposed structure and architecture of the test bed is presented, which highlights the challenges and requirements of implementing a cyber-physical infrastructure for manufacturing. The novel integration of systems across the product lifecycle also helps identify the technologies and standards needed to enable interoperability between design, fabrication, and inspection. Potential research opportunities enabled by the test bed are also discussed, such as providing publicly accessible CAx and manufacturing reference data, virtual factory data, and a representative industrial environment for creating, prototyping, and validating smart manufacturing technologies.
Enabling Smart Manufacturing Research and Development using a Product Lifecycle Test Bed
Helu, Moneer; Hedberg, Thomas
2017-01-01
Smart manufacturing technologies require a cyber-physical infrastructure to collect and analyze data and information across the manufacturing enterprise. This paper describes a concept for a product lifecycle test bed built on a cyber-physical infrastructure that enables smart manufacturing research and development. The test bed consists of a Computer-Aided Technologies (CAx) Lab and a Manufacturing Lab that interface through the product model creating a “digital thread” of information across the product lifecycle. The proposed structure and architecture of the test bed is presented, which highlights the challenges and requirements of implementing a cyber-physical infrastructure for manufacturing. The novel integration of systems across the product lifecycle also helps identify the technologies and standards needed to enable interoperability between design, fabrication, and inspection. Potential research opportunities enabled by the test bed are also discussed, such as providing publicly accessible CAx and manufacturing reference data, virtual factory data, and a representative industrial environment for creating, prototyping, and validating smart manufacturing technologies. PMID:28664167
Economics of polysilicon process: A view from Japan
NASA Technical Reports Server (NTRS)
Shimizu, Y.
1986-01-01
The production process of solar grade silicon (SOG-Si) through trichlorosilane (TCS) was researched in a program sponsored by New Energy Development Organization (NEDO). The NEDO process consists of the following two steps: TCS production from by-product silicon tetrachloride (STC) and SOG-Si formation from TCS using a fluidized bed reactor. Based on the data obtained during the research program, the manufacturing cost of the NEDO process and other polysilicon manufacturing processes were compared. The manufacturing cost was calculated on the basis of 1000 tons/year production. The cost estimate showed that the cost of producing silicon by all of the new processes is less than the cost by the conventional Siemens process. Using a new process, the cost of producing semiconductor grade silicon was found to be virtually the same with any to the TCS, diclorosilane, and monosilane processes when by-products were recycled. The SOG-Si manufacturing processes using the fluidized bed reactor, which needs further development, shows a greater probablility of cost reduction than the filament processes.
The Benefits of Virtual Presence in Space (VPS) to Deep Space Missions
NASA Technical Reports Server (NTRS)
De Jong, Eric M.; McGuffie, Barbara A; Levoe, Steven R.; Suzuki, Shigeru; Gorjian, Zareh; Leung, Chris; Cordell, Christopher; Loaiza, Frank; Baldwin, Robert; Craig, Jason;
2006-01-01
Understanding our place in the Universe is one of mankind's greatest scientific and technological challenges and achievements. The invention of the telescope, the Copernican Revolution, the development of Newtonian mechanics, and the Space Age exploration of our solar system; provided us with a deeper understanding of our place in the Universe; based on better observations and models. As we approach the end of the first decade of the new millennium, the same quest, to understand our place in the Universe, remains a great challenge. New technologies will enable us to construct and interact with a "Virtual Universe" based on remote and in situ observations of other worlds. As we continue the exploration that began in the last century, we will experience a "Virtual Presence in Space (VPS)" in this century. This paper describes VPS technology, the mechanisms for VPS product distribution and display, the benefits of this technology, and future plans. Deep space mission stereo observations and frames from stereo High Definition Television (HDTV) mission animations are used to illustrate the effectiveness of VPS technology.
Measurement Tools for the Immersive Visualization Environment: Steps Toward the Virtual Laboratory.
Hagedorn, John G; Dunkers, Joy P; Satterfield, Steven G; Peskin, Adele P; Kelso, John T; Terrill, Judith E
2007-01-01
This paper describes a set of tools for performing measurements of objects in a virtual reality based immersive visualization environment. These tools enable the use of the immersive environment as an instrument for extracting quantitative information from data representations that hitherto had be used solely for qualitative examination. We provide, within the virtual environment, ways for the user to analyze and interact with the quantitative data generated. We describe results generated by these methods to obtain dimensional descriptors of tissue engineered medical products. We regard this toolbox as our first step in the implementation of a virtual measurement laboratory within an immersive visualization environment.
Direct virtual photon production in Au+Au collisions at s N N = 200 GeV
Adamczyk, L.; Adkins, J. K.; Agakishiev, G.; ...
2017-04-27
Here we report the direct virtual photon invariant yields in the transverse momentum ranges 1< pT <3GeV/c and 5ee < 0.28GeV/c 2 for 0–80% minimum-bias Au+Au collisions atmore » $$\\sqrt{s}$$$_ {NN}$$ = 200GeV. A clear excess in the invariant yield compared to the nuclear overlap function T AA scaled p+p reference is observed in the p T range 1T <3GeV/c. For p T >6GeV/c the production follows T AA scaling. In conclusion, model calculations with contributions from thermal radiation and initial hard parton scattering are consistent within uncertainties with the direct virtual photon invariant yield.« less
Assessing the Regioselectivity of OleD-Catalyzed Glycosylation with a Diverse Set of Acceptors
Zhou, Maoquan; Hamza, Adel; Zhan, Chang-Guo; Thorson, Jon S.
2013-01-01
To explore the acceptor regioselectivity of OleD-catalyzed glucosylation, the products of OleD-catalyzed reactions with the six structurally diverse acceptors - flavones (daidzein), isoflavones (flavopiridol), stilbenes (resveratrol), indole alkaloids (10-hydroxycamptothecin), and steroids (2-methoxyestradiol) - were determined. This study highlights the first synthesis of flavopiridol and 2-methoxyestradiol glucosides and confirms the ability of OleD to glucosylate both aromatic and aliphatic nucleophiles. In all cases, molecular dynamics simulations were consistent with the determined product distribution and suggest the potential to develop a virtual screening model to identify additional OleD substrates. PMID:23360118
NASA Astrophysics Data System (ADS)
McNab, A.
2017-10-01
This paper describes GridPP’s Vacuum Platform for managing virtual machines (VMs), which has been used to run production workloads for WLCG and other HEP experiments. The platform provides a uniform interface between VMs and the sites they run at, whether the site is organised as an Infrastructure-as-a-Service cloud system such as OpenStack, or an Infrastructure-as-a-Client system such as Vac. The paper describes our experience in using this platform, in developing and operating VM lifecycle managers Vac and Vcycle, and in interacting with VMs provided by LHCb, ATLAS, ALICE, CMS, and the GridPP DIRAC service to run production workloads.
Framework Resources Multiply Computing Power
NASA Technical Reports Server (NTRS)
2010-01-01
As an early proponent of grid computing, Ames Research Center awarded Small Business Innovation Research (SBIR) funding to 3DGeo Development Inc., of Santa Clara, California, (now FusionGeo Inc., of The Woodlands, Texas) to demonstrate a virtual computer environment that linked geographically dispersed computer systems over the Internet to help solve large computational problems. By adding to an existing product, FusionGeo enabled access to resources for calculation- or data-intensive applications whenever and wherever they were needed. Commercially available as Accelerated Imaging and Modeling, the product is used by oil companies and seismic service companies, which require large processing and data storage capacities.
NASA Astrophysics Data System (ADS)
Zhang, Zhuoying; Yang, Hong; Shi, Minjun
2016-04-01
The North China Plain is the most water scarce region in China. Its water security is closely relevant to interregional water movement, which can be realized by real water transfers and/or virtual water transfers. This study investigates the roles of virtual water trade and real water transfer using Interregional Input-Output model. The results show that the region is receiving 19.4 billion m3/year of virtual water from the interregional trade, while exporting 16.4 billion m3/year of virtual water in the international trade. In balance, the region has a net virtual water gain of 3 billion m3/year from outside. Its virtual water inflow is dominated by agricultural products from other provinces, totalling 16.6 billion m3/year, whilst its virtual water export is dominated by manufacturing sectors to other countries, totalling 11.7 billion m3/year. Both virtual water import and real water transfer from South to North Water Diversion Project are important water supplements for the region. The results of this study provide useful scientific references for the establishment of combating strategies to deal with the water scarcity in the future.
Development of Thin-Film Battery Powered Transdermal Medical Devices
DOE Office of Scientific and Technical Information (OSTI.GOV)
Bates, J.B.; Sein, T.
1999-07-06
Research carried out at ORNL has led to the development of solid state thin-film rechargeable lithium and lithium-ion batteries. These unique devices can be fabricated in a variety of shapes and to any required size, large or small, on virtually any type of substrate. Because they have high energies per unit of volume and mass and because they are rechargeable, thin-film lithium batteries have potentially many applications as small power supplies in consumer and special electronic products. Initially, the objective of this project was to develop thin-film battery powered products. Initially, the objective of this project was to develop thin-filmmore » battery powered transdermal electrodes for recording electrocardiograms and electroencephalograms. These ''active'' electrode would eliminate the effect of interference and improve the reliability in diagnosing heart or brain malfunctions. Work in the second phase of this project was directed at the development of thin-film battery powered implantable defibrillators.« less
Freeform object design and simultaneous manufacturing
NASA Astrophysics Data System (ADS)
Zhang, Wei; Zhang, Weihan; Lin, Heng; Leu, Ming C.
2003-04-01
Today's product design, especially the consuming product design, focuses more and more on individuation, originality, and the time to market. One way to meet these challenges is using the interactive and creationary product design methods and rapid prototyping/rapid tooling. This paper presents a novel Freeform Object Design and Simultaneous Manufacturing (FODSM) method that combines the natural interaction feature in the design phase and simultaneous manufacturing feature in the prototyping phase. The natural interactive three-dimensional design environment is achieved by adopting virtual reality technology. The geometry of the designed object is defined through the process of "virtual sculpting" during which the designer can touch and visualize the designed object and can hear the virtual manufacturing environment noise. During the designing process, the computer records the sculpting trajectories and automatically translates them into NC codes so as to simultaneously machine the designed part. The paper introduced the principle, implementation process, and key techniques of the new method, and compared it with other popular rapid prototyping methods.
ESO Advanced Data Products for the Virtual Observatory
NASA Astrophysics Data System (ADS)
Retzlaff, J.; Delmotte, N.; Rite, C.; Rosati, P.; Slijkhuis, R.; Vandame, B.
2006-07-01
Advanced Data Products, that is, completely reduced, fully characterized science-ready data sets, play a crucial role for the success of the Virtual Observatory as a whole. We report on on-going work at ESO towards the creation and publication of Advanced Data Products in compliance with present VO standards on resource metadata. The new deep NIR multi-color mosaic of the GOODS/CDF-S region is used to showcase different aspects of the entire process: data reduction employing our MVM-based reduction pipeline, calibration and data characterization procedures, standardization of metadata content, and, finally, a prospect of the scientific potential illustrated by new results on deep galaxy number counts.
Collaborative Learning in Online Courses: Exploring Students' Perceptions
ERIC Educational Resources Information Center
Faja, Silvana
2013-01-01
Virtual collaborative activities have the potential to keep students engaged, create a sense of community in online courses and allow them to experience and practice virtual teamwork skills. This study presents an attempt to explore students' perceptions of online collaborative learning involving both process and product oriented activities. The…
Virtual Learning: Embracing True Education Reform
ERIC Educational Resources Information Center
Pohl, Robert
2009-01-01
Communication, commerce, and social patterns have changed dramatically during the past 25 years, and technology has played a major role in these transformations. Yet, one product of technology that schools have not embraced is virtual learning. For technology to play a substantive role in education, an alternative K-12 model must be established…
Are You Ready for Knowledge Sharing? An Empirical Study of Virtual Communities
ERIC Educational Resources Information Center
Hung, Shiu-Wan; Cheng, Min-Jhih
2013-01-01
This study aimed to explore the relationship between knowledge sharing intentions and the perceptions of individual technology users who are members of virtual communities. We characterized learners' perceptions of new technological products or services by including both an individual's psychological state of readiness to accept technology and…
Understanding the Potential of Virtual Environments for Improving C2 Performance
2011-06-01
unprecedented ability to design and program custom virtual world solutions in a streamlined and affordable manner. This product is very much like videogame ...range of choice and interactions usually not supported in traditional videogames . In a videogame , you play the game, but you can’t necessarily
Virtual museum of Japanese Buddhist temple features for intercultural communication
NASA Astrophysics Data System (ADS)
Kawai, Takashi; Takao, Hidenobu; Inoue, Tetsuri; Miyamoto, Hiroyuki; Noro, Kageyu
1998-04-01
This paper describes the production and presentation of an experimental virtual museum of Japanese Buddhist art. This medium can provide an easy way to introduce a cultural heritage to people of different cultures. The virtual museum consisted of a multimedia program that included stereoscopic 3D movies of Buddhist statues; binaural 3D sounds of Buddhist ceremonies and the fragrance of incense from the Buddhist temple. The aim was to reproduce both the Buddhist artifacts and atmosphere as realistically as possible.
Virtual Reality and Its Potential Application in Education and Training.
ERIC Educational Resources Information Center
Milheim, William D.
1995-01-01
An overview is provided of current trends in virtual reality research and development, including discussion of hardware, types of virtual reality, and potential problems with virtual reality. Implications for education and training are explored. (Author/JKP)
Pre-produsage and the remediation of virtual products
NASA Astrophysics Data System (ADS)
Skågeby, Jörgen
2011-04-01
This paper introduces and explores cycles of pre-produsage and produsage. It reports on the results from an online ethnographical study of the Apple iPad conducted before the public release of the material product. Consequently, most users had not physically interacted with the device in question. Nevertheless, the release of the technical specifications and marketing material generated a massive amount of produsage-related online discussion. As such this paper explores the concept of pre-produsage. Pre-produsage is a form of predicted or expected use, relating to products or services that are only accessible to users as a form of representation (e.g. technical specification, virtual prototype, and design sketch), but with an added element of user-generated design suggestions, conflict coordination, and software development. Remediation-the process by which new digital media technologies reuses qualities of previous technologies and enters an existing media ecology-is a prevalent theme in pre-produsage and involves a tension between features that support protracted use and features that provide total innovation. The paper argues that an analysis of pre-produsage can provide insights that relate to both anticipated and actual user experience (UX). More specifically, pre-produsage analysis can trace the underlying reasons for a certain problem, intention, or concern and connect it to a specific set of features and potential solutions. Finally, the paper shows how proprietary products become subject to produsage, resulting in artifacts negotiated by cycles of produsage.
Review of Virtual Reality Treatment in Psychiatry: Evidence Versus Current Diffusion and Use.
Mishkind, Matthew C; Norr, Aaron M; Katz, Andrea C; Reger, Greg M
2017-09-18
This review provides an overview of the current evidence base for and clinical applications of the use of virtual reality (VR) in psychiatric practice, in context of recent technological developments. The use of VR in psychiatric practice shows promise with much of the research demonstrating clinical effectiveness for conditions including post-traumatic stress disorder, anxiety and phobias, chronic pain, rehabilitation, and addictions. However, more research is needed before the use of VR is considered a clinical standard of practice in some areas. The recent release of first generation consumer VR products signals a change in the viability of further developing VR systems and applications. As applications increase so will the need for good quality research to best understand what makes VR effective, and when VR is not appropriate for clinical services. As the field progresses, it is hopeful that the flexibility afforded by this technology will yield superior outcomes and a better understanding of the underlying mechanisms impacting those outcomes.
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…
Development of Virtual Blade Model for Modelling Helicopter Rotor Downwash in OpenFOAM
2013-12-01
UNCLASSIFIED Development of Virtual Blade Model for Modelling Helicopter Rotor Downwash in OpenFOAM Stefano Wahono Aerospace...Georgia Institute of Technology. The OpenFOAM predicted result was also shown to compare favourably with ANSYS Fluent predictions. RELEASE...UNCLASSIFIED Development of Virtual Blade Model for Modelling Helicopter Rotor Downwash in OpenFOAM Executive Summary The Infrared
Bell, Marnie; Robertson, Della; Weeks, Marlene; Yu, Deborah
2002-01-01
Virtual teams are a phenomenon of the Information Era and their existence in health care is anticipated to increase with technology enhancements such as telehealth and groupware. The mobilization and support of high performing virtual teams are important for leading knowledge-based health professionals in the 21st century. Using an adapted McGrath group development model, the four staged maturation process of a virtual team consisting of four masters students is explored in this paper. The team's development is analyzed addressing the interaction of technology with social and task dynamics. Throughout the project, leadership competencies of value to the group that emerged were demonstrated and incorporated into the development of a leadership competency assessment instrument. The demonstration of these competencies illustrated how they were valued and internalized by the group. In learning about the work of this virtual team, the reader will gain understanding of how leadership impacts virtual team performance.
Training in virtual environments: putting theory into practice.
Moskaliuk, Johannes; Bertram, Johanna; Cress, Ulrike
2013-01-01
Virtual training environments are used when training in reality is challenging because of the high costs, danger, time or effort involved. In this paper we argue for a theory-driven development of such environments, with the aim of connecting theory to practice and ensuring that the training provided fits the needs of the trained persons and their organisations. As an example, we describe the development of VirtualPolice (ViPOL), a training environment for police officers in a federal state of Germany. We provided the theoretical foundation for ViPOL concerning the feeling of being present, social context, learning motivation and perspective-taking. We developed a framework to put theory into practice. To evaluate our framework we interviewed the stakeholders of ViPOL and surveyed current challenges and limitations of virtual training. The results led to a review of a theory-into-practice framework which is presented in the conclusion. Feeling of presence, social context, learning motivation and perspective-taking are relevant for training in virtual environments. The theory-into-practice framework presented here supports developers and trainers in implementing virtual training tools. The framework was validated with an interview study of stakeholders of a virtual training project. We identified limitations, opportunities and challenges.
Lecueder, Silvia; Manyari, Dante E.
2000-01-01
A new form of scientific medical meeting has emerged in the last few years—the virtual congress. This article describes the general role of computer technologies and the Internet in the development of this new means of scientific communication, by reviewing the history of “cyber sessions” in medical education and the rationale, methods, and initial results of the First Virtual Congress of Cardiology. Instructions on how to participate in this virtual congress, either actively or as an observer, are included. Current advantages and disadvantages of virtual congresses, their impact on the scientific community at large, and future developments and possibilities in this area are discussed. PMID:10641960
Sik Lányi, Cecília; Laky, Viktória; Tilinger, Adám; Pataky, Ilona; Simon, Lajos; Kiss, Bernadett; Simon, Viktória; Szabó, Júlianna; Páll, Attila
2004-01-01
The multimedia and virtual reality projects performed at our laboratory during the last ten years can be grouped into the following groups: 1) tutorial and entertainment programs for handicapped children, 2) rehabilitation programs for stroke patients and patients with phobias. We have developed multimedia software for handicapped children with various impairments: partial vision, hearing difficulties, locomotive difficulties, mental retardation, dyslexia etc. In the present paper we show the advantages of using multimedia software to develop mental skills in handicapped people and deal with the special needs of handicapped children. For the rehabilitation of stroke patients we have developed a computer-controlled method, which enables - contrary to methods used internationally - not only the establishment of a diagnosis, but also measurement of therapy effectiveness: 1) it enables us to produce a database of patients, which contains not only their personal data but also test results, their drawings and audio recordings, 2) it is in itself an intensive therapeutic test and contains tutorial programs. We are currently collecting test results. We have also developed some virtual worlds for treating phobias: a virtual balcony and a ten-story building with an external glass elevator as well as an internal glass elevator in the virtual Atrium Hyatt hotel. We have developed a virtual environment for treating claustrophobia too: a closed lift and a room where the walls can move. For specific phobias (fear of travelling) we have modelled the underground railway system in Budapest. For autistic children, we have developed virtual shopping software too. In this paper we present the advantages of virtual reality in the investigation, evaluation and treatment of perception, behaviour and neuropsychological disorders.
Research and Development of Web-Based Virtual Online Classroom
ERIC Educational Resources Information Center
Yang, Zongkai; Liu, Qingtang
2007-01-01
To build a web-based virtual learning environment depends on information technologies, concerns technology supporting learning methods and theories. A web-based virtual online classroom is designed and developed based on learning theories and streaming media technologies. And it is composed of two parts: instructional communicating environment…
Action Research on the Development of Chinese Communication in a Virtual Community
ERIC Educational Resources Information Center
Tang, Joni Tzuchen; Sung, Yao-Ting; Chang, Kuo-En
2016-01-01
This study was designed to determine if language acquisition can occur in a virtual situation in the absence of explicit instruction. After spending 1 year establishing a virtual community, the authors observed and analyzed interpersonal interactions and the development of Chinese communication competence, communication models, and interaction…
Social Interaction Development through Immersive Virtual Environments
ERIC Educational Resources Information Center
Beach, Jason; Wendt, Jeremy
2014-01-01
The purpose of this pilot study was to determine if participants could improve their social interaction skills by participating in a virtual immersive environment. The participants used a developing virtual reality head-mounted display to engage themselves in a fully-immersive environment. While in the environment, participants had an opportunity…
Social Impact in Personalised Virtual Professional Development Pathways
ERIC Educational Resources Information Center
Owen, Hazel; Whalley, Rick; Dunmill, Merryn; Eccles, Heather
2018-01-01
This article presents exploratory research into an education-based virtual mentoring provision, the Virtual Professional Learning and Development (VPLD) program, and uses the Elements of Value Pyramid to help frame findings in a way that highlights the participants' (mentors' and mentees') perceived value of working together. Participants were…
A virtual data language and system for scientific workflow management in data grid environments
NASA Astrophysics Data System (ADS)
Zhao, Yong
With advances in scientific instrumentation and simulation, scientific data is growing fast in both size and analysis complexity. So-called Data Grids aim to provide high performance, distributed data analysis infrastructure for data- intensive sciences, where scientists distributed worldwide need to extract information from large collections of data, and to share both data products and the resources needed to produce and store them. However, the description, composition, and execution of even logically simple scientific workflows are often complicated by the need to deal with "messy" issues like heterogeneous storage formats and ad-hoc file system structures. We show how these difficulties can be overcome via a typed workflow notation called virtual data language, within which issues of physical representation are cleanly separated from logical typing, and by the implementation of this notation within the context of a powerful virtual data system that supports distributed execution. The resulting language and system are capable of expressing complex workflows in a simple compact form, enacting those workflows in distributed environments, monitoring and recording the execution processes, and tracing the derivation history of data products. We describe the motivation, design, implementation, and evaluation of the virtual data language and system, and the application of the virtual data paradigm in various science disciplines, including astronomy, cognitive neuroscience.
2014-01-01
Background Research has shown that nursing students find it difficult to translate and apply their theoretical knowledge in a clinical context. Virtual patients (VPs) have been proposed as a learning activity that can support nursing students in their learning of scientific knowledge and help them integrate theory and practice. Although VPs are increasingly used in health care education, they still lack a systematic consistency that would allow their reuse outside of their original context. There is therefore a need to develop a model for the development and implementation of VPs in nursing education. Objective The aim of this study was to develop and evaluate a virtual patient model optimized to the learning and assessment needs in nursing education. Methods The process of modeling started by reviewing theoretical frameworks reported in the literature and used by practitioners when designing learning and assessment activities. The Outcome-Present State Test (OPT) model was chosen as the theoretical framework. The model was then, in an iterative manner, developed and optimized to the affordances of virtual patients. Content validation was performed with faculty both in terms of the relevance of the chosen theories but also its applicability in nursing education. The virtual patient nursing model was then instantiated in two VPs. The students’ perceived usefulness of the VPs was investigated using a questionnaire. The result was analyzed using descriptive statistics. Results A virtual patient Nursing Design Model (vpNDM) composed of three layers was developed. Layer 1 contains the patient story and ways of interacting with the data, Layer 2 includes aspects of the iterative process of clinical reasoning, and finally Layer 3 includes measurable outcomes. A virtual patient Nursing Activity Model (vpNAM) was also developed as a guide when creating VP-centric learning activities. The students perceived the global linear VPs as a relevant learning activity for the integration of theory and practice. Conclusions Virtual patients that are adapted to the nursing paradigm can support nursing students’ development of clinical reasoning skills. The proposed virtual patient nursing design and activity models will allow the systematic development of different types of virtual patients from a common model and thereby create opportunities for sharing pedagogical designs across technical solutions. PMID:24727709
An Intelligent Virtual Human System For Providing Healthcare Information And Support
2011-01-01
for clinical purposes. Shifts in the social and scientific landscape have now set the stage for the next major movement in Clinical Virtual Reality ...College; dMadigan Army Medical Center Army Abstract. Over the last 15 years, a virtual revolution has taken place in the use of Virtual Reality ... Virtual Reality with the “birth” of intelligent virtual humans. Seminal research and development has appeared in the creation of highly interactive
ERIC Educational Resources Information Center
Gerth, Dana A.
2013-01-01
Review of literature revealed a shortage of research describing the development of K-12 virtual communities and the absence of a tool to measure sense of virtual community in K-12 virtual education students. The purpose of this descriptive, quantitative study was to examine the perception of a sense of virtual community from the perspective of…
Production of Previews and Advanced Data Products for the ESO Science Archive
NASA Astrophysics Data System (ADS)
Rité, C.; Slijkhuis, R.; Rosati, P.; Delmotte, N.; Rino, B.; Chéreau, F.; Malapert, J.-C.
2008-08-01
We present a project being carried out by the Virtual Observatory Systems Department/Advanced Data Products group in order to populate the ESO Science Archive Facility with image previews and advanced data products. The main goal is to provide users of the ESO Science Archive Facility with the possibility of viewing pre-processed images associated with instruments like WFI, ISAAC and SOFI before actually retrieving the data for full processing. The image processing is done by using the ESO/MVM image reduction software developed at ESO, to produce astrometrically calibrated FITS images, ranging from simple previews of single archive images, to fully stacked mosaics. These data products can be accessed via the ESO Science Archive Query Form and also be viewed with the browser VirGO {http://archive.eso.org/cms/virgo}.
2014 Year End Report: Center for Development of Security Excellence
2014-01-01
the increased availability of products available through Open eLearning and the first of its kind Facility Security Officer (FSO) Toolkit available...Toolkits 15 New Shorts 16 New Courses at CDSE 18 CDSE Webinars 18 CDSE Open eLearning Courses 19 International Engagements 19 CDSE Virtual Instructor...training, and certification future to over 1,000 registered civilian and military personnel from around the globe. Rather than travelling to a central
Virtually Nursing: Emerging Technologies in Nursing Education.
Foronda, Cynthia L; Alfes, Celeste M; Dev, Parvati; Kleinheksel, A J; Nelson, Douglas A; OʼDonnell, John M; Samosky, Joseph T
Augmented reality and virtual simulation technologies in nursing education are burgeoning. Preliminary evidence suggests that these innovative pedagogical approaches are effective. The aim of this article is to present 6 newly emerged products and systems that may improve nursing education. Technologies may present opportunities to improve teaching efforts, better engage students, and transform nursing education.
Virtual OPACs versus Union Database: Two Models of Union Catalogue Provision.
ERIC Educational Resources Information Center
Cousins, Shirley
1999-01-01
Considers some of the major technical and organizational issues involved in virtual-catalog production, contrasting them with the traditional union catalog approach exemplified by COPAC, an online public-access catalog composed of academic libraries in the United Kingdom. Suggest a method of integrating these two models of the union catalog.…
Direct virtual photon production in Au+Au collisions at √{sNN} = 200 GeV
NASA Astrophysics Data System (ADS)
Adamczyk, L.; Adkins, J. K.; Agakishiev, G.; Aggarwal, M. M.; Ahammed, Z.; Ajitanand, N. N.; Alekseev, I.; Anderson, D. M.; Aoyama, R.; Aparin, A.; Arkhipkin, D.; Aschenauer, E. C.; Ashraf, M. U.; Attri, A.; Averichev, G. S.; Bai, X.; Bairathi, V.; Behera, A.; Bellwied, R.; Bhasin, A.; Bhati, A. K.; Bhattarai, P.; Bielcik, J.; Bielcikova, J.; Bland, L. C.; Bordyuzhin, I. G.; Bouchet, J.; Brandenburg, J. D.; Brandin, A. V.; Brown, D.; Bunzarov, I.; Butterworth, J.; Caines, H.; Calderón de la Barca Sánchez, M.; Campbell, J. M.; Cebra, D.; Chakaberia, I.; Chaloupka, P.; Chang, Z.; Chankova-Bunzarova, N.; Chatterjee, A.; Chattopadhyay, S.; Chen, X.; Chen, X.; Chen, J. H.; Cheng, J.; Cherney, M.; Christie, W.; Contin, G.; Crawford, H. J.; Das, S.; De Silva, L. C.; Debbe, R. R.; Dedovich, T. G.; Deng, J.; Derevschikov, A. A.; Didenko, L.; Dilks, C.; Dong, X.; Drachenberg, J. L.; Draper, J. E.; Dunkelberger, L. E.; Dunlop, J. C.; Efimov, L. G.; Elsey, N.; Engelage, J.; Eppley, G.; Esha, R.; Esumi, S.; Evdokimov, O.; Ewigleben, J.; Eyser, O.; Fatemi, R.; Fazio, S.; Federic, P.; Federicova, P.; Fedorisin, J.; Feng, Z.; Filip, P.; Finch, E.; Fisyak, Y.; Flores, C. E.; Fujita, J.; Fulek, L.; Gagliardi, C. A.; Garand, D.; Geurts, F.; Gibson, A.; Girard, M.; Grosnick, D.; Gunarathne, D. S.; Guo, Y.; Gupta, A.; Gupta, S.; Guryn, W.; Hamad, A. I.; Hamed, A.; Harlenderova, A.; Harris, J. W.; He, L.; Heppelmann, S.; Heppelmann, S.; Hirsch, A.; Hoffmann, G. W.; Horvat, S.; Huang, B.; Huang, T.; Huang, H. Z.; Huang, X.; Humanic, T. J.; Huo, P.; Igo, G.; Jacobs, W. W.; Jentsch, A.; Jia, J.; Jiang, K.; Jowzaee, S.; Judd, E. G.; Kabana, S.; Kalinkin, D.; Kang, K.; Kauder, K.; Ke, H. W.; Keane, D.; Kechechyan, A.; Khan, Z.; Kikoła, D. P.; Kisel, I.; Kisiel, A.; Kochenda, L.; Kocmanek, M.; Kollegger, T.; Kosarzewski, L. K.; Kraishan, A. F.; Kravtsov, P.; Krueger, K.; Kulathunga, N.; Kumar, L.; Kvapil, J.; Kwasizur, J. H.; Lacey, R.; Landgraf, J. M.; Landry, K. D.; Lauret, J.; Lebedev, A.; Lednicky, R.; Lee, J. H.; Li, W.; Li, X.; Li, C.; Li, Y.; Lidrych, J.; Lin, T.; Lisa, M. A.; Liu, Y.; Liu, F.; Liu, H.; Liu, P.; Ljubicic, T.; Llope, W. J.; Lomnitz, M.; Longacre, R. S.; Luo, S.; Luo, X.; Ma, G. L.; Ma, Y. G.; Ma, L.; Ma, R.; Magdy, N.; Majka, R.; Mallick, D.; Margetis, S.; Markert, C.; Matis, H. S.; Meehan, K.; Mei, J. C.; Miller, Z. W.; Minaev, N. G.; Mioduszewski, S.; Mishra, D.; Mizuno, S.; Mohanty, B.; Mondal, M. M.; Morozov, D. A.; Mustafa, M. K.; Nasim, Md.; Nayak, T. K.; Nelson, J. M.; Nie, M.; Nigmatkulov, G.; Niida, T.; Nogach, L. V.; Nonaka, T.; Nurushev, S. B.; Odyniec, G.; Ogawa, A.; Oh, K.; Okorokov, V. A.; Olvitt, D.; Page, B. S.; Pak, R.; Pandit, Y.; Panebratsev, Y.; Pawlik, B.; Pei, H.; Perkins, C.; Pile, P.; Pluta, J.; Poniatowska, K.; Porter, J.; Posik, M.; Poskanzer, A. M.; Pruthi, N. K.; Przybycien, M.; Putschke, J.; Qiu, H.; Quintero, A.; Ramachandran, S.; Ray, R. L.; Reed, R.; Rehbein, M. J.; Ritter, H. G.; Roberts, J. B.; Rogachevskiy, O. V.; Romero, J. L.; Roth, J. D.; Ruan, L.; Rusnak, J.; Rusnakova, O.; Sahoo, N. R.; Sahu, P. K.; Salur, S.; Sandweiss, J.; Saur, M.; Schambach, J.; Schmah, A. M.; Schmidke, W. B.; Schmitz, N.; Schweid, B. R.; Seger, J.; Sergeeva, M.; Seyboth, P.; Shah, N.; Shahaliev, E.; Shanmuganathan, P. V.; Shao, M.; Sharma, A.; Sharma, M. K.; Shen, W. Q.; Shi, Z.; Shi, S. S.; Shou, Q. Y.; Sichtermann, E. P.; Sikora, R.; Simko, M.; Singha, S.; Skoby, M. J.; Smirnov, N.; Smirnov, D.; Solyst, W.; Song, L.; Sorensen, P.; Spinka, H. M.; Srivastava, B.; Stanislaus, T. D. S.; Strikhanov, M.; Stringfellow, B.; Sugiura, T.; Sumbera, M.; Summa, B.; Sun, Y.; Sun, X. M.; Sun, X.; Surrow, B.; Svirida, D. N.; Tang, A. H.; Tang, Z.; Taranenko, A.; Tarnowsky, T.; Tawfik, A.; Thäder, J.; Thomas, J. H.; Timmins, A. R.; Tlusty, D.; Todoroki, T.; Tokarev, M.; Trentalange, S.; Tribble, R. E.; Tribedy, P.; Tripathy, S. K.; Trzeciak, B. A.; Tsai, O. D.; Ullrich, T.; Underwood, D. G.; Upsal, I.; Van Buren, G.; van Nieuwenhuizen, G.; Vasiliev, A. N.; Videbæk, F.; Vokal, S.; Voloshin, S. A.; Vossen, A.; Wang, G.; Wang, Y.; Wang, F.; Wang, Y.; Webb, J. C.; Webb, G.; Wen, L.; Westfall, G. D.; Wieman, H.; Wissink, S. W.; Witt, R.; Wu, Y.; Xiao, Z. G.; Xie, W.; Xie, G.; Xu, J.; Xu, N.; Xu, Q. H.; Xu, Y. F.; Xu, Z.; Yang, Y.; Yang, Q.; Yang, C.; Yang, S.; Ye, Z.; Ye, Z.; Yi, L.; Yip, K.; Yoo, I.-K.; Yu, N.; Zbroszczyk, H.; Zha, W.; Zhang, Z.; Zhang, X. P.; Zhang, J. B.; Zhang, S.; Zhang, J.; Zhang, Y.; Zhang, J.; Zhang, S.; Zhao, J.; Zhong, C.; Zhou, L.; Zhou, C.; Zhu, X.; Zhu, Z.; Zyzak, M.
2017-07-01
We report the direct virtual photon invariant yields in the transverse momentum ranges 1
Sound For Animation And Virtual Reality
NASA Technical Reports Server (NTRS)
Hahn, James K.; Docter, Pete; Foster, Scott H.; Mangini, Mark; Myers, Tom; Wenzel, Elizabeth M.; Null, Cynthia (Technical Monitor)
1995-01-01
Sound is an integral part of the experience in computer animation and virtual reality. In this course, we will present some of the important technical issues in sound modeling, rendering, and synchronization as well as the "art" and business of sound that are being applied in animations, feature films, and virtual reality. The central theme is to bring leading researchers and practitioners from various disciplines to share their experiences in this interdisciplinary field. The course will give the participants an understanding of the problems and techniques involved in producing and synchronizing sounds, sound effects, dialogue, and music. The problem spans a number of domains including computer animation and virtual reality. Since sound has been an integral part of animations and films much longer than for computer-related domains, we have much to learn from traditional animation and film production. By bringing leading researchers and practitioners from a wide variety of disciplines, the course seeks to give the audience a rich mixture of experiences. It is expected that the audience will be able to apply what they have learned from this course in their research or production.
Ruppert, Barb
2011-03-01
Virtual reality is increasingly used for education and treatment in the fields of health and medicine. What is the health potential of virtual reality technology from the software development industry perspective? This article presents interviews with Ben Sawyer of Games for Health, Dr. Walter Greenleaf of InWorld Solutions, and Dr. Ernie Medina of MedPlay Technologies. Games for Health brings together researchers, medical professionals, and game developers to share information on the impact that game technologies can have on health, health care, and policy. InWorld is an Internet-based virtual environment designed specifically for behavioral health care. MedPlay Technologies develops wellness training programs that include exergaming technology. The interviewees share their views on software development and other issues that must be addressed to advance the field of virtual reality for health applications. © 2011 Diabetes Technology Society.
Transition between nuclear and quark-gluon descriptions of hadrons and light nuclei
NASA Astrophysics Data System (ADS)
Holt, R. J.; Gilman, R.
2012-08-01
We provide a perspective on studies aimed at observing the transition between hadronic and quark-gluonic descriptions of reactions involving light nuclei. We begin by summarizing the results for relatively simple reactions such as the pion form factor and the neutral pion transition form factor as well as that for the nucleon and end with exclusive photoreactions in our simplest nuclei. A particular focus will be on reactions involving the deuteron. It is noted that a firm understanding of these issues is essential for unravelling important structure information from processes such as deeply virtual Compton scattering as well as deeply virtual meson production. The connection to exotic phenomena such as color transparency will be discussed. A number of outstanding challenges will require new experiments at modern facilities on the horizon as well as further theoretical developments.
From experimental imaging techniques to virtual embryology.
Weninger, Wolfgang J; Tassy, Olivier; Darras, Sébastien; Geyer, Stefan H; Thieffry, Denis
2004-01-01
Modern embryology increasingly relies on descriptive and functional three dimensional (3D) and four dimensional (4D) analysis of physically, optically, or virtually sectioned specimens. To cope with the technical requirements, new methods for high detailed in vivo imaging, as well as the generation of high resolution digital volume data sets for the accurate visualisation of transgene activity and gene product presence, in the context of embryo morphology, were recently developed and are under construction. These methods profoundly change the scientific applicability, appearance and style of modern embryo representations. In this paper, we present an overview of the emerging techniques to create, visualise and administrate embryo representations (databases, digital data sets, 3-4D embryo reconstructions, models, etc.), and discuss the implications of these new methods on the work of modern embryologists, including, research, teaching, the selection of specific model organisms, and potential collaborators.
NASA Astrophysics Data System (ADS)
Boer, Marie
2017-09-01
Generalized Parton Distributions (GPDs) contain the correlation between the parton's longitudinal momentum and their transverse distribution. They are accessed through hard exclusive processes such as exclusive Compton processes, where two photons are exchanged with a quark of the nucleon, and at least one of them has a high virtuality. Exclusive Compton processes are considered ``golden'' channels, as the only non-perturbative part of the process corresponds to the GPDs. Deeply Virtual Compton Scattering (DVCS) corresponds to the lepto-production of a real photon and has been intensively studied in the past decade. We propose to access GPDs with the two other cases of exclusive Compton processes: Timelike Compton Scattering (TCS) corresponds to the photo-production of a lepton pair, and Double Deeply Virtual Compton Scattering (DDVCS) corresponds to the lepto-production of a lepton pair. The study of these two reactions is complementary to DVCS and will bring new constraints on our understanding of the nucleon structure, in particular for a tomographic interpretation of GPDs. We will discuss the interest of TCS and DDVCS in terms of GPD studies, and present the efforts held at Jefferson Lab for new experiments aiming at measuring TCS and DDVCS.
NASA Astrophysics Data System (ADS)
Shi, J.; Liu, J.; Pinter, L.
2013-09-01
China has dramatically increased its virtual water import unconsciously for recent years. Many studies have focused on the quantity of traded virtual water but very few go into analysing geographic distribution and the properties of China's virtual water trade network. This paper provides a calculation and analysis of the crop-related virtual water trade network of China based on 27 major primary crops between 1986 and 2009. The results show that China is a net importer of virtual water from water-abundant areas of North and South America, and a net virtual water exporter to water-stressed areas of Asia, Africa, and Europe. Virtual water import is far larger than virtual water export and in both import and export a small number of trade partners control the supply chain. Grain crops are the major contributors to virtual water trade, and among grain crops soybeans, mostly imported from the US, Brazil and Argentina are the most significant. As crop yield and crop water productivity in North and South America are generally higher than those in Asia and Africa, the effect of China's crop-related virtual water trade positively contributes to optimizing crop water use efficiency at the global scale. In order to mitigate water scarcity and secure the food supply, virtual water should be actively incorporated into national water management strategies. From the national perspective, China should reduce the export and increase the import of water-intensive crops. But the sources of virtual water import need to be further diversified to reduce supply chain risks and increase resilience.
Developing Mixed Reality Educational Applications: The Virtual Touch Toolkit.
Mateu, Juan; Lasala, María José; Alamán, Xavier
2015-08-31
In this paper, we present Virtual Touch, a toolkit that allows the development of educational activities through a mixed reality environment such that, using various tangible elements, the interconnection of a virtual world with the real world is enabled. The main goal of Virtual Touch is to facilitate the installation, configuration and programming of different types of technologies, abstracting the creator of educational applications from the technical details involving the use of tangible interfaces and virtual worlds. Therefore, it is specially designed to enable teachers to themselves create educational activities for their students in a simple way, taking into account that teachers generally lack advanced knowledge in computer programming and electronics. The toolkit has been used to develop various educational applications that have been tested in two secondary education high schools in Spain.
Declarative Knowledge Acquisition in Immersive Virtual Learning Environments
ERIC Educational Resources Information Center
Webster, Rustin
2016-01-01
The author investigated the interaction effect of immersive virtual reality (VR) in the classroom. The objective of the project was to develop and provide a low-cost, scalable, and portable VR system containing purposely designed and developed immersive virtual learning environments for the US Army. The purpose of the mixed design experiment was…
The Development of a Virtual Marine Museum for Educational Applications
ERIC Educational Resources Information Center
Tarng, Wermhuar; Change, Mei-Yu; Ou, Kuo-Liang; Chang, Ya-Wen; Liou, Hsin-Hun
2009-01-01
The objective of this article is to investigate the computer animation and virtual reality technologies for developing a virtual marine museum. The museum consists of three exhibition areas. The first area displays fishes in freshwater, including creeks, rivers, and dams in Taiwan. The second area exhibits marine ecology and creatures of different…
Evidence of Virtual Patients as a Facilitative Learning Tool on an Anesthesia Course
ERIC Educational Resources Information Center
Leung, Joseph Y. C.; Critchley, Lester A. H.; Yung, Alex L. K.; Kumta, Shekhar M.
2015-01-01
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,…
A Virtual World Workshop Environment for Learning Agile Software Development Techniques
ERIC Educational Resources Information Center
Parsons, David; Stockdale, Rosemary
2012-01-01
Multi-User Virtual Environments (MUVEs) are the subject of increasing interest for educators and trainers. This article reports on a longitudinal project that seeks to establish a virtual agile software development workshop hosted in the Open Wonderland MUVE, designed to help learners to understand the basic principles of some core agile software…
Virtual Networking for Career Development. Trends and Issues Alert.
ERIC Educational Resources Information Center
Kerka, Sandra
The critical career development strategy of networking is being transformed by the Internet into virtual or e-networking. Virtual networking provides these advantages: it eliminates the fear of making initial contact and the stress of first impressions; it overcomes restrictions of location, time, or money; it makes responses faster and easier;…
The Promise of Virtual Teams: Identifying Key Factors in Effectiveness and Failure
ERIC Educational Resources Information Center
Horwitz, Frank M.; Bravington, Desmond; Silvis, Ulrik
2006-01-01
Purpose: The aim of the investigation is to identify enabling and disenabling factors in the development and operation of virtual teams; to evaluate the importance of factors such as team development, cross-cultural variables, leadership, communication and social cohesion as contributors to virtual team effectiveness. Design/methodology/approach:…
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.
Application of virtual reality GIS in urban planning: an example in Huangdao district
NASA Astrophysics Data System (ADS)
Han, Yong; Qiao, Xin; Sun, Weichen; Zhang, Litao
2007-06-01
As an important development direction of GIS, Virtual Reality GIS was founded in 1950s. After 1990s, due to the fast development of its theory and the computer technology, Virtual Reality has been applied to many fields: military, aerospace, design, manufactory, information management, business, construction, city management, medical, education, etc.. The most famous project is the Virtual Los Angeles implemented by the Urban Simulation Team (UST) of UCLA. The main focus of the UST is a long-term effort to build a real-time Virtual Reality model of the entire Los Angeles basin for use by architects, urban planners, emergency response teams, and the government entities. When completed, the entire Virtual L.A. model will cover an area well in excess of 10000 square miles and will elegantly scale from satellite images to street level views accurate enough to allow the signs in the window of the shops and the graffiti on the walls to be legible. Till now, the virtual L.A. has been applied to urban environments and design analysis, transportation studies, historic reconstruction and education, etc. Compared to the early development abroad, the development of Virtual Reality GIS in China is relatively late. It is researched in some universities in early years. But recently, it has been attended by the populace and been used in many social fields: urban planning, environmental protection, historic protection and recovery, real estate, tourism, education etc.. The application of Virtual Reality in urban planning of Huangdao District, Qingdao City is introduced in this paper.
Approaches to virtual screening and screening library selection.
Wildman, Scott A
2013-01-01
The ease of access to virtual screening (VS) software in recent years has resulted in a large increase in literature reports. Over 300 publications in the last year report the use of virtual screening techniques to identify new chemical matter or present the development of new virtual screening techniques. The increased use is accompanied by a corresponding increase in misuse and misinterpretation of virtual screening results. This review aims to identify many of the common difficulties associated with virtual screening and allow researchers to better assess the reliability of their virtual screening effort.
Pei, Fen; Jin, Hongwei; Zhou, Xin; Xia, Jie; Sun, Lidan; Liu, Zhenming; Zhang, Liangren
2015-11-01
Toll-like receptor 8 agonists, which activate adaptive immune responses by inducing robust production of T-helper 1-polarizing cytokines, are promising candidates for vaccine adjuvants. As the binding site of toll-like receptor 8 is large and highly flexible, virtual screening by individual method has inevitable limitations; thus, a comprehensive comparison of different methods may provide insights into seeking effective strategy for the discovery of novel toll-like receptor 8 agonists. In this study, the performance of knowledge-based pharmacophore, shape-based 3D screening, and combined strategies was assessed against a maximum unbiased benchmarking data set containing 13 actives and 1302 decoys specialized for toll-like receptor 8 agonists. Prior structure-activity relationship knowledge was involved in knowledge-based pharmacophore generation, and a set of antagonists was innovatively used to verify the selectivity of the selected knowledge-based pharmacophore. The benchmarking data set was generated from our recently developed 'mubd-decoymaker' protocol. The enrichment assessment demonstrated a considerable performance through our selected three-layer virtual screening strategy: knowledge-based pharmacophore (Phar1) screening, shape-based 3D similarity search (Q4_combo), and then a Gold docking screening. This virtual screening strategy could be further employed to perform large-scale database screening and to discover novel toll-like receptor 8 agonists. © 2015 John Wiley & Sons A/S.
The Virtual Watershed Observatory: Cyberinfrastructure for Model-Data Integration and Access
NASA Astrophysics Data System (ADS)
Duffy, C.; Leonard, L. N.; Giles, L.; Bhatt, G.; Yu, X.
2011-12-01
The Virtual Watershed Observatory (VWO) is a concept where scientists, water managers, educators and the general public can create a virtual observatory from integrated hydrologic model results, national databases and historical or real-time observations via web services. In this paper, we propose a prototype for automated and virtualized web services software using national data products for climate reanalysis, soils, geology, terrain and land cover. The VWO has the broad purpose of making accessible water resource simulations, real-time data assimilation, calibration and archival at the scale of HUC 12 watersheds (Hydrologic Unit Code) anywhere in the continental US. Our prototype for model-data integration focuses on creating tools for fast data storage from selected national databases, as well as the computational resources necessary for a dynamic, distributed watershed simulation. The paper will describe cyberinfrastructure tools and workflow that attempts to resolve the problem of model-data accessibility and scalability such that individuals, research teams, managers and educators can create a WVO in a desired context. Examples are given for the NSF-funded Shale Hills Critical Zone Observatory and the European Critical Zone Observatories within the SoilTrEC project. In the future implementation of WVO services will benefit from the development of a cloud cyber infrastructure as the prototype evolves to data and model intensive computation for continental scale water resource predictions.
Key Ideas for Making and Using Virtual Fieldwork Experiences
NASA Astrophysics Data System (ADS)
Duggan-Haas, D.; Ross, R. M.
2016-12-01
Fieldwork is a signature pedagogy for the geosciences, but can be challenging to manage and challenging to bring to certain settings, like large lecture courses or K-12 classrooms. Virtual Fieldwork Experiences (VFEs) are helpful in meeting these challenges, though we do not suggest that VFEs replace actual fieldwork. In designing and using VFEs, for providing related professional development, and for designing and implementing actual fieldwork, key questions to consider are: What are the most important features and results of fieldwork? What aspects can be replicated through the use of multimedia? To what extent? How can the creation of VFEs be used to catalyze, extend, document, and share what is learned from doing actual fieldwork? A decade ago, we began developing curriculum materials and offering professional development programming in which VFEs are a key feature. Over the last ten years, both the technologies available and our pedagogical approaches have changed substantially. Technologically, things that used to take hours to create can now be done in minutes, and other things that were simply not practical have become simple for users to create. The rate of change of pedagogy is slower. Our initial goal of creating VFEs that offer a true inquiry experience by themselves has been tempered over time. While VFEs can offer inquiry experiences for students, a shorter route to inquiry is framing VFEs as models for student-created VFEs that document fieldwork done by students. The effective creation and use of VFEs is dependent upon Technological Pedagogical and Content Knowledge (TPACK), the suite of understandings and skills that educators apply to teaching scientific content with technology. Educators working with VFEs often find themselves pushing their limits in one or more of the different realms of TPACK. Pushing limits is fundamental to professional growth. Our work has led to three key ideas for VFE development and use: There are questions that can be productively asked and investigated about any site. Investigating a landscape is an exercise in Earth systems science - no landscape is the product of a single process. Virtual fieldwork is a student-friendly way of documenting, analyzing, and sharing lessons learned from studying a field site. And scruffy VFEs are ok.
The Virtual Reality Roving Vehicle Project.
ERIC Educational Resources Information Center
Winn, William
1995-01-01
Describes the Virtual Reality Roving Vehicle project developed at the University of Washington to teach students in grades 4 through 12 about virtual reality. Topics include teacher workshops; virtual worlds created by students; learning outcomes compared with traditional instruction; and the effect of student characteristics, including gender, on…
Virtual Education: Guidelines for Using Games Technology
ERIC Educational Resources Information Center
Schofield, Damian
2014-01-01
Advanced three-dimensional virtual environment technology, similar to that used by the film and computer games industry, can allow educational developers to rapidly create realistic online virtual environments. This technology has been used to generate a range of interactive Virtual Reality (VR) learning environments across a spectrum of…
World Reaction to Virtual Space
NASA Technical Reports Server (NTRS)
1999-01-01
DRaW Computing developed virtual reality software for the International Space Station. Open Worlds, as the software has been named, can be made to support Java scripting and virtual reality hardware devices. Open Worlds permits the use of VRML script nodes to add virtual reality capabilities to the user's applications.
Grüt: A Gardening Sensor Kit for Children
Valpreda, Fabrizio; Zonda, Ilaria
2016-01-01
Food waste is one of the main problems in our society. This is mainly caused by people’s behaviors and attitudes, which influence the whole food chain, from production to final consumption. In fact, food is generally perceived as a commodity by adults, who transmit this behavior to children, who in turn do not develop any consciousness about food’s source. One way to reduce the problem seems to be by changing consumers’ attitudes, which develop during the early years of childhood. Research has shown that after attending school garden classes, children’s food-related behavior changes. Growing crops is not always easy—it can’t be done in the domestic space, and this lead to a loss of the long term positive effects. This paper presents a project that tries to teach children how to grow their own food indoors and outdoors, mixing real and virtual reality, connecting something natural like a plant to the Internet of Things (or IOT, a network of physical objects virtually connected to each other and to the web). The use of sensors related to an app makes this process more fun and useful for educational purposes. The aim of the project is to change children’s attitude towards food, increasing their knowledge about production and consumption, in order to reduce waste on a long term basis. The research has been developed in collaboration with Cisco NL and MediaLAB Amsterdam. The user testing has been executed with Dutch children in Amsterdam. PMID:26891301
Grüt: A Gardening Sensor Kit for Children.
Valpreda, Fabrizio; Zonda, Ilaria
2016-02-16
Food waste is one of the main problems in our society. This is mainly caused by people's behaviors and attitudes, which influence the whole food chain, from production to final consumption. In fact, food is generally perceived as a commodity by adults, who transmit this behavior to children, who in turn do not develop any consciousness about food's source. One way to reduce the problem seems to be by changing consumers' attitudes, which develop during the early years of childhood. Research has shown that after attending school garden classes, children's food-related behavior changes. Growing crops is not always easy--it can't be done in the domestic space, and this lead to a loss of the long term positive effects. This paper presents a project that tries to teach children how to grow their own food indoors and outdoors, mixing real and virtual reality, connecting something natural like a plant to the Internet of Things (or IOT, a network of physical objects virtually connected to each other and to the web). The use of sensors related to an app makes this process more fun and useful for educational purposes. The aim of the project is to change children's attitude towards food, increasing their knowledge about production and consumption, in order to reduce waste on a long term basis. The research has been developed in collaboration with Cisco NL and MediaLAB Amsterdam. The user testing has been executed with Dutch children in Amsterdam.
Virtual Environments in Scientific Visualization
NASA Technical Reports Server (NTRS)
Bryson, Steve; Lisinski, T. A. (Technical Monitor)
1994-01-01
Virtual environment technology is a new way of approaching the interface between computers and humans. Emphasizing display and user control that conforms to the user's natural ways of perceiving and thinking about space, virtual environment technologies enhance the ability to perceive and interact with computer generated graphic information. This enhancement potentially has a major effect on the field of scientific visualization. Current examples of this technology include the Virtual Windtunnel being developed at NASA Ames Research Center. Other major institutions such as the National Center for Supercomputing Applications and SRI International are also exploring this technology. This talk will be describe several implementations of virtual environments for use in scientific visualization. Examples include the visualization of unsteady fluid flows (the virtual windtunnel), the visualization of geodesics in curved spacetime, surface manipulation, and examples developed at various laboratories.
Wave field synthesis of a virtual source located in proximity to a loudspeaker array.
Lee, Jung-Min; Choi, Jung-Woo; Kim, Yang-Hann
2013-09-01
For the derivation of 2.5-dimensional operator in wave field synthesis, a virtual source is assumed to be positioned far from a loudspeaker array. However, such far-field approximation inevitably results in a reproduction error when the virtual source is placed adjacent to an array. In this paper, a method is proposed to generate a virtual source close to and behind a continuous line array of loudspeakers. A driving function is derived by reducing a surface integral (Rayleigh integral) to a line integral based on the near-field assumption. The solution is then combined with the far-field formula of wave field synthesis by introducing a weighting function that can adjust the near- and far-field contribution of each driving function. This enables production of a virtual source anywhere in relation to the array. Simulations show the proposed method can reduce the reproduction error to below -18 dB, regardless of the virtual source position.
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.
ERIC Educational Resources Information Center
Seamster, Christina Lambert
2016-01-01
According to Molnar (2014), full time virtual school education lacks a measurement tool that accurately measures effective virtual teacher practice. Using both qualitative and quantitative methods, the current study sought to understand the common practices among full time K-8 virtual school teachers, the extent to which teachers believed such…
Transfer of motor learning from virtual to natural environments in individuals with cerebral palsy.
de Mello Monteiro, Carlos Bandeira; Massetti, Thais; da Silva, Talita Dias; van der Kamp, John; de Abreu, Luiz Carlos; Leone, Claudio; Savelsbergh, Geert J P
2014-10-01
With the growing accessibility of computer-assisted technology, rehabilitation programs for individuals with cerebral palsy (CP) increasingly use virtual reality environments to enhance motor practice. Thus, it is important to examine whether performance improvements in the virtual environment generalize to the natural environment. To examine this issue, we had 64 individuals, 32 of which were individuals with CP and 32 typically developing individuals, practice two coincidence-timing tasks. In the more tangible button-press task, the individuals were required to 'intercept' a falling virtual object at the moment it reached the interception point by pressing a key. In the more abstract, less tangible task, they were instructed to 'intercept' the virtual object by making a hand movement in a virtual environment. The results showed that individuals with CP timed less accurate than typically developing individuals, especially for the more abstract task in the virtual environment. The individuals with CP did-as did their typically developing peers-improve coincidence timing with practice on both tasks. Importantly, however, these improvements were specific to the practice environment; there was no transfer of learning. It is concluded that the implementation of virtual environments for motor rehabilitation in individuals with CP should not be taken for granted but needs to be considered carefully. Copyright © 2014 Elsevier Ltd. All rights reserved.
The Virtual Maternity Clinic: a teaching and learning innovation for midwifery education.
Phillips, Diane; Duke, Maxine; Nagle, Cate; Macfarlane, Susie; Karantzas, Gery; Patterson, Denise
2013-10-01
There are challenges for midwifery students in developing skill and competency due to limited placements in antenatal clinics. The Virtual Maternity Clinic, an online resource, was developed to support student learning in professional midwifery practice. Identifying students' perceptions of the Virtual Maternity Clinic; learning about the impact of the Virtual Maternity Clinic on the students' experience of its use and access; and learning about the level of student satisfaction of the Virtual Maternity Clinic. Two interventions were used including pre and post evaluations of the online learning resource with data obtained from questionnaires using open ended and dichotomous responses and rating scales. The pre-Virtual Maternity Clinic intervention used a qualitative design and the post-Virtual Maternity Clinic intervention applied both qualitative and quantitative approaches. Three campuses of Deakin University, located in Victoria, Australia. Midwifery students enrolled in the Bachelor of Nursing/Bachelor of Midwifery and Graduate Diploma of Midwifery were recruited across three campuses of Deakin University (n=140). Thematic analysis of the pre-Virtual Maternity Clinic intervention (return rate n=119) related to students' expectations of this resource. The data for the post-Virtual Maternity Clinic intervention (return rate n=42) including open-ended responses were thematically analysed; dichotomous data examined in the form of frequencies and percentages of agreement and disagreement; and 5-rating scales were analysed using Pearson's correlations (α=.05, two-tailed). Results showed from the pre-Virtual Maternity Clinic intervention that students previously had placements in antenatal clinics were optimistic about the online learning resource. The post-Virtual Maternity Clinic intervention results indicated that students were satisfied with the Virtual Maternity Clinic as a learning resource despite some technological issues. The Virtual Maternity Clinic provides benefits for students in repeated observation of the practice of the midwife to support their professional learning and practice development. Copyright © 2012 Elsevier Ltd. All rights reserved.
NASA Astrophysics Data System (ADS)
Bibi, T.; Azahari Razak, K.; Rahman, A. Abdul; Latif, A.
2017-10-01
Landslides are an inescapable natural disaster, resulting in massive social, environmental and economic impacts all over the world. The tropical, mountainous landscape in generally all over Malaysia especially in eastern peninsula (Borneo) is highly susceptible to landslides because of heavy rainfall and tectonic disturbances. The purpose of the Landslide hazard mapping is to identify the hazardous regions for the execution of mitigation plans which can reduce the loss of life and property from future landslide incidences. Currently, the Malaysian research bodies e.g. academic institutions and government agencies are trying to develop a landslide hazard and risk database for susceptible areas to backing the prevention, mitigation, and evacuation plan. However, there is a lack of devotion towards landslide inventory mapping as an elementary input of landslide susceptibility, hazard and risk mapping. The developing techniques based on remote sensing technologies (satellite, terrestrial and airborne) are promising techniques to accelerate the production of landslide maps, shrinking the time and resources essential for their compilation and orderly updates. The aim of the study is to provide a better perception regarding the use of virtual mapping of landslides with the help of LiDAR technology. The focus of the study is spatio temporal detection and virtual mapping of landslide inventory via visualization and interpretation of very high-resolution data (VHR) in forested terrain of Mesilau river, Kundasang. However, to cope with the challenges of virtual inventory mapping on in forested terrain high resolution LiDAR derivatives are used. This study specifies that the airborne LiDAR technology can be an effective tool for mapping landslide inventories in a complex climatic and geological conditions, and a quick way of mapping regional hazards in the tropics.
NASA Astrophysics Data System (ADS)
Capone, V.; Esposito, R.; Pardi, S.; Taurino, F.; Tortone, G.
2012-12-01
Over the last few years we have seen an increasing number of services and applications needed to manage and maintain cloud computing facilities. This is particularly true for computing in high energy physics, which often requires complex configurations and distributed infrastructures. In this scenario a cost effective rationalization and consolidation strategy is the key to success in terms of scalability and reliability. In this work we describe an IaaS (Infrastructure as a Service) cloud computing system, with high availability and redundancy features, which is currently in production at INFN-Naples and ATLAS Tier-2 data centre. The main goal we intended to achieve was a simplified method to manage our computing resources and deliver reliable user services, reusing existing hardware without incurring heavy costs. A combined usage of virtualization and clustering technologies allowed us to consolidate our services on a small number of physical machines, reducing electric power costs. As a result of our efforts we developed a complete solution for data and computing centres that can be easily replicated using commodity hardware. Our architecture consists of 2 main subsystems: a clustered storage solution, built on top of disk servers running GlusterFS file system, and a virtual machines execution environment. GlusterFS is a network file system able to perform parallel writes on multiple disk servers, providing this way live replication of data. High availability is also achieved via a network configuration using redundant switches and multiple paths between hypervisor hosts and disk servers. We also developed a set of management scripts to easily perform basic system administration tasks such as automatic deployment of new virtual machines, adaptive scheduling of virtual machines on hypervisor hosts, live migration and automated restart in case of hypervisor failures.
Virtual Reality: Emerging Applications and Future Directions
ERIC Educational Resources Information Center
Ludlow, Barbara L.
2015-01-01
Virtual reality is an emerging technology that has resulted in rapid expansion in the development of virtual immersive environments for use as educational simulations in schools, colleges and universities. This article presents an overview of virtual reality, describes a number of applications currently being used by special educators for…
Software Engineering Infrastructure in a Large Virtual Campus
ERIC Educational Resources Information Center
Cristobal, Jesus; Merino, Jorge; Navarro, Antonio; Peralta, Miguel; Roldan, Yolanda; Silveira, Rosa Maria
2011-01-01
Purpose: The design, construction and deployment of a large virtual campus are a complex issue. Present virtual campuses are made of several software applications that complement e-learning platforms. In order to develop and maintain such virtual campuses, a complex software engineering infrastructure is needed. This paper aims to analyse the…
A Virtual Education: Guidelines for Using Games Technology
ERIC Educational Resources Information Center
Schofield, Damian
2014-01-01
Advanced three-dimensional virtual environment technology, similar to that used by the film and computer games industry, can allow educational developers to rapidly create realistic online vir-tual environments. This technology has been used to generate a range of interactive Virtual Real-ity (VR) learning environments across a spectrum of…
Share (And Not) Share Alike: Improving Virtual Team Climate and Decision Performance
ERIC Educational Resources Information Center
Cordes, Sean
2017-01-01
Virtual teams face unique communication and collaboration challenges that impact climate development and performance. First, virtual teams rely on technology mediated communication which can constrain communication. Second, team members lack skill for adapting process to the virtual setting. A collaboration process structure was designed to…
Virtual Reality as Innovative Approach to the Interior Designing
NASA Astrophysics Data System (ADS)
Kaleja, Pavol; Kozlovská, Mária
2017-06-01
We can observe significant potential of information and communication technologies (ICT) in interior designing field, by development of software and hardware virtual reality tools. Using ICT tools offer realistic perception of proposal in its initial idea (the study). A group of real-time visualization, supported by hardware tools like Oculus Rift HTC Vive, provides free walkthrough and movement in virtual interior with the possibility of virtual designing. By improving of ICT software tools for designing in virtual reality we can achieve still more realistic virtual environment. The contribution presented proposal of an innovative approach of interior designing in virtual reality, using the latest software and hardware ICT virtual reality technologies
[Development of a virtual model of fibro-bronchoscopy].
Solar, Mauricio; Ducoing, Eugenio
2011-09-01
A virtual model of fibro-bronchoscopy is reported. The virtual model represents in 3D the trachea and the bronchi creating a virtual world of the bronchial tree. The bronchoscope is modeled to look over the bronchial tree imitating the displacement and rotation of the real bronchoscope. The parameters of the virtual model were gradually adjusted according to expert opinion and allowed the training of specialists with a virtual bronchoscope of great realism. The virtual bronchial tree provides clues of reality regarding the movement of the bronchoscope, creating the illusion that the virtual instrument is behaving as the real one with all the benefits in costs that this means.
Virtual Lab to Develop Achievement in Electronic Circuits for Hearing-Impaired Students
ERIC Educational Resources Information Center
Baladoh, S. M.; Elgamal, A. F.; Abas, H. A.
2017-01-01
This paper aims to report and discuss the use of a virtual lab for developing achievement in electronic circuits for hearing-impaired students. Results from a number of studies have proved that the virtual lab allowed students to build and test a wide variety of electronic circuits. The present study was implemented to investigate the…
ERIC Educational Resources Information Center
Frank, Christine; Kassanke, Stephan; Suhl, Leena
This paper addresses the importance of assessing and realizing students' needs and expectations while developing a virtual learning environment (VLE). The project Virtual OR/MS is funded by the Federal Ministry of Education and Research of the German Government. It involves seven German partners from six universities. The goal of the project…
Future Game Developers within a Virtual World: Learner Archetypes and Team Leader Attributes
ERIC Educational Resources Information Center
Franetovic, Marija
2016-01-01
This case study research sought to understand a subset of the next generation in reference to virtual world learning within a game development course. The students completed an ill-structured team project which was facilitated using authentic learning strategies within a virtual world over a period of seven weeks. Research findings emerged from…
ERIC Educational Resources Information Center
O'Dell, Jenna R.; Barrett, Jeffrey E.; Cullen, Craig J.; Rupnow, Theodore J.; Clements, Douglas H.; Sarama, Julie; Rutherford, George; Beck, Pamela S.
2017-01-01
In this study, we investigated how Grade 3 and 4 students' organizational structure for volume units develops through repeated experiences with a virtual manipulative for building prisms. Our data consist of taped clinical interviews within a micro-genetic experiment. We report on student strategy development using a virtual manipulative for…
The Development of a Virtual Dinosaur Museum
ERIC Educational Resources Information Center
Tarng, Wernhuar; Liou, Hsin-Hun
2007-01-01
The objective of this article is to study the network and virtual reality technologies for developing a virtual dinosaur museum, which provides a Web-learning environment for students of all ages and the general public to know more about dinosaurs. We first investigate the method for building the 3D dynamic models of dinosaurs, and then describe…
Developing virtual patients for medical microbiology education.
McCarthy, David; O'Gorman, Ciaran; Gormley, Gerry J
2013-12-01
The landscape of medical education is changing as students embrace the accessibility and interactivity of e-learning. Virtual patients are e-learning resources that may be used to advance microbiology education. Although the development of virtual patients has been widely considered, here we aim to provide a coherent approach for clinical educators. Copyright © 2013 Elsevier Ltd. All rights reserved.
[The virtual library in equity, health, and human development].
Valdés, América
2002-01-01
This article attempts to describe the rationale that has led to the development of information sources dealing with equity, health, and human development in countries of Latin America and the Caribbean within the context of the Virtual Health Library (Biblioteca Virtual en Salud, BVS). Such information sources include the scientific literature, databases in printed and electronic format, institutional directories and lists of specialists, lists of events and courses, distance education programs, specialty journals and bulletins, as well as other means of disseminating health information. The pages that follow deal with the development of a Virtual Library in Equity, Health, and Human Development, an effort rooted in the conviction that decision-making and policy geared toward achieving greater equity in health must, of necessity, be based on coherent, well-organized, and readily accessible first-rate scientific information. Information is useless unless it is converted into knowledge that benefits society. The Virtual Library in Equity, Health, and Human Development is a coordinated effort to develop a decentralized regional network of scientific information sources, with strict quality control, from which public officials can draw data and practical examples that can help them set health and development policies geared toward achieving greater equity for all.
LVC interaction within a mixed-reality training system
NASA Astrophysics Data System (ADS)
Pollock, Brice; Winer, Eliot; Gilbert, Stephen; de la Cruz, Julio
2012-03-01
The United States military is increasingly pursuing advanced live, virtual, and constructive (LVC) training systems for reduced cost, greater training flexibility, and decreased training times. Combining the advantages of realistic training environments and virtual worlds, mixed reality LVC training systems can enable live and virtual trainee interaction as if co-located. However, LVC interaction in these systems often requires constructing immersive environments, developing hardware for live-virtual interaction, tracking in occluded environments, and an architecture that supports real-time transfer of entity information across many systems. This paper discusses a system that overcomes these challenges to empower LVC interaction in a reconfigurable, mixed reality environment. This system was developed and tested in an immersive, reconfigurable, and mixed reality LVC training system for the dismounted warfighter at ISU, known as the Veldt, to overcome LVC interaction challenges and as a test bed for cuttingedge technology to meet future U.S. Army battlefield requirements. Trainees interact physically in the Veldt and virtually through commercial and developed game engines. Evaluation involving military trained personnel found this system to be effective, immersive, and useful for developing the critical decision-making skills necessary for the battlefield. Procedural terrain modeling, model-matching database techniques, and a central communication server process all live and virtual entity data from system components to create a cohesive virtual world across all distributed simulators and game engines in real-time. This system achieves rare LVC interaction within multiple physical and virtual immersive environments for training in real-time across many distributed systems.
de Boer, I R; Wesselink, P R; Vervoorn, J M
2013-11-01
To describe the development and opportunities for implementation of virtual teeth with and without pathology for use in a virtual learning environment in dental education. The creation of virtual teeth begins by scanning a tooth with a cone beam CT. The resulting scan consists of multiple two-dimensional grey-scale images. The specially designed software program ColorMapEditor connects these two-dimensional images to create a three-dimensional tooth. With this software, any aspect of the tooth can be modified, including its colour, volume, shape and density, resulting in the creation of virtual teeth of any type. This article provides examples of realistic virtual teeth with and without pathology that can be used for dental education. ColorMapEditor offers infinite possibilities to adjust and add options for the optimisation of virtual teeth. Virtual teeth have unlimited availability for dental students, allowing them to practise as often as required. Virtual teeth can be made and adjusted to any shape with any type of pathology. Further developments in software and hardware technology are necessary to refine the ability to colour and shape the interior of the pulp chamber and surface of the tooth to enable not only treatment but also diagnostics and thus create a greater degree of realism. The creation and use of virtual teeth in dental education appears to be feasible but is still in development; it offers many opportunities for the creation of teeth with various pathologies, although an evaluation of its use in dental education is still required. © 2013 John Wiley & Sons A/S. Published by John Wiley & Sons Ltd.
Spatial considerations for instructional development in a virtual environment
NASA Technical Reports Server (NTRS)
Mccarthy, Laurie; Pontecorvo, Michael; Grant, Frances; Stiles, Randy
1993-01-01
In this paper we discuss spatial considerations for instructional development in a virtual environment. For both the instructional developer and the student, the important spatial criteria are perspective, orientation, scale, level of visual detail, and granularity of simulation. Developing a representation that allows an instructional developer to specify spatial criteria and enables intelligent agents to reason about a given instructional problem is of paramount importance to the success of instruction delivered in a virtual environment, especially one that supports dynamic exploration or spans more than one scale of operation.
NASA Astrophysics Data System (ADS)
Bolodurina, I. P.; Parfenov, D. I.
2017-10-01
The goal of our investigation is optimization of network work in virtual data center. The advantage of modern infrastructure virtualization lies in the possibility to use software-defined networks. However, the existing optimization of algorithmic solutions does not take into account specific features working with multiple classes of virtual network functions. The current paper describes models characterizing the basic structures of object of virtual data center. They including: a level distribution model of software-defined infrastructure virtual data center, a generalized model of a virtual network function, a neural network model of the identification of virtual network functions. We also developed an efficient algorithm for the optimization technology of containerization of virtual network functions in virtual data center. We propose an efficient algorithm for placing virtual network functions. In our investigation we also generalize the well renowned heuristic and deterministic algorithms of Karmakar-Karp.
The HyperLeda project en route to the astronomical virtual observatory
NASA Astrophysics Data System (ADS)
Golev, V.; Georgiev, V.; Prugniel, Ph.
2002-07-01
HyperLeda (Hyper-Linked Extragalactic Databases and Archives) is aimed to study the evolution of galaxies, their kinematics and stellar populations and the structure of Local Universe. HyperLeda is involved in catalogue and software production, data-mining and massive data processing. The products are serviced to the community through web mirrors. The development of HyperLeda is distributed between different sites and is based on the background experience of the LEDA and Hypercat databases. The HyperLeda project is focused both on the European iAstro colaboration and as a unique database for studies of the physics of the extragalactic objects.
Developing Mixed Reality Educational Applications: The Virtual Touch Toolkit
Mateu, Juan; Lasala, María José; Alamán, Xavier
2015-01-01
In this paper, we present Virtual Touch, a toolkit that allows the development of educational activities through a mixed reality environment such that, using various tangible elements, the interconnection of a virtual world with the real world is enabled. The main goal of Virtual Touch is to facilitate the installation, configuration and programming of different types of technologies, abstracting the creator of educational applications from the technical details involving the use of tangible interfaces and virtual worlds. Therefore, it is specially designed to enable teachers to themselves create educational activities for their students in a simple way, taking into account that teachers generally lack advanced knowledge in computer programming and electronics. The toolkit has been used to develop various educational applications that have been tested in two secondary education high schools in Spain. PMID:26334275
Zanardi, P
2001-08-13
The physical resources available to access and manipulate the degrees of freedom of a quantum system define the set A of operationally relevant observables. The algebraic structure of A selects a preferred tensor product structure, i.e., a partition into subsystems. The notion of compoundness for quantum systems is accordingly relativized. Universal control over virtual subsystems can be achieved by using quantum noncommutative holonomies
ERIC Educational Resources Information Center
Schneider, Jeffrey; von der Emde, Silke
2000-01-01
Describes an online approach through using a MOO, a computer program that allows students to share text-based virtual reality. The goal of the program was to build an environment that both enabled practice in the target language and sustained reflection on the processes of cultural production and reception. (Author/VWL)
PLM in the context of the maritime virtual education
NASA Astrophysics Data System (ADS)
Raicu, Alexandra; Oanta, Emil M.
2016-12-01
This paper presents new approaches regarding the use of Product Lifecycle Management concept to achieve knowledge integration of the academic disciplines in the maritime education context. The philosophy of the educational system is now changing faster worldwide and it is in a continuous developing process. There is a demand to develop modern educational facilities for CAD/CAE/CAM training of the future maritime engineers, which offers collaborative environments between the academic disciplines and the teachers. It is well known that the students must understand the importance of the connectivity between the academic disciplines and the computer aided methods to interface them. Thus, besides the basic knowledge and competences acquired from the CAD courses, students learn how to increase the design productivity, to create a parametric design, the original instruments of automatic design, 3D printing methods, how to interface the CAD/CAE/CAM applications. As an example, the Strength of Materials discipline briefly presents alternate computer aided methods to compute the geometrical characteristics of the cross sections using the CAD geometry, creation the free body diagrams and presentation the deflected shapes of various educational models, including the rotational effect when the forces are not applied in the shear center, using the results of the FEM applications. During the computer aided engineering academic disciplines, after the students design and analyze a virtual 3D model they can convert it into a physical object using 3D printing method. Constanta Maritime University offers a full understanding of the concept of Product Lifecycle Management, collaborative creation, management and dissemination.
Responses to a virtual reality grocery store in persons with and without vestibular dysfunction.
Whitney, Susan L; Sparto, Patrick J; Hodges, Larry F; Babu, Sabarish V; Furman, Joseph M; Redfern, Mark S
2006-04-01
People with vestibular dysfunction often complain of having difficulty walking in visually complex environments. Virtual reality (VR) may serve as a useful therapeutic tool for providing physical therapy to these people. The purpose of this pilot project was to explore the ability of people with and without vestibular dysfunction to use and tolerate virtual environments that can be used in physical therapy. We have chosen grocery store environments, which often elicit complaints from patients. Two patients and three control subjects were asked to stand and navigate in VR grocery stores while finding products. Perceived discomfort, simulator sickness symptoms, distance traveled, and speed of head movement were recorded. Symptoms and discomfort increased in one subject with vestibular dysfunction. The older subjects traveled a shorter distance and had greater speed of head movements compared with young subjects. Environments with a greater number of products resulted in more head movements and a shorter distance traveled.
Proof-of-Concept Part Task Trainer for Close Air Support Procedures
2016-06-01
TVDL Tactical Video Down Link VE Virtual Environment VR Virtual Reality WTI Weapons and Tactics Instructor xvii ACKNOWLEDGMENTS I would first...in training of USMC pilots for close air support operations? • What is the feasibility of developing a prototype virtual reality (VR) system that...Chapter IV provides a review of virtual reality (VR)/ virtual environment (VE) and part-task trainers currently used in military training
Virtual Heritage Tours: Developing Interactive Narrative-Based Environments for Historical Sites
NASA Astrophysics Data System (ADS)
Tuck, Deborah; Kuksa, Iryna
In the last decade there has been a noticeable growth in the use of virtual reality (VR) technologies for reconstructing cultural heritage sites. However, many of these virtual reconstructions evidence little of sites' social histories. Narrating the Past is a research project that aims to re-address this issue by investigating methods for embedding social histories within cultural heritage sites and by creating narrative based virtual environments (VEs) within them. The project aims to enhance the visitor's knowledge and understanding by developing a navigable 3D story space, in which participants are immersed. This has the potential to create a malleable virtual environment allowing the visitor to configure their own narrative paths.
Factors to keep in mind when introducing virtual microscopy.
Glatz-Krieger, Katharina; Spornitz, Udo; Spatz, Alain; Mihatsch, Michael J; Glatz, Dieter
2006-03-01
Digitization of glass slides and delivery of so-called virtual slides (VS) emulating a real microscope over the Internet have become reality due to recent improvements in technology. We have implemented a virtual microscope for instruction of medical students and for continuing medical education. Up to 30,000 images per slide are captured using a microscope with an automated stage. The images are post-processed and then served by a plain hypertext transfer protocol (http)-server. A virtual slide client (vMic) based on Macromedia's Flash MX, a highly accepted technology available on every modern Web browser, has been developed. All necessary virtual slide parameters are stored in an XML file together with the image. Evaluation of the courses by questionnaire indicated that most students and many but not all pathologists regard virtual slides as an adequate replacement for traditional slides. All our virtual slides are publicly accessible over the World Wide Web (WWW) at http://vmic.unibas.ch . Recently, several commercially available virtual slide acquisition systems (VSAS) have been developed that use various technologies to acquire and distribute virtual slides. These systems differ in speed, image quality, compatibility, viewer functionalities and price. This paper gives an overview of the factors to keep in mind when introducing virtual microscopy.
A digital atlas of breast histopathology: an application of web based virtual microscopy
Lundin, M; Lundin, J; Helin, H; Isola, J
2004-01-01
Aims: To develop an educationally useful atlas of breast histopathology, using advanced web based virtual microscopy technology. Methods: By using a robotic microscope and software adopted and modified from the aerial and satellite imaging industry, a virtual microscopy system was developed that allows fully automated slide scanning and image distribution via the internet. More than 150 slides were scanned at high resolution with an oil immersion ×40 objective (numerical aperture, 1.3) and archived on an image server residing in a high speed university network. Results: A publicly available website was constructed, http://www.webmicroscope.net/breastatlas, which features a comprehensive virtual slide atlas of breast histopathology according to the World Health Organisation 2003 classification. Users can view any part of an entire specimen at any magnification within a standard web browser. The virtual slides are supplemented with concise textual descriptions, but can also be viewed without diagnostic information for self assessment of histopathology skills. Conclusions: Using the technology described here, it is feasible to develop clinically and educationally useful virtual microscopy applications. Web based virtual microscopy will probably become widely used at all levels in pathology teaching. PMID:15563669
Excited Nucleons and Hadron Structure - Proceedings of the Nstar 2000 Conference
NASA Astrophysics Data System (ADS)
Burkert, V. D.; Elouadrhiri, L.; Kelly, J. J.; Minehart, R. C.
The Table of Contents for the book is as follows: * Probing the Structure of Nucleons in the Resonance Region * Pion Photoproduction Results from MAMI * Pion Production and Compton Scattering at LEGS * Electroproduction Multipoles from ELSA * Baryon Resonance Production at Jefferson Lab at High Q2 * A Dynamical Model for the Resonant Multipoles and the Δ Structure * Relations between N and Δ Electromagnetic Form Factors * Measurement of the Recoil Polarization in the [p(ěc e ,{e^prime}ěc p ){π ^0}] Reaction at the Energy of the Δ(1232) Resonance * Electroproduction Results from CLAS * S11 (1535) Resonance Production at Jefferson Lab at High Q2 * η and η' Electro- and Photoproduction with the CEBAF Large Acceptance Spectrometer * η Production in Hadronic Interactions * Electromagnetic Production of η and η' Mesons * The Crystal Barrel Experiment at ELSA * Measurement of π-p → Neutrals Using the Crystal Ball * π+π0 and η Photoproduction at GRAAL * Partial Wave Analysis of Pion Photoproduction with Constraints from Fixed-t Dispersion Relations * N* Resonances in e+e- Collisions at BEPC * What is the Structure of the Roper Resonance? * Hybrid Baryon Signatures * Mixing Angles Determination via the Process γp → ηp * SU(6) Breaking Effects in the Nucleon Elastic Electromagnetic Form Factors * The Hypercentral Constituent Quark Model * Baryon Resonance Decays Within Constituent Quark Models * Pion Production Model - Connection between Dynamics and Quark Models * N* Investigation via Two Pion Electroproduction with the CLAS Detector at Jefferson Laboratory * Isobar Model for Studies of N* Excitation in Charged Double Pion Production by Real and Virtual Photons * Double Pion Photoproduction in the Second Resonance Region * CLAS Electroproduction of ω(783) Mesons * Electromagnetic Production of Vector Mesons at Low Energies * Polarized Target Developments for GRAAL and Prospects * Analytic Structure of a Multichannel Model * Missing Nucleon Resonances in Kaon Production with Pions and Photons * Hyperon Electroproduction with CLAS * From Bjorken to Drell-Hearn-Gerasimov Sum Rules * GDH Measurements at Mainz * Double Polarization Measurements in Inclusive Inelastic e - p Scattering * Measurement of Inclusive Spin Asymmetries and Sum Rules on 3He and the Neutron * Polarization and Out-of-Plane Responses in Pion and ETA Electroproduction * Polarization Observables in π+ Electroproduction with CLAS * Pion Electroproduction on the Nucleon and the Generalized GDH Sum Rule * Virtual Compton Scattering in the Resonance Region * What We Know about the Theoretical Foundation of Duality in Electron Scattering * Hadron Structure in Lattice QCD: Exploring the Gluon Wave Functional * N* Spectrum in Lattice QCD * Baryon Spectrum in the Large Nc Limit * Deeply Virtual Photon and Meson Electroproduction * Why N*'s are Important * Participant List
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.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Yocum, D.R.; Berman, E.; Canal, P.
2007-05-01
As one of the founding members of the Open Science Grid Consortium (OSG), Fermilab enables coherent access to its production resources through the Grid infrastructure system called FermiGrid. This system successfully provides for centrally managed grid services, opportunistic resource access, development of OSG Interfaces for Fermilab, and an interface to the Fermilab dCache system. FermiGrid supports virtual organizations (VOs) including high energy physics experiments (USCMS, MINOS, D0, CDF, ILC), astrophysics experiments (SDSS, Auger, DES), biology experiments (GADU, Nanohub) and educational activities.
Chen, Haining; Li, Sijia; Hu, Yajiao; Chen, Guo; Jiang, Qinglin; Tong, Rongsheng; Zang, Zhihe; Cai, Lulu
2016-01-01
Rho-associated, coiled-coil containing protein kinase 1 (ROCK1) is an important regulator of focal adhesion, actomyosin contraction and cell motility. In this manuscript, a combination of the multi-complex-based pharmacophore (MCBP), molecular dynamics simulation and a hybrid protocol of a virtual screening method, comprised of multipharmacophore- based virtual screening (PBVS) and ensemble docking-based virtual screening (DBVS) methods were used for retrieving novel ROCK1 inhibitors from the natural products database embedded in the ZINC database. Ten hit compounds were selected from the hit compounds, and five compounds were tested experimentally. Thus, these results may provide valuable information for further discovery of more novel ROCK1 inhibitors.
Review of high energy diffraction in real and virtual photon-proton scattering at HERA
NASA Astrophysics Data System (ADS)
Wolf, G.
2010-11-01
The electron-proton collider HERA at DESY opened the door for the study of diffraction in real and virtual photon-proton scattering at centre-of-mass energies W up to 250 GeV and for large negative mass squared -Q2 of the virtual photon up to Q2 = 1600 GeV2. At W = 220 GeV and Q2 = 4 GeV2, diffraction accounts for about 15% of the total virtual photon-proton cross section, decreasing to ≈5% at Q2 = 200 GeV2. An overview of the results obtained by the experiments H1 and ZEUS on the production of neutral vector mesons and on inclusive diffraction up to the year 2008 is presented.
NASA Astrophysics Data System (ADS)
Shen, Tzu-Chiang; Ovando, Nicolás.; Bartsch, Marcelo; Simmond, Max; Vélez, Gastón; Robles, Manuel; Soto, Rubén.; Ibsen, Jorge; Saldias, Christian
2012-09-01
ALMA is the first astronomical project being constructed and operated under industrial approach due to the huge amount of elements involved. In order to achieve the maximum through put during the engineering and scientific commissioning phase, several production lines have been established to work in parallel. This decision required modification in the original system architecture in which all the elements are controlled and operated within a unique Standard Test Environment (STE). The advance in the network industry and together with the maturity of virtualization paradigm allows us to provide a solution which can replicate the STE infrastructure without changing their network address definition. This is only possible with Virtual Routing and Forwarding (VRF) and Virtual LAN (VLAN) concepts. The solution allows dynamic reconfiguration of antennas and other hardware across the production lines with minimum time and zero human intervention in the cabling. We also push the virtualization even further, classical rack mount servers are being replaced and consolidated by blade servers. On top of them virtualized server are centrally administrated with VMWare ESX. Hardware costs and system administration effort will be reduced considerably. This mechanism has been established and operated successfully during the last two years. This experience gave us confident to propose a solution to divide the main operation array into subarrays using the same concept which will introduce huge flexibility and efficiency for ALMA operation and eventually may simplify the complexity of ALMA core observing software since there will be no need to deal with subarrays complexity at software level.
Effects of virtual water flow on regional water resources stress: A case study of grain in China.
Sun, Shikun; Wang, Yubao; Engel, Bernie A; Wu, Pute
2016-04-15
Scarcity of water resources is one of the major challenges in the world, particularly for the main water consumer, agriculture. Virtual water flow (VWF) promotes water redistribution geographically and provides a new solution for resolving regional water shortage and improving water use efficiency in the world. Virtual water transfer among regions will have a significant influence on the water systems in both grain export and import regions. In order to assess the impacts of VWF related grain transfer on regional water resources conditions, the study takes mainland China as study area for a comprehensive evaluation of virtual water flow on regional water resources stress. Results show that Northeast China and Huang-Huai-Hai region are the major grain production regions as well as the major virtual water export regions. National water savings related to grain VWF was about 58Gm(3), with 48Gm(3) blue water and 10Gm(3) green water. VWF changes the original water distribution and has a significant effect on water resources in both virtual water import and export regions. Grain VWF significantly increased water stress in grain export regions and alleviated water stress in grain import regions. Water stress index (WSI) of Heilongjiang and Inner Mongolia has been increased by 138% and 129% due to grain export. Stress from water shortages is generally severe in export regions, and issues with the sustainability of grain production and VWF pattern are worthy of further exploration. Copyright © 2016 Elsevier B.V. All rights reserved.
Virtual Technologies to Develop Visual-Spatial Ability in Engineering Students
ERIC Educational Resources Information Center
Roca-González, Cristina; Martin-Gutierrez, Jorge; García-Dominguez, Melchor; Carrodeguas, Mª del Carmen Mato
2017-01-01
The present study assessed a short training experiment to improve spatial abilities using two tools based on virtual technologies: one focused on manipulation of specific geometric virtual pieces, and the other consisting of virtual orienteering game. The two tools can help improve spatial abilities required for many engineering problem-solving…
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…
Virtual Virtuosos: A Case Study in Learning Music in Virtual Learning Environments in Spain
ERIC Educational Resources Information Center
Alberich-Artal, Enric; Sangra, Albert
2012-01-01
In recent years, the development of Information and Communication Technologies (ICT) has contributed to the generation of a number of interesting initiatives in the field of music education and training in virtual learning environments. However, music education initiatives employing virtual learning environments have replicated and perpetuated the…
Teaching with Virtual Worlds: Factors to Consider for Instructional Use of Second Life
ERIC Educational Resources Information Center
Mayrath, Michael C.; Traphagan, Tomoko; Jarmon, Leslie; Trivedi, Avani; Resta, Paul
2010-01-01
Substantial evidence now supports pedagogical applications of virtual worlds; however, most research supporting virtual worlds for education has been conducted using researcher-developed Multi-User Virtual Environments (MUVE). Second Life (SL) is a MUVE that has been adopted by a large number of academic institutions; however, little research has…
Challenges to the development of complex virtual reality surgical simulations.
Seymour, N E; Røtnes, J S
2006-11-01
Virtual reality simulation in surgical training has become more widely used and intensely investigated in an effort to develop safer, more efficient, measurable training processes. The development of virtual reality simulation of surgical procedures has begun, but well-described technical obstacles must be overcome to permit varied training in a clinically realistic computer-generated environment. These challenges include development of realistic surgical interfaces and physical objects within the computer-generated environment, modeling of realistic interactions between objects, rendering of the surgical field, and development of signal processing for complex events associated with surgery. Of these, the realistic modeling of tissue objects that are fully responsive to surgical manipulations is the most challenging. Threats to early success include relatively limited resources for development and procurement, as well as smaller potential for return on investment than in other simulation industries that face similar problems. Despite these difficulties, steady progress continues to be made in these areas. If executed properly, virtual reality offers inherent advantages over other training systems in creating a realistic surgical environment and facilitating measurement of surgeon performance. Once developed, complex new virtual reality training devices must be validated for their usefulness in formative training and assessment of skill to be established.
Web-Based Virtual Laboratory for Food Analysis Course
NASA Astrophysics Data System (ADS)
Handayani, M. N.; Khoerunnisa, I.; Sugiarti, Y.
2018-02-01
Implementation of learning on food analysis course in Program Study of Agro-industrial Technology Education faced problems. These problems include the availability of space and tools in the laboratory that is not comparable with the number of students also lack of interactive learning tools. On the other hand, the information technology literacy of students is quite high as well the internet network is quite easily accessible on campus. This is a challenge as well as opportunities in the development of learning media that can help optimize learning in the laboratory. This study aims to develop web-based virtual laboratory as one of the alternative learning media in food analysis course. This research is R & D (research and development) which refers to Borg & Gall model. The results showed that assessment’s expert of web-based virtual labs developed, in terms of software engineering aspects; visual communication; material relevance; usefulness and language used, is feasible as learning media. The results of the scaled test and wide-scale test show that students strongly agree with the development of web based virtual laboratory. The response of student to this virtual laboratory was positive. Suggestions from students provided further opportunities for improvement web based virtual laboratory and should be considered for further research.
Characterization of the Virtual Water Commodity Network of Major U.S. Cities
NASA Astrophysics Data System (ADS)
Garcia, S.; Ahams, I. C.; Ruddell, B. L.; Mejia, A.
2016-12-01
Cities, through their socioeconomic power and consumption patterns, drive an intricate web of commodity flows that gives rise to an underlying network of indirect transfers of energy and water. The virtual water content of a commodity represents the water embedded in its production. It can serve as a measure of city water consumption that, along with direct, metabolic consumption, exposes the dependence of cities on distant regions and the potential vulnerabilities of the network to shocks and stresses. Using the U.S. network of commodities flows, together with their associated virtual water content, we use network theory to analyze first-order and higher-order topological properties of virtual water flows for major U.S. cities, defined by their metropolitan boundaries. They are represented as nodes and weighted directed links, symbolizing the volume and direction of the virtual water flows associated with the transfer of agricultural, livestock and industrial commodities. We find that network properties, generally, vary across commodities and reveal complex structures such as the appearance of hubs like Chicago, Houston, and New Orleans for industrial commodities and the formation of communities (megaregions). Additionally, using scaling arguments, we find that increasing city size makes larger cities more water efficient and hydroeconomically productive than smaller ones. This work represents an initial step towards understanding the role played by cities in the U.S. commodity network and food-energy-water (FEW) nexus.
Involving People with Autism in Development of Virtual World for Provision of Skills Training
ERIC Educational Resources Information Center
Politis, Yurgos; Olivia, Louis; Olivia, Thomas; Sung, Connie
2017-01-01
This paper presents the development phase of the of the Virtual World that is going to be used by the Virtual Learning for People with Autistic Spectrum Disorder (VL4ASD) project, which aims to create training materials on conversation skills. This project is geared towards addressing the communication deficits of ASD populations, by exploring the…
ERIC Educational Resources Information Center
Jaen, Maria Moreno
2009-01-01
This paper presents survey data from English Philology students (University of Granada) on a virtual course entitled ADELEX--Assessing and Developing Lexis--which was carried out in 2007-08 to enhance vocabulary acquisition. In the first part of this paper, we briefly offer a description of this second generation virtual course to enhance lexical…
NASA Technical Reports Server (NTRS)
Ross, M. D.; Montgomery, K.; Linton, S.; Cheng, R.; Smith, J.
1998-01-01
This report describes the three-dimensional imaging and virtual environment technologies developed in NASA's Biocomputation Center for scientific purposes that have now led to applications in the field of medicine. A major goal is to develop a virtual environment surgery workbench for planning complex craniofacial and breast reconstructive surgery, and for training surgeons.
An efficient approach for improving virtual machine placement in cloud computing environment
NASA Astrophysics Data System (ADS)
Ghobaei-Arani, Mostafa; Shamsi, Mahboubeh; Rahmanian, Ali A.
2017-11-01
The ever increasing demand for the cloud services requires more data centres. The power consumption in the data centres is a challenging problem for cloud computing, which has not been considered properly by the data centre developer companies. Especially, large data centres struggle with the power cost and the Greenhouse gases production. Hence, employing the power efficient mechanisms are necessary to optimise the mentioned effects. Moreover, virtual machine (VM) placement can be used as an effective method to reduce the power consumption in data centres. In this paper by grouping both virtual and physical machines, and taking into account the maximum absolute deviation during the VM placement, the power consumption as well as the service level agreement (SLA) deviation in data centres are reduced. To this end, the best-fit decreasing algorithm is utilised in the simulation to reduce the power consumption by about 5% compared to the modified best-fit decreasing algorithm, and at the same time, the SLA violation is improved by 6%. Finally, the learning automata are used to a trade-off between power consumption reduction from one side, and SLA violation percentage from the other side.
SRM 2460/2461 Standard Bullets and Casings Project
Song, J.; Whitenton, E.; Kelley, D.; Clary, R.; Ma, L.; Ballou, S.; Ols, M.
2004-01-01
The National Institute of Standards and Technology Standard Reference Material (SRM) 2460/2461 standard bullets and casings project will provide support to firearms examiners and to the National Integrated Ballistics Information Network (NIBIN) in the United States. The SRM bullet is designed as both a virtual and a physical bullet profile signature standard. The virtual standard is a set of six digitized bullet profile signatures originally traced from six master bullets fired at the Bureau of Alcohol, Tobacco and Firearms (ATF) and the Federal Bureau of Investigation (FBI). By using the virtual signature standard to control the tool path on a numerically controlled diamond turning machine, 40 SRM bullets were produced. A profile signature measurement system was established for the SRM bullets. The profile signature differences are quantified by the maximum of the cross correlation function and by the signature difference between pairs of compared profile signatures measured on different SRM bullets. Initial measurement results showed high reproducibility for both the measurement system and production process of the SRM bullets. A traceability scheme has been proposed to establish the measurement traceability for nationwide bullet signature measurements to NIST, ATF and FBI. Prototype SRM casings have also been developed. PMID:27366632
NASA Astrophysics Data System (ADS)
Kaushik, Aman C.; Kumar, Sanjay; Wei, Dong Q.; Sahi, Shakti
2018-02-01
GPR142 (G protein receptor 142) is a novel orphan GPCR (G protein coupled receptor) belonging to ‘Class A’ of GPCR family and expressed in beta cells of pancreas. In this study, we reported the structure based virtual screening to identify the hit compounds which can be developed as leads for potential agonists. The results were validated through induced fit docking, pharmacophore modeling and system biology approaches. Since, there is no solved crystal structure of GPR142, we attempted to predict the 3D structure followed by validation and then identification of active site using threading and ab initio methods. Also, structure based virtual screening was performed against a total of 1171519 compounds from different libraries and only top 20 best hit compounds were screened and analyzed. Moreover, the biochemical pathway of GPR142 complex with screened compound2 was also designed and compared with experimental data. Interestingly, compound2 showed an increase in insulin production via Gq mediated signaling pathway suggesting the possible role of novel GPR142 agonists in therapy against type 2 diabetes.
Virtual Water Scarcity Risk to the Global Trade System.
Qu, Shen; Liang, Sai; Konar, Megan; Zhu, Zeqi; Chiu, Anthony S F; Jia, Xiaoping; Xu, Ming
2018-01-16
Local water scarcity risk (LWSR, meaning potential economic output losses in water-using sectors due to physical water scarcity) can be transmitted to downstream economies through the globalized supply chains. To understand the vulnerability of the global economy to water scarcity, we examine the impacts of local water scarcity risk on the global trade system from 1995 to 2009. We observe increasingly intensified geographical separation between physical water scarcity and production losses due to water scarcity. We identify top nation-sectors in virtual water scarcity risk (VWSR) exports (indicating local water scarcity risk in each nation transmitted to foreign nations through its exports), including agriculture and utilities in major economies such as China, India, Spain, France, and Turkey. These nation-sectors are critical to the resilience of the global economy to water scarcity. We also identify top nation-sectors in virtual water scarcity risk imports (indicating each nation's vulnerability to foreign water scarcity risk through the global trade system), highlighting their vulnerability to distant water scarcity. Our findings reveal the need for nations to collaboratively manage and conserve water resources, and lay the foundation for firms in high VWSR-importing sectors to develop strategies to mitigate such risk.
Virtual performer: single camera 3D measuring system for interaction in virtual space
NASA Astrophysics Data System (ADS)
Sakamoto, Kunio; Taneji, Shoto
2006-10-01
The authors developed interaction media systems in the 3D virtual space. In these systems, the musician virtually plays an instrument like the theremin in the virtual space or the performer plays a show using the virtual character such as a puppet. This interactive virtual media system consists of the image capture, measuring performer's position, detecting and recognizing motions and synthesizing video image using the personal computer. In this paper, we propose some applications of interaction media systems; a virtual musical instrument and superimposing CG character. Moreover, this paper describes the measuring method of the positions of the performer, his/her head and both eyes using a single camera.
Feasibility and fidelity of practising surgical fixation on a virtual ulna bone
LeBlanc, Justin; Hutchison, Carol; Hu, Yaoping; Donnon, Tyrone
2013-01-01
Background Surgical simulators provide a safe environment to learn and practise psychomotor skills. A goal for these simulators is to achieve high levels of fidelity. The purpose of this study was to develop a reliable surgical simulator fidelity questionnaire and to assess whether a newly developed virtual haptic simulator for fixation of an ulna has comparable levels of fidelity as Sawbones. Methods Simulator fidelity questionnaires were developed. We performed a stratified randomized study with surgical trainees. They performed fixation of the ulna using a virtual simulator and Sawbones. They completed the fidelity questionnaires after each procedure. Results Twenty-two trainees participated in the study. The reliability of the fidelity questionnaire for each separate domain (environment, equipment, psychological) was Cronbach α greater than 0.70, except for virtual environment. The Sawbones had significantly higher levels of fidelity than the virtual simulator (p < 0.001) with a large effect size difference (Cohen d < 1.3). Conclusion The newly developed fidelity questionnaire is a reliable tool that can potentially be used to determine the fidelity of other surgical simulators. Increasing the fidelity of this virtual simulator is required before its use as a training tool for surgical fixation. The virtual simulator brings with it the added benefits of repeated, independent safe use with immediate, objective feedback and the potential to alter the complexity of the skill. PMID:23883510
Knowledge management through two virtual communities of practice (Endobloc and Pneumobloc).
Lara, Beatriz; Cañas, Francesca; Vidal, Antonieta; Nadal, Núria; Rius, Ferran; Paredes, Eugeni; Hernández, Marta; Maravall, Francisco J; Franch-Nadal, Josep; Barbé, Ferran; Mauricio, Dídac
2017-09-01
We developed two virtual communities of practice (Endobloc and Pneumobloc) to increase the interaction between general practitioners and nurses in primary care and hospital endocrinologists and pulmonologists. They were designed and developed using an existing web 2.0-based virtual network belonging to the local National Health System, and we quantitatively assessed the usefulness through the participation and use during the first 24 months after the launch in 2010. A total of 26,372 visits (47% Endobloc's visits) and 2351 contributions (Endobloc's contribution 38.9%) to both virtual communities of practice were registered during the first 24 months. The most popular sections were the e-Blog and the e-Consultations section in both virtual communities of practice, but some differences in the pattern of use in other sections were observed. Activity on the virtual communities of practice occurred throughout the day including weekends and holiday periods. We showed that virtual communities of practice are feasible under real-life clinical practice.
Virtual coach technology for supporting self-care.
Ding, Dan; Liu, Hsin-Yi; Cooper, Rosemarie; Cooper, Rory A; Smailagic, Asim; Siewiorek, Dan
2010-02-01
"Virtual Coach" refers to a coaching program or device aiming to guide users through tasks for the purpose of prompting positive behavior or assisting with learning new skills. This article reviews virtual coach interventions with the purpose of guiding rehabilitation professionals to comprehend more effectively the essential components of such interventions, the underlying technologies and their integration, and example applications. A design space of virtual coach interventions including self-monitoring, context awareness, interface modality, and coaching strategies were identified and discussed to address when, how, and what coaching messages to deliver in an automated and intelligent way. Example applications that address various health-related issues also are provided to illustrate how a virtual coach intervention is developed and evaluated. Finally, the article provides some insight into addressing key challenges and opportunities in designing and implementing virtual coach interventions. It is expected that more virtual coach interventions will be developed in the field of rehabilitation to support self-care and prevent secondary conditions in individuals with disabilities.
Voils, Stacy A
2009-07-01
Thrombin has demonstrated utility in aiding surgical hemostasis since its introduction more than 60 years ago. It is used across a wide variety of surgical procedures by virtually every specialty. Only recently have new equally effective and safe products entered the market, causing decision makers to evaluate formulary selection among products with otherwise modest differences. This evaluation includes identifying costs beyond those of acquisition and storage, as well as indirect factors such as monitoring or specialized distribution requirements. One factor to consider specifically in selection of topical thrombin products is the potential for patients to develop an immune-mediated coagulopathy (IMC) after exposure to bovine-derived thrombin. Costs due to adverse drug events fall into the category of indirect costs and, in some instances, can be substantial if bleeding due to IMC occurs.
Designing 3 Dimensional Virtual Reality Using Panoramic Image
NASA Astrophysics Data System (ADS)
Wan Abd Arif, Wan Norazlinawati; Wan Ahmad, Wan Fatimah; Nordin, Shahrina Md.; Abdullah, Azrai; Sivapalan, Subarna
The high demand to improve the quality of the presentation in the knowledge sharing field is to compete with rapidly growing technology. The needs for development of technology based learning and training lead to an idea to develop an Oil and Gas Plant Virtual Environment (OGPVE) for the benefit of our future. Panoramic Virtual Reality learning based environment is essential in order to help educators overcome the limitations in traditional technical writing lesson. Virtual reality will help users to understand better by providing the simulations of real-world and hard to reach environment with high degree of realistic experience and interactivity. Thus, in order to create a courseware which will achieve the objective, accurate images of intended scenarios must be acquired. The panorama shows the OGPVE and helps to generate ideas to users on what they have learnt. This paper discusses part of the development in panoramic virtual reality. The important phases for developing successful panoramic image are image acquisition and image stitching or mosaicing. In this paper, the combination of wide field-of-view (FOV) and close up image used in this panoramic development are also discussed.
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.
Poor Man's Virtual Camera: Real-Time Simultaneous Matting and Camera Pose Estimation.
Szentandrasi, Istvan; Dubska, Marketa; Zacharias, Michal; Herout, Adam
2016-03-18
Today's film and advertisement production heavily uses computer graphics combined with living actors by chromakeying. The matchmoving process typically takes a considerable manual effort. Semi-automatic matchmoving tools exist as well, but they still work offline and require manual check-up and correction. In this article, we propose an instant matchmoving solution for green screen. It uses a recent technique of planar uniform marker fields. Our technique can be used in indie and professional filmmaking as a cheap and ultramobile virtual camera, and for shot prototyping and storyboard creation. The matchmoving technique based on marker fields of shades of green is very computationally efficient: we developed and present in the article a mobile application running at 33 FPS. Our technique is thus available to anyone with a smartphone at low cost and with easy setup, opening space for new levels of filmmakers' creative expression.
Dental impressions using 3D digital scanners: virtual becomes reality.
Birnbaum, Nathan S; Aaronson, Heidi B
2008-10-01
The technologies that have made the use of three-dimensional (3D) digital scanners an integral part of many industries for decades have been improved and refined for application to dentistry. Since the introduction of the first dental impressioning digital scanner in the 1980s, development engineers at a number of companies have enhanced the technologies and created in-office scanners that are increasingly user-friendly and able to produce precisely fitting dental restorations. These systems are capable of capturing 3D virtual images of tooth preparations, from which restorations may be fabricated directly (ie, CAD/CAM systems) or fabricated indirectly (ie, dedicated impression scanning systems for the creation of accurate master models). The use of these products is increasing rapidly around the world and presents a paradigm shift in the way in which dental impressions are made. Several of the leading 3D dental digital scanning systems are presented and discussed in this article.
Trade in and Valuation of Virtual Water Impacts in a City: A Case Study Of Flagstaff, Arizona
NASA Astrophysics Data System (ADS)
Rushforth, R.; Ruddell, B. L.
2013-12-01
An increasingly intense component of the global coupled natural and human system (CNH) is the economic trade of various types of resources and the outsourcing of resource impacts between geographically distant economic systems. The human economy's trade arrangements allow specific localities, especially cities, to exceed spatially local resource stock sustainability and footprint constraints, as evidenced in the urban metabolism literature. Each movement or trade of a resource along a network is associated with an embedded or 'virtual' exchange of indirect impacts on the inputs to the production process. The networked trade of embedded resources, therefore, is an essential human adaptation to resource limitations. Using the Embedded Resource Impact Accounting (ERA) framework, we examine the network of embedded water flows created through the trade of goods and services and economic development in Flagstaff, Arizona, and associate these flows with the creation of value in sectors of the economy
Virtual auditorium concepts for exhibition halls
NASA Astrophysics Data System (ADS)
Evans, Jack; Himmel, Chad; Knight, Sarah
2002-11-01
Many communities lack good performance facilities for symphonic music, opera, dramatic and musical arts, but have basic convention, exhibition or assembly spaces. It should be possible to develop performance space environments within large multipurpose facilities that will accommodate production and presentation of dramatic arts. Concepts for moderate-cost, temporary enhancements that transform boxy spaces into more intimate, acoustically articulated venues will be presented. Acoustical criteria and design parameters will be discussed in the context of creating a virtual auditorium within the building envelope. Physical, economic, and logistical limitations affect implementation. Sound reinforcement system augmentation can supplement the room conversion. Acceptable control of reflection patterns, reverberation, and to some extent, ambient noise, may be achieved with an array of nonpermanent reflector and absorber elements. These elements can sculpture an enclosure to approach the shape and acoustic characteristics of an auditorium. Plan and section illustrations will be included.
ViDI: Virtual Diagnostics Interface. Volume 1; The Future of Wind Tunnel Testing
NASA Technical Reports Server (NTRS)
Fleming, Gary A. (Technical Monitor); Schwartz, Richard J.
2004-01-01
The quality of data acquired in a given test facility ultimately resides within the fidelity and implementation of the instrumentation systems. Over the last decade, the emergence of robust optical techniques has vastly expanded the envelope of measurement possibilities. At the same time the capabilities for data processing, data archiving and data visualization required to extract the highest level of knowledge from these global, on and off body measurement techniques have equally expanded. Yet today, while the instrumentation has matured to the production stage, an optimized solution for gaining knowledge from the gigabytes of data acquired per test (or even per test point) is lacking. A technological void has to be filled in order to possess a mechanism for near-real time knowledge extraction during wind tunnel experiments. Under these auspices, the Virtual Diagnostics Interface, or ViDI, was developed.
Virtual water flows and trade liberalization.
Ramirez-Vallejo, J; Rogers, P
2004-01-01
The linkages between agricultural trade and water resources need to be identified and analyzed to better understand the potential impacts that a full liberalization, or lack thereof, will have on water resources. This paper examines trade of virtual water embodied in agricultural products for most countries of the world. The main purpose of the paper, however, is to examine the impact of trade liberalization on virtual-water trade in the future. Based on a simulation of global agricultural trade, a scenario of full liberalization of agriculture was used to assess the net effect of virtual water flows from the relocation of meat and cereals' trade. The paper also identifies the main reasons behind the changes in the magnitude and direction of the net virtual water trade over time, and shows that virtual water trade flows are independent of water resource endowments, contrary to what the Heckscher-Ohlin Theorem states. Finally, based on a formal model, some input demand functions at the country level are estimated. The estimates of the income and agricultural support elasticities of demand for import of virtual water have the expected sign, and are statistically significant. Variables found to have some explanatory power of the variance of virtual water imports are average income; population; agriculture as value added; irrigated area, and exports of goods and services.
Virtual environments special needs and evaluative methods.
Brown, D J; Standen, P J; Cobb, S V
1998-01-01
This paper presents an overview of the development of the Learning in Virtual Environments programme (LIVE), carried out in special education over the last four years. It is more precisely a project chronology, so that the reader can sense the historical development of the programme rather than giving emphasis to any one particular feature or breakthrough, which are covered in other papers and available through the authors. The project conception in a special school in Nottingham is followed by a description of the development of experiential and communicational virtual learning environments. These are followed, in turn, by the results of our testing programmes which show that experience gained in a virtual environment can transfer to the real world and that their use can encourage self-directed activity in students with severe learning difficulties. Also included is a discussion of the role of virtual learning environments (VLEs) in special education and of its attributes in the context of contemporary educational theory.