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.
Prototype architecture for a VLSI level zero processing system. [Space Station Freedom
NASA Technical Reports Server (NTRS)
Shi, Jianfei; Grebowsky, Gerald J.; Horner, Ward P.; Chesney, James R.
1989-01-01
The prototype architecture and implementation of a high-speed level zero processing (LZP) system are discussed. Due to the new processing algorithm and VLSI technology, the prototype LZP system features compact size, low cost, high processing throughput, and easy maintainability and increased reliability. Though extensive control functions have been done by hardware, the programmability of processing tasks makes it possible to adapt the system to different data formats and processing requirements. It is noted that the LZP system can handle up to 8 virtual channels and 24 sources with combined data volume of 15 Gbytes per orbit. For greater demands, multiple LZP systems can be configured in parallel, each called a processing channel and assigned a subset of virtual channels. The telemetry data stream will be steered into different processing channels in accordance with their virtual channel IDs. This super system can cope with a virtually unlimited number of virtual channels and sources. In the near future, it is expected that new disk farms with data rate exceeding 150 Mbps will be available from commercial vendors due to the advance in disk drive technology.
NASA Technical Reports Server (NTRS)
Logan, Cory; Maida, James; Goldsby, Michael; Clark, Jim; Wu, Liew; Prenger, Henk
1993-01-01
The Space Station Freedom (SSF) Data Management System (DMS) consists of distributed hardware and software which monitor and control the many onboard systems. Virtual environment and off-the-shelf computer technologies can be used at critical points in project development to aid in objectives and requirements development. Geometric models (images) coupled with off-the-shelf hardware and software technologies were used in The Space Station Mockup and Trainer Facility (SSMTF) Crew Operational Assessment Project. Rapid prototyping is shown to be a valuable tool for operational procedure and system hardware and software requirements development. The project objectives, hardware and software technologies used, data gained, current activities, future development and training objectives shall be discussed. The importance of defining prototyping objectives and staying focused while maintaining schedules are discussed along with project pitfalls.
Telemanipulation, telepresence, and virtual reality for surgery in the year 2000
NASA Astrophysics Data System (ADS)
Satava, Richard M.
1995-12-01
The new technologic revolution in medicine is based upon information technologies, and telemanipulation, telepresence and virtual reality are essential components. Telepresence surgery returns the look and feel of `open surgery' to the surgeon and promises enhancement of physical capabilities above normal human performance. Virtual reality provides basic medical education, simulation of surgical procedures, medical forces and disaster medicine practice, and virtual prototyping of medical equipment.
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.
Virtual Glovebox (VGX) Aids Astronauts in Pre-Flight Training
NASA Technical Reports Server (NTRS)
2003-01-01
NASA's Virtual Glovebox (VGX) was developed to allow astronauts on Earth to train for complex biology research tasks in space. The astronauts may reach into the virtual environment, naturally manipulating specimens, tools, equipment, and accessories in a simulated microgravity environment as they would do in space. Such virtual reality technology also provides engineers and space operations staff with rapid prototyping, planning, and human performance modeling capabilities. Other Earth based applications being explored for this technology include biomedical procedural training and training for disarming bio-terrorism weapons.
Virtual Prototyping: Concept to Production
1994-03-01
element analysis. Meshing refers to the gen - following page. The FEA enables designers to eration of nodal coordinates and elements evaluate complex...pants. It is not acceptable to have one weapon technology. This is especially true when gen - system believe it is concealed by a terrain fea- erating...conducted by Gen - process there is ample opportunity to utilize eral Paul F Gorman, USA (Ret.), who led the virtual prototyping and simulation to en
A Virtual Reality Dance Training System Using Motion Capture Technology
ERIC Educational Resources Information Center
Chan, J. C. P.; Leung, H.; Tang, J. K. T.; Komura, T.
2011-01-01
In this paper, a new dance training system based on the motion capture and virtual reality (VR) technologies is proposed. Our system is inspired by the traditional way to learn new movements-imitating the teacher's movements and listening to the teacher's feedback. A prototype of our proposed system is implemented, in which a student can imitate…
2003-06-01
NASA’s Virtual Glovebox (VGX) was developed to allow astronauts on Earth to train for complex biology research tasks in space. The astronauts may reach into the virtual environment, naturally manipulating specimens, tools, equipment, and accessories in a simulated microgravity environment as they would do in space. Such virtual reality technology also provides engineers and space operations staff with rapid prototyping, planning, and human performance modeling capabilities. Other Earth based applications being explored for this technology include biomedical procedural training and training for disarming bio-terrorism weapons.
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.
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.
Parametric Modeling as a Technology of Rapid Prototyping in Light Industry
NASA Astrophysics Data System (ADS)
Tomilov, I. N.; Grudinin, S. N.; Frolovsky, V. D.; Alexandrov, A. A.
2016-04-01
The paper deals with the parametric modeling method of virtual mannequins for the purposes of design automation in clothing industry. The described approach includes the steps of generation of the basic model on the ground of the initial one (obtained in 3D-scanning process), its parameterization and deformation. The complex surfaces are presented by the wireframe model. The modeling results are evaluated with the set of similarity factors. Deformed models are compared with their virtual prototypes. The results of modeling are estimated by the standard deviation factor.
Li, Yunfeng; Jiang, Yangmei; Zhang, Nan; Xu, Rui; Hu, Jing; Zhu, Songsong
2015-03-01
Computer-aided jaw surgery has been extensively studied recently. The purpose of this study was to determine the clinical feasibility of performing bimaxillary orthognathic surgery without intermediate splint using virtual surgical planning and rapid prototyping technology. Twelve consecutive patients who underwent bimaxillary orthognathic surgery were included. The presented treatment plan here mainly consists of 6 procedures: (1) data acquisition from computed tomography (CT) of the skull and laser scanning of the dentition; (2) reconstruction and fusion of a virtual skull model with accurate dentition; (3) virtual surgery simulation including osteotomy and movement and repositioning of bony segments; (4) final surgical splint fabrication (no intermediate splint) using computer-aided design and rapid prototyping technology; (5) transfer of the virtual surgical plan to the operating room; and (6) comparison of the actual surgical outcome to the virtual surgical plan. All procedures of the treatment were successfully performed on all 12 patients. In quantification of differences between simulated and actual postoperative outcome, we found that the mean linear difference was less than 1.8 mm, and the mean angular difference was less than 2.5 degrees in all evaluated patients. Results from this study suggested that it was feasible to perform bimaxillary orthognathic surgery without intermediate splint. Virtual surgical planning and the guiding splints facilitated the diagnosis, treatment planning, accurate osteotomy, and bony segments repositioning in orthognathic surgery.
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.
Space-based Science Operations Grid Prototype
NASA Technical Reports Server (NTRS)
Bradford, Robert N.; Welch, Clara L.; Redman, Sandra
2004-01-01
Grid technology is the up and coming technology that is enabling widely disparate services to be offered to users that is very economical, easy to use and not available on a wide basis. Under the Grid concept disparate organizations generally defined as "virtual organizations" can share services i.e. sharing discipline specific computer applications, required to accomplish the specific scientific and engineering organizational goals and objectives. Grids are emerging as the new technology of the future. Grid technology has been enabled by the evolution of increasingly high speed networking. Without the evolution of high speed networking Grid technology would not have emerged. NASA/Marshall Space Flight Center's (MSFC) Flight Projects Directorate, Ground Systems Department is developing a Space-based Science Operations Grid prototype to provide to scientists and engineers the tools necessary to operate space-based science payloads/experiments and for scientists to conduct public and educational outreach. In addition Grid technology can provide new services not currently available to users. These services include mission voice and video, application sharing, telemetry management and display, payload and experiment commanding, data mining, high order data processing, discipline specific application sharing and data storage, all from a single grid portal. The Prototype will provide most of these services in a first step demonstration of integrated Grid and space-based science operations technologies. It will initially be based on the International Space Station science operational services located at the Payload Operations Integration Center at MSFC, but can be applied to many NASA projects including free flying satellites and future projects. The Prototype will use the Internet2 Abilene Research and Education Network that is currently a 10 Gb backbone network to reach the University of Alabama at Huntsville and several other, as yet unidentified, Space Station based science experimenters. There is an international aspect to the Grid involving the America's Pathway (AMPath) network, the Chilean REUNA Research and Education Network and the University of Chile in Santiago that will further demonstrate how extensive these services can be used. From the user's perspective, the Prototype will provide a single interface and logon to these varied services without the complexity of knowing the where's and how's of each service. There is a separate and deliberate emphasis on security. Security will be addressed by specifically outlining the different approaches and tools used. Grid technology, unlike the Internet, is being designed with security in mind. In addition we will show the locations, configurations and network paths associated with each service and virtual organization. We will discuss the separate virtual organizations that we define for the varied user communities. These will include certain, as yet undetermined, space-based science functions and/or processes and will include specific virtual organizations required for public and educational outreach and science and engineering collaboration. We will also discuss the Grid Prototype performance and the potential for further Grid applications both space-based and ground based projects and processes. In this paper and presentation we will detail each service and how they are integrated using Grid
Design and Implementation of a Quadruped Bionic Robot Based on Virtual Prototype Technology
NASA Astrophysics Data System (ADS)
Wang, Li
2017-10-01
Design out a quadruped bionic robot with nine degrees of freedom. Conduct virtual assembly and trotting gait simulation on the robot by using NX software. Present the angular velocity and angular displacement curves of the diagonal two legs’ hip joints and knee joints, thus to instruct the practical assemble and control of the robot. The fact that the movement effect of the physical model is consistent with the simulation verifies the validity and practicability of virtual assembly and motion simulation. both.
System analysis of graphics processor architecture using virtual prototyping
NASA Astrophysics Data System (ADS)
Hancock, William R.; Groat, Jeff; Steeves, Todd; Spaanenburg, Henk; Shackleton, John
1995-06-01
Honeywell has been actively involved in the definition of the next generation display processors for military and commercial cockpits. A major concern is how to achieve super graphics workstation performance in avionics application. Most notable are requirements for low volume, low power, harsh environmental conditions, real-time performance and low cost. This paper describes the application of VHDL to the system analysis tasks associated with achieving these goals in a cost effective manner. The paper will describe the top level architecture identified to provide the graphical and video processing power needed to drive future high resolution display devices and to generate more natural panoramic 3D formats. The major discussion, however, will be on the use of VHDL to model the processing elements and customized pipelines needed to realize the architecture and for doing the complex system tradeoff studies necessary to achieve a cost effective implementation. New software tools have been developed to allow 'virtual' prototyping in the VHDL environment. This results in a hardware/software codesign using VHDL performance and functional models. This unique architectural tool allows simulation and tradeoffs within a standard and tightly integrated toolset, which eventually will be used to specify and design the entire system from the top level requirements and system performance to the lowest level individual ASICs. New processing elements, algorithms, and standard graphical inputs can be designed, tested and evaluated without the costly hardware prototyping using the innovative 'virtual' prototyping techniques which are evolving on this project. In addition, virtual prototyping of the display processor does not bind the preliminary design to point solutions as a physical prototype will. when the development schedule is known, one can extrapolate processing elements performance and design the system around the most current technology.
NASA Astrophysics Data System (ADS)
Vdovin, R. A.; Smelov, V. G.
2017-02-01
This work describes the experience in manufacturing the turbine rotor for the micro-engine. It demonstrates the design principles for the complex investment casting process combining the use of the ProCast software and the rapid prototyping techniques. At the virtual modelling stage, in addition to optimized process parameters, the casting structure was improved to obtain the defect-free section. The real production stage allowed demonstrating the performance and fitness of rapid prototyping techniques for the manufacture of geometrically-complex engine-building parts.
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.
[Research and application of computer-aided technology in restoration of maxillary defect].
Cheng, Xiaosheng; Liao, Wenhe; Hu, Qingang; Wang, Qian; Dai, Ning
2008-08-01
This paper presents a new method of designing restoration model of maxillectomy defect through Computer aided technology. Firstly, 3D maxillectomy triangle mesh model is constructed from Helical CT data. Secondly, the triangle mesh model is transformed into initial computer-aided design (CAD) model of maxillectomy through reverse engineering software. Thirdly, the 3D virtual restoration model of maxillary defect is obtained after designing and adjusting the initial CAD model through CAD software according to the patient's practical condition. Therefore, the 3D virtual restoration can be fitted very well with the broken part of maxilla. The exported design data can be manufactured using rapid prototyping technology and foundry technology. Finally, the result proved that this method is effective and feasible.
Virtual reality enhanced mannequin (VREM) that is well received by resuscitation experts.
Semeraro, Federico; Frisoli, Antonio; Bergamasco, Massimo; Cerchiari, Erga L
2009-04-01
The objective of this study was to test acceptance of, and interest in, a newly developed prototype of virtual reality enhanced mannequin (VREM) on a sample of congress attendees who volunteered to participate in the evaluation session and to respond to a specifically designed questionnaire. A commercial Laerdal HeartSim 4000 mannequin was developed to integrate virtual reality (VR) technologies with specially developed virtual reality software to increase the immersive perception of emergency scenarios. To evaluate the acceptance of a virtual reality enhanced mannequin (VREM), we presented it to a sample of 39 possible users. Each evaluation session involved one trainee and two instructors with a standardized procedure and scenario: the operator was invited by the instructor to wear the data-gloves and the head mounted display and was briefly introduced to the scope of the simulation. The instructor helped the operator familiarize himself with the environment. After the patient's collapse, the operator was asked to check the patient's clinical conditions and start CPR. Finally, the patient started to recover signs of circulation and the evaluation session was concluded. Each participant was then asked to respond to a questionnaire designed to explore the trainee's perception in the areas of user-friendliness, realism, and interaction/immersion. Overall, the evaluation of the system was very positive, as was the feeling of immersion and realism of the environment and simulation. Overall, 84.6% of the participants judged the virtual reality experience as interesting and believed that its development could be very useful for healthcare training. The prototype of the virtual reality enhanced mannequin was well-liked, without interfence by interaction devices, and deserves full technological development and validation in emergency medical training.
Updates in Head and Neck Reconstruction.
Largo, Rene D; Garvey, Patrick B
2018-02-01
After reading this article, the participant should be able to: 1. Have a basic understanding of virtual planning, rapid prototype modeling, three-dimensional printing, and computer-assisted design and manufacture. 2. Understand the principles of combining virtual planning and vascular mapping. 3. Understand principles of flap choice and design in preoperative planning of free osteocutaneous flaps in mandible and midface reconstruction. 4. Discuss advantages and disadvantages of computer-assisted design and manufacture in reconstruction of advanced oncologic mandible and midface defects. Virtual planning and rapid prototype modeling are increasingly used in head and neck reconstruction with the aim of achieving superior surgical outcomes in functionally and aesthetically critical areas of the head and neck compared with conventional reconstruction. The reconstructive surgeon must be able to understand this rapidly-advancing technology, along with its advantages and disadvantages. There is no limit to the degree to which patient-specific data may be integrated into the virtual planning process. For example, vascular mapping can be incorporated into virtual planning of mandible or midface reconstruction. Representative mandible and midface cases are presented to illustrate the process of virtual planning. Although virtual planning has become helpful in head and neck reconstruction, its routine use may be limited by logistic challenges, increased acquisition costs, and limited flexibility for intraoperative modifications. Nevertheless, the authors believe that the superior functional and aesthetic results realized with virtual planning outweigh the limitations.
Report to the Congress: Information Technology Program
2006-01-01
mall” in which “individual boutiques ” could be embedded to respond to tailored needs. To implement the virtual mall, a web portal should be...time to support multi-agency and coalition efforts. 16 As a key “ boutique ” element of the virtual mall it is recommended that a prototype web...environments, perhaps on a “ hoteling ” or shared basis. In this latter area, it should be possible to use DoD laboratories and National laboratories
Virtual prototyping and testing of in-vehicle interfaces.
Bullinger, Hans-Jörg; Dangelmaier, Manfred
2003-01-15
Electronic innovations that are slowly but surely changing the very nature of driving need to be tested before being introduced to the market. To meet this need a system for integrated virtual prototyping and testing has been developed. Functional virtual prototypes of various traffic systems, such as driver assistance, driver information, and multimedia systems can now be easily tested in a driving simulator by a rapid prototyping approach. The system has been applied in recent R&D projects.
Impact of distributions on the archetypes and prototypes in heterogeneous nanoparticle ensembles.
Fernandez, Michael; Wilson, Hugh F; Barnard, Amanda S
2017-01-05
The magnitude and complexity of the structural and functional data available on nanomaterials requires data analytics, statistical analysis and information technology to drive discovery. We demonstrate that multivariate statistical analysis can recognise the sets of truly significant nanostructures and their most relevant properties in heterogeneous ensembles with different probability distributions. The prototypical and archetypal nanostructures of five virtual ensembles of Si quantum dots (SiQDs) with Boltzmann, frequency, normal, Poisson and random distributions are identified using clustering and archetypal analysis, where we find that their diversity is defined by size and shape, regardless of the type of distribution. At the complex hull of the SiQD ensembles, simple configuration archetypes can efficiently describe a large number of SiQDs, whereas more complex shapes are needed to represent the average ordering of the ensembles. This approach provides a route towards the characterisation of computationally intractable virtual nanomaterial spaces, which can convert big data into smart data, and significantly reduce the workload to simulate experimentally relevant virtual samples.
Brahnam, Sheryl; Brooks, Anthony L
2014-01-01
Using game technologies and digital media for improving physical and mental health and for the therapeutic benefit and well-being of a wide range of people is an area of study that is rapidly expanding. Much research in this emerging field is centered at the intersection of serious games, alternative realities, and play therapy. In this paper the authors describe their transdisciplinary work at this intersection: i) an integrative system of psychotherapy technologies called MyPsySpace currently being prototyped in Second Life with the aim of offering new and virtual translations of traditional expressive therapies (virtual sandplay, virtual drama therapy, digital expressive therapy, and virtual safe spaces) and ii) a mature body of research entitled SoundScapes that is exploring the use of interactive video games and abstract creative expression (making music, digital painting, and robotic device control) as a supplement to traditional physical rehabilitation intervention. Aside from introducing our work to a broader audience, our goal is to encourage peers to investigate ideas that reach across disciplines-to both risk and reap the benefits of combining technologies, theories, and methods stemming from multiple disciplines.
A microbased shared virtual world prototype
NASA Technical Reports Server (NTRS)
Pitts, Gerald; Robinson, Mark; Strange, Steve
1993-01-01
Virtual reality (VR) allows sensory immersion and interaction with a computer-generated environment. The user adopts a physical interface with the computer, through Input/Output devices such as a head-mounted display, data glove, mouse, keyboard, or monitor, to experience an alternate universe. What this means is that the computer generates an environment which, in its ultimate extension, becomes indistinguishable from the real world. 'Imagine a wraparound television with three-dimensional programs, including three-dimensional sound, and solid objects that you can pick up and manipulate, even feel with your fingers and hands.... 'Imagine that you are the creator as well as the consumer of your artificial experience, with the power to use a gesture or word to remold the world you see and hear and feel. That part is not fiction... three-dimensional computer graphics, input/output devices, computer models that constitute a VR system make it possible, today, to immerse yourself in an artificial world and to reach in and reshape it.' Our research's goal was to propose a feasibility experiment in the construction of a networked virtual reality system, making use of current personal computer (PC) technology. The prototype was built using Borland C compiler, running on an IBM 486 33 MHz and a 386 33 MHz. Each game currently is represented as an IPX client on a non-dedicated Novell server. We initially posed the two questions: (1) Is there a need for networked virtual reality? (2) In what ways can the technology be made available to the most people possible?
Parchi, Paolo Domenico; Ferrari, Vincenzo; Piolanti, Nicola; Andreani, Lorenzo; Condino, Sara; Evangelisti, Gisberto; Lisanti, Michele
2013-09-01
Each year approximately 1 million total hip replacements (THR) are performed worldwide. A percentage of failure due to surgical approach and imprecise implant placement still exists. These result in several serious complications. We propose an approach to plan, to simulate, and to assist prosthesis implantation for difficult cases of THR based on 3-D virtual models, generated by segmenting patients' CT images, 3-D solid models, obtained by rapid prototyping (RP), and virtual procedure simulation. We carried out 8 THR with the aid of 3-D reconstruction and RP. After each procedure a questionnaire was submitted to the surgeon to assess the perceived added value of the technology. In all cases, the surgeon evaluated the 3-D model as useful in order to perform the planning. The clinical results showed a mean increase in the Harris Hip Score of about 42.5 points. The mean time of prototyping was 7.3 hours, (min 3.5 hours, max 9.3 hours). The mean surgery time was 65 minutes (min 50 minutes, max 88 minutes). Our study suggests that meticulous preoperative planning is necessary in front of a great aberration of the joint and in absence of normal anatomical landmarks, CT scan is mandatory, and 3-D reconstruction with solid model is useful.
NASA Technical Reports Server (NTRS)
Brower, Robert
2004-01-01
This report summarizes the activity conducted under NASA Grant NAG13-02059 entitled "Preserving the Finger Lakes for the Future" A Prototype Decision Support System for Water Resources Management, Open Space and Agricultural Protection, for the period of September 26, 2003 to September 25, 2004. The RACNE continues to utilize the services of its affiliate, the Institute for the Application of Geospatial Technology at Cayuga Community College, Inc. (IAGT), for the purposes of this project under its permanent operating agreement with IAGT. IAGT is a 501(c)(3) not-for-profit Corporation created by the RACNE for the purpose of carrying out its programmatic and administrative mission. The "Preserving the Finger Lakes for the Future" project has progressed and evolved as planned, with the continuation or initiation of a number of program facets at programmatic, technical, and inter-agency levels. The project has grown, starting with the well received core concept of the Virtual Management Operations Center (VMOC), to the functional Watershed Virtual Management Operations Center (W-VMOC) prototype, to the more advanced Finger Lakes Decision Support System (FLDSS) prototype, deployed for evaluation and assessment to a wide variety of agencies and organizations in the Finger Lakes region and beyond. This suite of tools offers the advanced, compelling functionality of interactive 3D visualization interfaced with 2D mapping, all accessed via Internet or virtually any kind of distributed computer network.
Shader Lamps Virtual Patients: the physical manifestation of virtual patients.
Rivera-Gutierrez, Diego; Welch, Greg; Lincoln, Peter; Whitton, Mary; Cendan, Juan; Chesnutt, David A; Fuchs, Henry; Lok, Benjamin
2012-01-01
We introduce the notion of Shader Lamps Virtual Patients (SLVP) - the combination of projector-based Shader Lamps Avatars and interactive virtual humans. This paradigm uses Shader Lamps Avatars technology to give a 3D physical presence to conversational virtual humans, improving their social interactivity and enabling them to share the physical space with the user. The paradigm scales naturally to multiple viewers, allowing for scenarios where an instructor and multiple students are involved in the training. We have developed a physical-virtual patient for medical students to conduct ophthalmic exams, in an interactive training experience. In this experience, the trainee practices multiple skills simultaneously, including using a surrogate optical instrument in front of a physical head, conversing with the patient about his fears, observing realistic head motion, and practicing patient safety. Here we present a prototype system and results from a preliminary formative evaluation of the system.
The Design of Immersive English Learning Environment Using Augmented Reality
ERIC Educational Resources Information Center
Li, Kuo-Chen; Chen, Cheng-Ting; Cheng, Shein-Yung; Tsai, Chung-Wei
2016-01-01
The study uses augmented reality (AR) technology to integrate virtual objects into the real learning environment for language learning. The English AR classroom is constructed using the system prototyping method and evaluated by semi-structured in-depth interviews. According to the flow theory by Csikszenmihalyi in 1975 along with the immersive…
Multi-modal virtual environment research at Armstrong Laboratory
NASA Technical Reports Server (NTRS)
Eggleston, Robert G.
1995-01-01
One mission of the Paul M. Fitts Human Engineering Division of Armstrong Laboratory is to improve the user interface for complex systems through user-centered exploratory development and research activities. In support of this goal, many current projects attempt to advance and exploit user-interface concepts made possible by virtual reality (VR) technologies. Virtual environments may be used as a general purpose interface medium, an alternative display/control method, a data visualization and analysis tool, or a graphically based performance assessment tool. An overview is given of research projects within the division on prototype interface hardware/software development, integrated interface concept development, interface design and evaluation tool development, and user and mission performance evaluation tool development.
Computer-aided dental prostheses construction using reverse engineering.
Solaberrieta, E; Minguez, R; Barrenetxea, L; Sierra, E; Etxaniz, O
2014-01-01
The implementation of computer-aided design/computer-aided manufacturing (CAD/CAM) systems with virtual articulators, which take into account the kinematics, constitutes a breakthrough in the construction of customised dental prostheses. This paper presents a multidisciplinary protocol involving CAM techniques to produce dental prostheses. This protocol includes a step-by-step procedure using innovative reverse engineering technologies to transform completely virtual design processes into customised prostheses. A special emphasis is placed on a novel method that permits a virtual location of the models. The complete workflow includes the optical scanning of the patient, the use of reverse engineering software and, if necessary, the use of rapid prototyping to produce CAD temporary prostheses.
Wearable Virtual White Cane Network for navigating people with visual impairment.
Gao, Yabiao; Chandrawanshi, Rahul; Nau, Amy C; Tse, Zion Tsz Ho
2015-09-01
Navigating the world with visual impairments presents inconveniences and safety concerns. Although a traditional white cane is the most commonly used mobility aid due to its low cost and acceptable functionality, electronic traveling aids can provide more functionality as well as additional benefits. The Wearable Virtual Cane Network is an electronic traveling aid that utilizes ultrasound sonar technology to scan the surrounding environment for spatial information. The Wearable Virtual Cane Network is composed of four sensing nodes: one on each of the user's wrists, one on the waist, and one on the ankle. The Wearable Virtual Cane Network employs vibration and sound to communicate object proximity to the user. While conventional navigation devices are typically hand-held and bulky, the hands-free design of our prototype allows the user to perform other tasks while using the Wearable Virtual Cane Network. When the Wearable Virtual Cane Network prototype was tested for distance resolution and range detection limits at various displacements and compared with a traditional white cane, all participants performed significantly above the control bar (p < 4.3 × 10(-5), standard t-test) in distance estimation. Each sensor unit can detect an object with a surface area as small as 1 cm(2) (1 cm × 1 cm) located 70 cm away. Our results showed that the walking speed for an obstacle course was increased by 23% on average when subjects used the Wearable Virtual Cane Network rather than the white cane. The obstacle course experiment also shows that the use of the white cane in combination with the Wearable Virtual Cane Network can significantly improve navigation over using either the white cane or the Wearable Virtual Cane Network alone (p < 0.05, paired t-test). © IMechE 2015.
Virtual reality, robotics, and other wizardry in 21st century trauma care.
Maniscalco-Theberge, M E; Elliott, D C
1999-12-01
The former Special Assistant to the Director on Biomedical Technology, Defense Advanced Research Projects Agency (DARPA), COL RM Satava, notes "Predicting the future trends in any profession jeopardizes the credibility of the author." Thus, we have attempted to outline current systems and prototype models in testing phases. Technologic advances will enable enhanced care of trauma patients. In the acute care setting, they also will affect the educational system in theory and practice.
VLSI Design of Trusted Virtual Sensors.
Martínez-Rodríguez, Macarena C; Prada-Delgado, Miguel A; Brox, Piedad; Baturone, Iluminada
2018-01-25
This work presents a Very Large Scale Integration (VLSI) design of trusted virtual sensors providing a minimum unitary cost and very good figures of size, speed and power consumption. The sensed variable is estimated by a virtual sensor based on a configurable and programmable PieceWise-Affine hyper-Rectangular (PWAR) model. An algorithm is presented to find the best values of the programmable parameters given a set of (empirical or simulated) input-output data. The VLSI design of the trusted virtual sensor uses the fast authenticated encryption algorithm, AEGIS, to ensure the integrity of the provided virtual measurement and to encrypt it, and a Physical Unclonable Function (PUF) based on a Static Random Access Memory (SRAM) to ensure the integrity of the sensor itself. Implementation results of a prototype designed in a 90-nm Complementary Metal Oxide Semiconductor (CMOS) technology show that the active silicon area of the trusted virtual sensor is 0.86 mm 2 and its power consumption when trusted sensing at 50 MHz is 7.12 mW. The maximum operation frequency is 85 MHz, which allows response times lower than 0.25 μ s. As application example, the designed prototype was programmed to estimate the yaw rate in a vehicle, obtaining root mean square errors lower than 1.1%. Experimental results of the employed PUF show the robustness of the trusted sensing against aging and variations of the operation conditions, namely, temperature and power supply voltage (final value as well as ramp-up time).
VLSI Design of Trusted Virtual Sensors
2018-01-01
This work presents a Very Large Scale Integration (VLSI) design of trusted virtual sensors providing a minimum unitary cost and very good figures of size, speed and power consumption. The sensed variable is estimated by a virtual sensor based on a configurable and programmable PieceWise-Affine hyper-Rectangular (PWAR) model. An algorithm is presented to find the best values of the programmable parameters given a set of (empirical or simulated) input-output data. The VLSI design of the trusted virtual sensor uses the fast authenticated encryption algorithm, AEGIS, to ensure the integrity of the provided virtual measurement and to encrypt it, and a Physical Unclonable Function (PUF) based on a Static Random Access Memory (SRAM) to ensure the integrity of the sensor itself. Implementation results of a prototype designed in a 90-nm Complementary Metal Oxide Semiconductor (CMOS) technology show that the active silicon area of the trusted virtual sensor is 0.86 mm2 and its power consumption when trusted sensing at 50 MHz is 7.12 mW. The maximum operation frequency is 85 MHz, which allows response times lower than 0.25 μs. As application example, the designed prototype was programmed to estimate the yaw rate in a vehicle, obtaining root mean square errors lower than 1.1%. Experimental results of the employed PUF show the robustness of the trusted sensing against aging and variations of the operation conditions, namely, temperature and power supply voltage (final value as well as ramp-up time). PMID:29370141
Review on CNC-Rapid Prototyping
NASA Astrophysics Data System (ADS)
Z, M. Nafis O.; Y, Nafrizuan M.; A, Munira M.; J, Kartina
2012-09-01
This article reviewed developments of Computerized Numerical Control (CNC) technology in rapid prototyping process. Rapid prototyping (RP) can be classified into three major groups; subtractive, additive and virtual. CNC rapid prototyping is grouped under the subtractive category which involves material removal from the workpiece that is larger than the final part. Richard Wysk established the use of CNC machines for rapid prototyping using sets of 2½-D tool paths from various orientations about a rotary axis to machine parts without refixturing. Since then, there are few developments on this process mainly aimed to optimized the operation and increase the process capabilities to stand equal with common additive type of RP. These developments include the integration between machining and deposition process (hybrid RP), adoption of RP to the conventional machine and optimization of the CNC rapid prototyping process based on controlled parameters. The article ended by concluding that the CNC rapid prototyping research area has a vast space for improvement as in the conventional machining processes. Further developments and findings will enhance the usage of this method and minimize the limitation of current approach in building a prototype.
NASA Astrophysics Data System (ADS)
Shi, Chengkun; Sun, Hanxu; Jia, Qingxuan; Zhao, Kailiang
2009-05-01
For realizing omni-directional movement and operating task of spherical space robot system, this paper describes an innovated prototype and analyzes dynamic characteristics of a spherical rolling robot with telescopic manipulator. Based on the Newton-Euler equations, the kinematics and dynamic equations of the spherical robot's motion are instructed detailedly. Then the motion simulations of the robot in different environments are developed with ADAMS. The simulation results validate the mathematics model of the system. And the dynamic model establishes theoretical basis for the latter job.
CFCC: A Covert Flows Confinement Mechanism for Virtual Machine Coalitions
NASA Astrophysics Data System (ADS)
Cheng, Ge; Jin, Hai; Zou, Deqing; Shi, Lei; Ohoussou, Alex K.
Normally, virtualization technology is adopted to construct the infrastructure of cloud computing environment. Resources are managed and organized dynamically through virtual machine (VM) coalitions in accordance with the requirements of applications. Enforcing mandatory access control (MAC) on the VM coalitions will greatly improve the security of VM-based cloud computing. However, the existing MAC models lack the mechanism to confine the covert flows and are hard to eliminate the convert channels. In this paper, we propose a covert flows confinement mechanism for virtual machine coalitions (CFCC), which introduces dynamic conflicts of interest based on the activity history of VMs, each of which is attached with a label. The proposed mechanism can be used to confine the covert flows between VMs in different coalitions. We implement a prototype system, evaluate its performance, and show that our mechanism is practical.
NASA Technical Reports Server (NTRS)
Twombly, I. Alexander; Smith, Jeffrey; Bruyns, Cynthia; Montgomery, Kevin; Boyle, Richard
2003-01-01
The International Space Station will soon provide an unparalleled research facility for studying the near- and longer-term effects of microgravity on living systems. Using the Space Station Glovebox Facility - a compact, fully contained reach-in environment - astronauts will conduct technically challenging life sciences experiments. Virtual environment technologies are being developed at NASA Ames Research Center to help realize the scientific potential of this unique resource by facilitating the experimental hardware and protocol designs and by assisting the astronauts in training. The Virtual GloveboX (VGX) integrates high-fidelity graphics, force-feedback devices and real- time computer simulation engines to achieve an immersive training environment. Here, we describe the prototype VGX system, the distributed processing architecture used in the simulation environment, and modifications to the visualization pipeline required to accommodate the display configuration.
A model for flexible tools used in minimally invasive medical virtual environments.
Soler, Francisco; Luzon, M Victoria; Pop, Serban R; Hughes, Chris J; John, Nigel W; Torres, Juan Carlos
2011-01-01
Within the limits of current technology, many applications of a virtual environment will trade-off accuracy for speed. This is not an acceptable compromise in a medical training application where both are essential. Efficient algorithms must therefore be developed. The purpose of this project is the development and validation of a novel physics-based real time tool manipulation model, which is easy to integrate into any medical virtual environment that requires support for the insertion of long flexible tools into complex geometries. This encompasses medical specialities such as vascular interventional radiology, endoscopy, and laparoscopy, where training, prototyping of new instruments/tools and mission rehearsal can all be facilitated by using an immersive medical virtual environment. Our model recognises and uses accurately patient specific data and adapts to the geometrical complexity of the vessel in real time.
Spatial Data Management System (SDMS)
NASA Technical Reports Server (NTRS)
Hutchison, Mark W.
1994-01-01
The Spatial Data Management System (SDMS) is a testbed for retrieval and display of spatially related material. SDMS permits the linkage of large graphical display objects with detail displays and explanations of its smaller components. SDMS combines UNIX workstations, MIT's X Window system, TCP/IP and WAIS information retrieval technology to prototype a means of associating aggregate data linked via spatial orientation. SDMS capitalizes upon and extends previous accomplishments of the Software Technology Branch in the area of Virtual Reality and Automated Library Systems.
Haptic Technologies for MEMS Design
NASA Astrophysics Data System (ADS)
Calis, Mustafa; Desmulliez, Marc P. Y.
2006-04-01
This paper presents for the first time a design methodology for MEMS/NEMS based on haptic sensing technologies. The software tool created as a result of this methodology will enable designers to model and interact in real time with their virtual prototype. One of the main advantages of haptic sensing is the ability to bring unusual microscopic forces back to the designer's world. Other significant benefits for developing such a methodology include gain productivity and the capability to include manufacturing costs within the design cycle.
Early Synthetic Prototyping: Exploring Designs and Concepts Within Games
2014-12-01
UAS unmanned aircraft system UGV unmanned ground vehicle USD(AT&L) Under Secretary of Defense for Acquisition, Technology, and Logistics... unmanned aircraft system (UAS) realm for the wingman concept? The players were familiar with the Marine Corps’ unmanned tactical autonomous control and...UTACCS Unmanned Tactical Autonomous Control and Collaboration System VBIED vehicle borne improvised explosive device VBS2/3 Virtual Battlespace
ERIC Educational Resources Information Center
Waragai, Ikumi; Ohta, Tatsuya; Kurabayashi, Shuichi; Kiyoki, Yasushi; Sato, Yukiko; Brückner, Stefan
2017-01-01
This paper presents the prototype of a foreign language learning space, based on the construction of an integrated formal/informal learning environment. Before the background of the continued innovation of information technology that places conventional learning styles and educational methods into new contexts based on new value-standards,…
Cranioplasty prosthesis manufacturing based on reverse engineering technology
Chrzan, Robert; Urbanik, Andrzej; Karbowski, Krzysztof; Moskała, Marek; Polak, Jarosław; Pyrich, Marek
2012-01-01
Summary Background Most patients with large focal skull bone loss after craniectomy are referred for cranioplasty. Reverse engineering is a technology which creates a computer-aided design (CAD) model of a real structure. Rapid prototyping is a technology which produces physical objects from virtual CAD models. The aim of this study was to assess the clinical usefulness of these technologies in cranioplasty prosthesis manufacturing. Material/Methods CT was performed on 19 patients with focal skull bone loss after craniectomy, using a dedicated protocol. A material model of skull deficit was produced using computer numerical control (CNC) milling, and individually pre-operatively adjusted polypropylene-polyester prosthesis was prepared. In a control group of 20 patients a prosthesis was manually adjusted to each patient by a neurosurgeon during surgery, without using CT-based reverse engineering/rapid prototyping. In each case, the prosthesis was implanted into the patient. The mean operating times in both groups were compared. Results In the group of patients with reverse engineering/rapid prototyping-based cranioplasty, the mean operating time was shorter (120.3 min) compared to that in the control group (136.5 min). The neurosurgeons found the new technology particularly useful in more complicated bone deficits with different curvatures in various planes. Conclusions Reverse engineering and rapid prototyping may reduce the time needed for cranioplasty neurosurgery and improve the prosthesis fitting. Such technologies may utilize data obtained by commonly used spiral CT scanners. The manufacturing of individually adjusted prostheses should be commonly used in patients planned for cranioplasty with synthetic material. PMID:22207125
NASA Technical Reports Server (NTRS)
Smith, Jeffrey
2003-01-01
The Bio- Visualization, Imaging and Simulation (BioVIS) Technology Center at NASA's Ames Research Center is dedicated to developing and applying advanced visualization, computation and simulation technologies to support NASA Space Life Sciences research and the objectives of the Fundamental Biology Program. Research ranges from high resolution 3D cell imaging and structure analysis, virtual environment simulation of fine sensory-motor tasks, computational neuroscience and biophysics to biomedical/clinical applications. Computer simulation research focuses on the development of advanced computational tools for astronaut training and education. Virtual Reality (VR) and Virtual Environment (VE) simulation systems have become important training tools in many fields from flight simulation to, more recently, surgical simulation. The type and quality of training provided by these computer-based tools ranges widely, but the value of real-time VE computer simulation as a method of preparing individuals for real-world tasks is well established. Astronauts routinely use VE systems for various training tasks, including Space Shuttle landings, robot arm manipulations and extravehicular activities (space walks). Currently, there are no VE systems to train astronauts for basic and applied research experiments which are an important part of many missions. The Virtual Glovebox (VGX) is a prototype VE system for real-time physically-based simulation of the Life Sciences Glovebox where astronauts will perform many complex tasks supporting research experiments aboard the International Space Station. The VGX consists of a physical display system utilizing duel LCD projectors and circular polarization to produce a desktop-sized 3D virtual workspace. Physically-based modeling tools (Arachi Inc.) provide real-time collision detection, rigid body dynamics, physical properties and force-based controls for objects. The human-computer interface consists of two magnetic tracking devices (Ascention Inc.) attached to instrumented gloves (Immersion Inc.) which co-locate the user's hands with hand/forearm representations in the virtual workspace. Force-feedback is possible in a work volume defined by a Phantom Desktop device (SensAble inc.). Graphics are written in OpenGL. The system runs on a 2.2 GHz Pentium 4 PC. The prototype VGX provides astronauts and support personnel with a real-time physically-based VE system to simulate basic research tasks both on Earth and in the microgravity of Space. The immersive virtual environment of the VGX also makes it a useful tool for virtual engineering applications including CAD development, procedure design and simulation of human-system systems in a desktop-sized work volume.
The Prototype of the Virtual Classroom.
ERIC Educational Resources Information Center
Wilson, Jack M.; Mosher, David N.
1994-01-01
Introduces an interactive distance learning environment prototype developed jointly by Rensselaer Polytechnic Institute (RPI) and AT&T which allows students to participate in virtual classroom environments by using computer teleconferencing. Student collaboration, note taking, question answering capabilities, project background, learning…
Work and technological innovation in organic agriculture.
Tereso, M J A; Abrahão, R F; Gemma, S F B; Montedo, U B; Menegon, N L; Guarneti, J E; Ribeiro, I A V
2012-01-01
Organic agriculture is a sustainable cultivation ecologically, economically and socially. Several researches in organic agriculture have been made from technical perspectives, economic traits or related to ecological aspects. There are practically no investigations into the nature of the technology used in organic agriculture, especially from an ergonomic perspective. From the activity analysis, this study aimed to map the technology used in the production of organic vegetables. Properties producing organic vegetables were selected representing the State of São Paulo. It was applied an instrument (questionnaire and semi-structured interview) with their managers and it was made visual records to identify adaptations, innovations and technological demands that simultaneously minimize the workload and the difficulties in performing the tasks and increase work productivity. For some of the technological innovations a digital scanner was used to generate a virtual solid model to facilitate its redesign and virtual prototyping. The main results show that organic farmers have little technology in product form. The main innovations that enable competitive advantage or allow higher labor productivity occur in the form of processes, organization and marketing.
Recent advancements in medical simulation: patient-specific virtual reality simulation.
Willaert, Willem I M; Aggarwal, Rajesh; Van Herzeele, Isabelle; Cheshire, Nicholas J; Vermassen, Frank E
2012-07-01
Patient-specific virtual reality simulation (PSVR) is a new technological advancement that allows practice of upcoming real operations and complements the established role of VR simulation as a generic training tool. This review describes current developments in PSVR and draws parallels with other high-stake industries, such as aviation, military, and sports. A review of the literature was performed using PubMed and Internet search engines to retrieve data relevant to PSVR in medicine. All reports pertaining to PSVR were included. Reports on simulators that did not incorporate a haptic interface device were excluded from the review. Fifteen reports described 12 simulators that enabled PSVR. Medical procedures in the field of laparoscopy, vascular surgery, orthopedics, neurosurgery, and plastic surgery were included. In all cases, source data was two-dimensional CT or MRI data. Face validity was most commonly reported. Only one (vascular) simulator had undergone face, content, and construct validity. Of the 12 simulators, 1 is commercialized and 11 are prototypes. Five simulators have been used in conjunction with real patient procedures. PSVR is a promising technological advance within medicine. The majority of simulators are still in the prototype phase. As further developments unfold, the validity of PSVR will have to be examined much like generic VR simulation for training purposes. Nonetheless, similar to the aviation, military, and sport industries, operative performance and patient safety may be enhanced by the application of this novel technology.
Implementation of a VLSI Level Zero Processing system utilizing the functional component approach
NASA Technical Reports Server (NTRS)
Shi, Jianfei; Horner, Ward P.; Grebowsky, Gerald J.; Chesney, James R.
1991-01-01
A high rate Level Zero Processing system is currently being prototyped at NASA/Goddard Space Flight Center (GSFC). Based on state-of-the-art VLSI technology and the functional component approach, the new system promises capabilities of handling multiple Virtual Channels and Applications with a combined data rate of up to 20 Megabits per second (Mbps) at low cost.
Design of an immersive simulator for assisted power wheelchair driving.
Devigne, Louise; Babel, Marie; Nouviale, Florian; Narayanan, Vishnu K; Pasteau, Francois; Gallien, Philippe
2017-07-01
Driving a power wheelchair is a difficult and complex visual-cognitive task. As a result, some people with visual and/or cognitive disabilities cannot access the benefits of a power wheelchair because their impairments prevent them from driving safely. In order to improve their access to mobility, we have previously designed a semi-autonomous assistive wheelchair system which progressively corrects the trajectory as the user manually drives the wheelchair and smoothly avoids obstacles. Developing and testing such systems for wheelchair driving assistance requires a significant amount of material resources and clinician time. With Virtual Reality technology, prototypes can be developed and tested in a risk-free and highly flexible Virtual Environment before equipping and testing a physical prototype. Additionally, users can "virtually" test and train more easily during the development process. In this paper, we introduce a power wheelchair driving simulator allowing the user to navigate with a standard wheelchair in an immersive 3D Virtual Environment. The simulation framework is designed to be flexible so that we can use different control inputs. In order to validate the framework, we first performed tests on the simulator with able-bodied participants during which the user's Quality of Experience (QoE) was assessed through a set of questionnaires. Results show that the simulator is a promising tool for future works as it generates a good sense of presence and requires rather low cognitive effort from users.
Technology Evaluation for Paintable Computing and Paintable Displays RF Nixel Seedling
2006-04-15
0.32 mm2• 111-V LED’s may be fabricated on Si wafers using SiGe virtual substrates. The MIT Media Lab selected technologies for a 17" diagonal, 640 x...energy conversion, though betavoltaic devices, tends to have a very low efficiency, about 1%. [15] With 1% conversion efficiency on the lOmW released...200 J.!Cilyear of 63Ni, assuming that this was this person’s only exposure to man-made radiation. A prototype betavoltaic cell has been constructed
Barilli, Elomar Christina Vieira Castilho; Ebecken, Nelson Francisco Favilla; Cunha, Gerson Gomes
2011-01-01
This article presents the research developed in the Laboratory of Computational Methods in Engineering of the Federal University of Rio de Janeiro in partnership with the Program of Distance Education of the National School of Public Health Sergio Arouca (ENSP), approaching the integration between Distance Education and Virtual Reality (VR) technology as reply to the public health educative demands that require the development of motor abilities. The application field was the formation of the professionals of the Food and Nutritional Surveillance, as is the base of one of the Brazilian public policies targeting the monitoring of lacks of nutrients. The prototype consists of a complementary virtual environment, supported in VR for the Monitoring of Food and Nutritional specialization course, that is part of the regulate courses of the Distance Education of ENSP approaching the anthropometric procedures for being the most used in the survey of the nutritional state of the population. A total of 189 participants visited the Virtual Environment and it could be evidenced that the VR can be used as a pedagogical resource to collaborate with the processes of professional distance education, that demand the development of motor abilities.
SAFARI: An Environment for Creating Tutoring Systems in Industrial Training.
ERIC Educational Resources Information Center
Gecsei, J.; Frasson, C.
Safari is a cooperative project involving four Quebec universities, two industrial partners (Virtual Prototypes, Inc., providing the VAPS software package, and Novasys, Inc., a consulting firm specializing in artificial intelligence and training), and government. VAPS (Virtual Applications Prototyping System) is a commercial interface-building and…
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.
Virtual reality in the operating room of the future.
Müller, W; Grosskopf, S; Hildebrand, A; Malkewitz, R; Ziegler, R
1997-01-01
In cooperation with the Max-Delbrück-Centrum/Robert-Rössle-Klinik (MDC/RRK) in Berlin, the Fraunhofer Institute for Computer Graphics is currently designing and developing a scenario for the operating room of the future. The goal of this project is to integrate new analysis, visualization and interaction tools in order to optimize and refine tumor diagnostics and therapy in combination with laser technology and remote stereoscopic video transfer. Hence, a human 3-D reference model is reconstructed using CT, MR, and anatomical cryosection images from the National Library of Medicine's Visible Human Project. Applying segmentation algorithms and surface-polygonization methods a 3-D representation is obtained. In addition, a "fly-through" the virtual patient is realized using 3-D input devices (data glove, tracking system, 6-DOF mouse). In this way, the surgeon can experience really new perspectives of the human anatomy. Moreover, using a virtual cutting plane any cut of the CT volume can be interactively placed and visualized in realtime. In conclusion, this project delivers visions for the application of effective visualization and VR systems. Commonly known as Virtual Prototyping and applied by the automotive industry long ago, this project shows, that the use of VR techniques can also prototype an operating room. After evaluating design and functionality of the virtual operating room, MDC plans to build real ORs in the near future. The use of VR techniques provides a more natural interface for the surgeon in the OR (e.g., controlling interactions by voice input). Besides preoperative planning future work will focus on supporting the surgeon in performing surgical interventions. An optimal synthesis of real and synthetic data, and the inclusion of visual, aural, and tactile senses in virtual environments can meet these requirements. This Augmented Reality could represent the environment for the surgeons of tomorrow.
NASA Astrophysics Data System (ADS)
Bogden, P.; Partners, S.
2008-12-01
The Web 2.0 has helped globalize the economy and change social interactions, but the full impact on coastal sciences has yet to be realized. The SCOOP program (www.OpenIOOS.org/about/sura.html), an initiative of the Coastal Research Committee of the Southeastern Universities Research Association (SURA), has been using Web 2.0 technologies to create infrastructure for a multi-disciplinary Distributed Coastal Laboratory (DCL). In the spirit of the Web 2.0, SCOOP strives to provide an open-access virtual facility where "virtual visiting" scientists can log in, perform experiments (e.g., evaluate new wetting/drying algorithms in several different inundation models), potentially contribute to the assembly of resources (e.g., leave their algorithms for others), and then move on. The SCOOP prototype has focused on storm surge and waves (the initial science focus), and integrates a real-time data network to evaluate the predictions. The multi-purpose SCOOP components support a sensor-web initiative (www.OOSTethys.org) that is co-led by SURA. SCOOP also includes portals with real-time visualization, workflow configuration and decision-tool prototypes (www.OpenIOOS.org), powered by distributed computing resources from multiple universities across the nation (www.sura.org/SURAgrid). Based on our experience, we propose three key ingredients for initiatives to have the biggest impact on coastal science: (1) standards, (2) working prototypes and (3) communities of interest. We strongly endorse the Open Geospatial Consortium - a geospatial analog of the World Wide Web consortium - and other international consensus-standards bodies that engage government, private sector and academic involvement. But these standards are often highly complex, which can be an impediment to their use. We have overcome such hurdles with the second key ingredient: a focused working prototype. The prototype should include guides and resources that make it easy for others to apply, test, and revise the prototype, all without need to understand the standards in their overwhelming complexity. In addition, the prototype should support direct involvement of the third key ingredient: communities of interest that assess functional relevance. We expect that any two of these ingredients alone, without the third, will severely limit applicability and impact of any initiative.
[Registration technology for mandibular angle osteotomy based on augmented reality].
Zhu, Ming; Chai, Gang; Zhang, Yan; Ma, Xiao-Fei; Yu, Zhe-Yuan; Zhu, Yi-Jia
2010-12-01
To establish an effective path to register the operative plan to the real model of mandible made by rapid prototyping (RP) technology. Computerize tomography (CT) was performed on 20 patients to create 3D images, and computer aided operation planning information can be merged with the 3D images. Then dental cast was used to fix the signal which can be recognized by the software. The dental cast was transformed to 3D data with a laser scanner and a programmer that run on a personal computer named Rapidform matching the dental cast and the mandible image to generate the virtual image. Then the registration was achieved by video monitoring system. By using this technology, the virtual image of mandible and the cutting planes both can overlay the real model of mandible made by RP. This study found an effective way for registration by using dental cast, and this way might be a powerful option for the registration of augmented reality. Supported by Program for Innovation Research Team of Shanghai Municipal Education Commission.
The Application of Modeling and Simulation to the Behavioral Deficit of Autism
NASA Technical Reports Server (NTRS)
Anton, John J.
2010-01-01
This abstract describes a research effort to apply technological advances in virtual reality simulation and computer-based games to create behavioral modification programs for individuals with Autism Spectrum Disorder (ASD). The research investigates virtual social skills training within a 3D game environment to diminish the impact of ASD social impairments and to increase learning capacity for optimal intellectual capability. Individuals with autism will encounter prototypical social contexts via computer interface and will interact with 3D avatars with predefined roles within a game-like environment. Incremental learning objectives will combine to form a collaborative social environment. A secondary goal of the effort is to begin the research and development of virtual reality exercises aimed at triggering the release of neurotransmitters to promote critical aspects of synaptic maturation at an early age to change the course of the disease.
NASA Astrophysics Data System (ADS)
Defanti, Thomas A.; Acevedo, Daniel; Ainsworth, Richard A.; Brown, Maxine D.; Cutchin, Steven; Dawe, Gregory; Doerr, Kai-Uwe; Johnson, Andrew; Knox, Chris; Kooima, Robert; Kuester, Falko; Leigh, Jason; Long, Lance; Otto, Peter; Petrovic, Vid; Ponto, Kevin; Prudhomme, Andrew; Rao, Ramesh; Renambot, Luc; Sandin, Daniel J.; Schulze, Jurgen P.; Smarr, Larry; Srinivasan, Madhu; Weber, Philip; Wickham, Gregory
2011-03-01
The CAVE, a walk-in virtual reality environment typically consisting of 4-6 3 m-by-3 m sides of a room made of rear-projected screens, was first conceived and built in 1991. In the nearly two decades since its conception, the supporting technology has improved so that current CAVEs are much brighter, at much higher resolution, and have dramatically improved graphics performance. However, rear-projection-based CAVEs typically must be housed in a 10 m-by-10 m-by-10 m room (allowing space behind the screen walls for the projectors), which limits their deployment to large spaces. The CAVE of the future will be made of tessellated panel displays, eliminating the projection distance, but the implementation of such displays is challenging. Early multi-tile, panel-based, virtual-reality displays have been designed, prototyped, and built for the King Abdullah University of Science and Technology (KAUST) in Saudi Arabia by researchers at the University of California, San Diego, and the University of Illinois at Chicago. New means of image generation and control are considered key contributions to the future viability of the CAVE as a virtual-reality device.
Ventura Ferreira, Nuno; Leal, Nuno; Correia Sá, Inês; Reis, Ana; Marques, Marisa
2014-01-01
The fabrication of digital prostheses has acquired growing importance not only for the possibility for the patient to overcome psychosocial trauma but also to promote grip functionality. An application method of three dimensional-computer-aided design technologies for the production of passive prostheses is presented by means of a fifth finger amputee clinical case following bilateral hand replantation.Three-dimensional-computerized tomography was used for the collection of anthropometric images of the hands. Computer-aided design techniques were used to develop the digital file-based prosthesis from the reconstruction images by inversion and superimposing the contra-lateral finger images. The rapid prototyping manufacturing method was used for the production of a silicone bandage prosthesis prototype. This approach replaces the traditional manual method by a virtual method that is basis for the optimization of a high speed, accurate and innovative process.
Augmented reality for anatomical education.
Thomas, Rhys Gethin; John, Nigel William; Delieu, John Michael
2010-03-01
The use of Virtual Environments has been widely reported as a method of teaching anatomy. Generally such environments only convey the shape of the anatomy to the student. We present the Bangor Augmented Reality Education Tool for Anatomy (BARETA), a system that combines Augmented Reality (AR) technology with models produced using Rapid Prototyping (RP) technology, to provide the student with stimulation for touch as well as sight. The principal aims of this work were to provide an interface more intuitive than a mouse and keyboard, and to evaluate such a system as a viable supplement to traditional cadaver based education.
Virtual surface characteristics of a tactile display using magneto-rheological fluids.
Lee, Chul-Hee; Jang, Min-Gyu
2011-01-01
Virtual surface characteristics of tactile displays are investigated to characterize the feeling of human touch for a haptic interface application. In order to represent the tactile feeling, a prototype tactile display incorporating Magneto-Rheological (MR) fluid has been developed. Tactile display devices simulate the finger's skin to feel the sensations of contact such as compliance, friction, and topography of the surface. Thus, the tactile display can provide information on the surface of an organic tissue to the surgeon in virtual reality. In order to investigate the compliance feeling of a human finger's touch, normal force responses of a tactile display under various magnetic fields have been assessed. Also, shearing friction force responses of the tactile display are investigated to simulate the action of finger dragging on the surface. Moreover, different matrix arrays of magnetic poles are applied to form the virtual surface topography. From the results, different tactile feelings are observed according to the applied magnetic field strength as well as the arrays of magnetic poles combinations. This research presents a smart tactile display technology for virtual surfaces.
Poeschl, Sandra; Doering, Nicola
2012-01-01
Virtual Reality technology offers great possibilities for Cognitive Behavioral Therapy of fear of public speaking: Clients can be exposed to virtual fear-triggering stimuli (exposure) and are able to role-play in virtual environments, training social skills to overcome their fear. Usually, prototypical audience behavior (neutral, social and anti-social) serves as stimulus in virtual training sessions, although there is significant lack of theoretical basis on typical audience behavior. The study presented deals with the design of a realistic virtual presentation scenario. An audience (consisting of n=18 men and women) in an undergraduate seminar was observed during three frontal lecture sessions. Behavior frequency of four nonverbal dimensions (eye contact, facial expression, gesture, and posture) was rated by means of a quantitative content analysis. Results show audience behavior patterns which seem to be typical in frontal lecture contexts, like friendly and neutral face expressions. Additionally, combined and even synchronized behavioral patterns between participants who sit next to each other (like turning to the neighbor and start talking) were registered. The gathered data serve as empirical design basis for a virtual audience to be used in virtual training applications that stimulate the experiences of the participants in a realistic manner, thereby improving the experienced presence in the training application.
Korocsec, D; Holobar, A; Divjak, M; Zazula, D
2005-12-01
Medicine is a difficult thing to learn. Experimenting with real patients should not be the only option; simulation deserves a special attention here. Virtual Reality Modelling Language (VRML) as a tool for building virtual objects and scenes has a good record of educational applications in medicine, especially for static and animated visualisations of body parts and organs. However, to create computer simulations resembling situations in real environments the required level of interactivity and dynamics is difficult to achieve. In the present paper we describe some approaches and techniques which we used to push the limits of the current VRML technology further toward dynamic 3D representation of virtual environments (VEs). Our demonstration is based on the implementation of a virtual baby model, whose vital signs can be controlled from an external Java application. The main contributions of this work are: (a) outline and evaluation of the three-level VRML/Java implementation of the dynamic virtual environment, (b) proposal for a modified VRML Timesensor node, which greatly improves the overall control of system performance, and (c) architecture of the prototype distributed virtual environment for training in neonatal resuscitation comprising the interactive virtual newborn, active bedside monitor for vital signs and full 3D representation of the surgery room.
Distributed computing environments for future space control systems
NASA Technical Reports Server (NTRS)
Viallefont, Pierre
1993-01-01
The aim of this paper is to present the results of a CNES research project on distributed computing systems. The purpose of this research was to study the impact of the use of new computer technologies in the design and development of future space applications. The first part of this study was a state-of-the-art review of distributed computing systems. One of the interesting ideas arising from this review is the concept of a 'virtual computer' allowing the distributed hardware architecture to be hidden from a software application. The 'virtual computer' can improve system performance by adapting the best architecture (addition of computers) to the software application without having to modify its source code. This concept can also decrease the cost and obsolescence of the hardware architecture. In order to verify the feasibility of the 'virtual computer' concept, a prototype representative of a distributed space application is being developed independently of the hardware architecture.
Polymer-based actuators for virtual reality devices
NASA Astrophysics Data System (ADS)
Bolzmacher, Christian; Hafez, Moustapha; Benali Khoudja, Mohamed; Bernardoni, Paul; Dubowsky, Steven
2004-07-01
Virtual Reality (VR) is gaining more importance in our society. For many years, VR has been limited to the entertainment applications. Today, practical applications such as training and prototyping find a promising future in VR. Therefore there is an increasing demand for low-cost, lightweight haptic devices in virtual reality (VR) environment. Electroactive polymers seem to be a potential actuation technology that could satisfy these requirements. Dielectric polymers developed the past few years have shown large displacements (more than 300%). This feature makes them quite interesting for integration in haptic devices due to their muscle-like behaviour. Polymer actuators are flexible and lightweight as compared to traditional actuators. Using stacks with several layers of elatomeric film increase the force without limiting the output displacement. The paper discusses some design methods for a linear dielectric polymer actuator for VR devices. Experimental results of the actuator performance is presented.
Explosive Transient Camera (ETC) Program
NASA Technical Reports Server (NTRS)
Ricker, George
1991-01-01
Since the inception of the ETC program, a wide range of new technologies was developed to support this astronomical instrument. The prototype unit was installed at ETC Site 1. The first partially automated observations were made and some major renovations were later added to the ETC hardware. The ETC was outfitted with new thermoelectrically-cooled CCD cameras and a sophisticated vacuum manifold, which, together, made the ETC a much more reliable unit than the prototype. The ETC instrumentation and building were placed under full computer control, allowing the ETC to operate as an automated, autonomous instrument with virtually no human intervention necessary. The first fully-automated operation of the ETC was performed, during which the ETC monitored the error region of the repeating soft gamma-ray burster SGR 1806-21.
A Survey of Large High-Resolution Display Technologies, Techniques, and Applications
2006-03-01
developing immersive applications with their large-display environments over the last several years [128]. They have projects for virtual prototyping...feedback concerning common usage of how users do and do not use a large high-resolution display to perform ordinary tasks, such as reading papers , surfing...tremendously in the past decade, and we believe it is far from running out of steam. We feel it also will evolve into an interdisciplinary research area
Software attribute visualization for high integrity software
DOE Office of Scientific and Technical Information (OSTI.GOV)
Pollock, G.M.
1998-03-01
This report documents a prototype tool developed to investigate the use of visualization and virtual reality technologies for improving software surety confidence. The tool is utilized within the execution phase of the software life cycle. It provides a capability to monitor an executing program against prespecified requirements constraints provided in a program written in the requirements specification language SAGE. The resulting Software Attribute Visual Analysis Tool (SAVAnT) also provides a technique to assess the completeness of a software specification.
Real engineering in a virtual world
DOE Office of Scientific and Technical Information (OSTI.GOV)
Deitz, D.
1995-07-01
VR technology can be thought of as the next point on a continuum that leads from 1-D data (such as the text and numbers on a finite element analysis printout), through 2-D drawings and 3-D solid models to 4-D digital prototypes that eventually will have texture and weight and can be held in one`s hand. If it lives up to its potential, VR could become just another tool--like 3-D CAD/CAM systems and FEA software--that can be used to pursue continuous improvements in design and manufacturing processes. For example VR could help manufacturers reduce the number of prototypes and engineering changemore » orders (ECOs) generated during the product life cycle. Virtual reality could also be used to promote concurrent engineering. Because realistic virtual models are easier to interpret and interrogate than 2-D drawings or even 3-D solid models, they have the potential to simplify design reviews. They could also make it easier for non-engineers (such as salespeople and potential customers) to contribute to the design process. VR technology still has a way to go before it becomes a standard engineering tool, however. Peripheral devices are still being perfected, and engineers seem to agree that the jury`s still out on which peripherals are most appropriate for which applications. Further, advanced VR applications are largely confined to research and development departments of large corporations or to public and private research centers. Finally, potential users will have to wait a few years before desktop computers are powerful enough to run such applications--and inexpensive enough to survive a cost-benefit analysis.« less
An augmented reality tool for learning spatial anatomy on mobile devices.
Jain, Nishant; Youngblood, Patricia; Hasel, Matthew; Srivastava, Sakti
2017-09-01
Augmented Realty (AR) offers a novel method of blending virtual and real anatomy for intuitive spatial learning. Our first aim in the study was to create a prototype AR tool for mobile devices. Our second aim was to complete a technical evaluation of our prototype AR tool focused on measuring the system's ability to accurately render digital content in the real world. We imported Computed Tomography (CT) data derived virtual surface models into a 3D Unity engine environment and implemented an AR algorithm to display these on mobile devices. We investigated the accuracy of the virtual renderings by comparing a physical cube with an identical virtual cube for dimensional accuracy. Our comparative study confirms that our AR tool renders 3D virtual objects with a high level of accuracy as evidenced by the degree of similarity between measurements of the dimensions of a virtual object (a cube) and the corresponding physical object. We developed an inexpensive and user-friendly prototype AR tool for mobile devices that creates highly accurate renderings. This prototype demonstrates an intuitive, portable, and integrated interface for spatial interaction with virtual anatomical specimens. Integrating this AR tool with a library of CT derived surface models provides a platform for spatial learning in the anatomy curriculum. The segmentation methodology implemented to optimize human CT data for mobile viewing can be extended to include anatomical variations and pathologies. The ability of this inexpensive educational platform to deliver a library of interactive, 3D models to students worldwide demonstrates its utility as a supplemental teaching tool that could greatly benefit anatomical instruction. Clin. Anat. 30:736-741, 2017. © 2017Wiley Periodicals, Inc. © 2017 Wiley Periodicals, Inc.
Virtual Superheroes: Using Superpowers in Virtual Reality to Encourage Prosocial Behavior
Rosenberg, Robin S.; Baughman, Shawnee L.; Bailenson, Jeremy N.
2013-01-01
Background Recent studies have shown that playing prosocial video games leads to greater subsequent prosocial behavior in the real world. However, immersive virtual reality allows people to occupy avatars that are different from them in a perceptually realistic manner. We examine how occupying an avatar with the superhero ability to fly increases helping behavior. Principal Findings Using a two-by-two design, participants were either given the power of flight (their arm movements were tracked to control their flight akin to Superman’s flying ability) or rode as a passenger in a helicopter, and were assigned one of two tasks, either to help find a missing diabetic child in need of insulin or to tour a virtual city. Participants in the “super-flight” conditions helped the experimenter pick up spilled pens after their virtual experience significantly more than those who were virtual passengers in a helicopter. Conclusion The results indicate that having the “superpower” of flight leads to greater helping behavior in the real world, regardless of how participants used that power. A possible mechanism for this result is that having the power of flight primed concepts and prototypes associated with superheroes (e.g., Superman). This research illustrates the potential of using experiences in virtual reality technology to increase prosocial behavior in the physical world. PMID:23383029
Use of ``virtual'' field trips in teaching introductory geology
NASA Astrophysics Data System (ADS)
Hurst, Stephen D.
1998-08-01
We designed a series of case studies for Introductory Geology Laboratory courses using computer visualization techniques integrated with traditional laboratory materials. These consist of a comprehensive case study which requires three two-hour long laboratory periods to complete, and several shorter case studies requiring one or two, two-hour laboratory periods. Currently we have prototypes of the Yellowstone National Park, Hawaii volcanoes and the Mid-Atlantic Ridge case studies. The Yellowstone prototype can be used to learn about a wide variety of rocks and minerals, about geothermal activity and hydrology, about volcanic hazards and the hot-spot theory of plate tectonics. The Hawaiian exercise goes into more depth about volcanoes, volcanic rocks and their relationship to plate movements. The Mid-Atlantic Ridge project focuses on formation of new ocean crust and mineral-rich hydrothermal deposits at spreading centers. With new improvements in visualization technology that are making their way to personal computers, we are now closer to the ideal of a "virtual" field trip. We are currently making scenes of field areas in Hawaii and Yellowstone which allow the student to pan around the area and zoom in on interesting objects. Specific rocks in the scene will be able to be "picked up" and studied in three dimensions. This technology improves the ability of the computer to present a realistic simulation of the field area and allows the student to have more control over the presentation. This advanced interactive technology is intuitive to control, relatively cheap and easy to add to existing computer programs and documents.
A virtual maintenance-based approach for satellite assembling and troubleshooting assessment
NASA Astrophysics Data System (ADS)
Geng, Jie; Li, Ying; Wang, Ranran; Wang, Zili; Lv, Chuan; Zhou, Dong
2017-09-01
In this study, a Virtual Maintenance (VM)-based approach for satellite troubleshooting assessment is proposed. By focusing on various elements in satellite assemble troubleshooting, such as accessibility, ergonomics, wiring, and extent of damage, a systematic, quantitative, and objective assessment model is established to decrease subjectivity in satellite assembling and troubleshooting assessment. Afterwards, based on the established assessment model and satellite virtual prototype, an application process of this model suitable for a virtual environment is presented. Finally, according to the application process, all the elements in satellite troubleshooting are analyzed and assessed. The corresponding improvements, which realize the transformation from a conventional way to a virtual simulation and assessment, are suggested, and the flaws in assembling and troubleshooting are revealed. Assembling or troubleshooting schemes can be improved in the early stage of satellite design with the help of a virtual prototype. Repetition in the practical operation is beneficial to companies as risk and cost are effectively reduced.
Network Computing Infrastructure to Share Tools and Data in Global Nuclear Energy Partnership
NASA Astrophysics Data System (ADS)
Kim, Guehee; Suzuki, Yoshio; Teshima, Naoya
CCSE/JAEA (Center for Computational Science and e-Systems/Japan Atomic Energy Agency) integrated a prototype system of a network computing infrastructure for sharing tools and data to support the U.S. and Japan collaboration in GNEP (Global Nuclear Energy Partnership). We focused on three technical issues to apply our information process infrastructure, which are accessibility, security, and usability. In designing the prototype system, we integrated and improved both network and Web technologies. For the accessibility issue, we adopted SSL-VPN (Security Socket Layer-Virtual Private Network) technology for the access beyond firewalls. For the security issue, we developed an authentication gateway based on the PKI (Public Key Infrastructure) authentication mechanism to strengthen the security. Also, we set fine access control policy to shared tools and data and used shared key based encryption method to protect tools and data against leakage to third parties. For the usability issue, we chose Web browsers as user interface and developed Web application to provide functions to support sharing tools and data. By using WebDAV (Web-based Distributed Authoring and Versioning) function, users can manipulate shared tools and data through the Windows-like folder environment. We implemented the prototype system in Grid infrastructure for atomic energy research: AEGIS (Atomic Energy Grid Infrastructure) developed by CCSE/JAEA. The prototype system was applied for the trial use in the first period of GNEP.
Virtual-reality-based system for controlled study of cataplexy
NASA Astrophysics Data System (ADS)
Augustine, Kurt E.; Cameron, Bruce M.; Camp, Jon J.; Krahn, Lois E.; Robb, Richard A.
2002-05-01
Cataplexy is a sudden loss of voluntary muscle control experienced by narcolepsy patients. It is usually triggered by strong, spontaneous emotions and is more common in times of stress. The Sleep Disorders Unit and the Biomedical Imaging Resource at Mayo Clinic are developing interactive display technology for reliably inducing cataplexy during clinical monitoring. The project is referred to as the Cataplexy/Narcolepsy Activation Program, or CatNAP. We have developed an automobile driving simulation that introduces humorous, surprising, and stress-inducing events and objects as the patient attempts to navigate a vehicle through a virtual town. The patient wears a head-mounted display and controls the vehicle via a driving simulator steering wheel and pedal cluster. As the patient attempts to drive through the town, various objects, sounds or conditions occur that distract, startle, frustrate or amuse. These responses may trigger a cataplectic episode, which can then be clinically evaluated. We believe CatNAP is a novel and innovative example of the effective application of virtual reality technology to study an important clinical problem that has resisted previous approaches. An evaluation phase with volunteer patients previously diagnosed with cataplexy has been completed. The prototype system is being prepared for a full clinical study.
A methodology to emulate and evaluate a productive virtual workstation
NASA Technical Reports Server (NTRS)
Krubsack, David; Haberman, David
1992-01-01
The Advanced Display and Computer Augmented Control (ADCACS) Program at ACT is sponsored by NASA Ames to investigate the broad field of technologies which must be combined to design a 'virtual' workstation for the Space Station Freedom. This program is progressing in several areas and resulted in the definition of requirements for a workstation. A unique combination of technologies at the ACT Laboratory have been networked to effectively create an experimental environment. This experimental environment allows the integration of nonconventional input devices with a high power graphics engine within the framework of an expert system shell which coordinates the heterogeneous inputs with the 'virtual' presentation. The flexibility of the workstation is evolved as experiments are designed and conducted to evaluate the condition descriptions and rule sets of the expert system shell and its effectiveness in driving the graphics engine. Workstation productivity has been defined by the achievable performance in the emulator of the calibrated 'sensitivity' of input devices, the graphics presentation, the possible optical enhancements to achieve a wide field of view color image and the flexibility of conditional descriptions in the expert system shell in adapting to prototype problems.
Airport Simulations Using Distributed Computational Resources
NASA Technical Reports Server (NTRS)
McDermott, William J.; Maluf, David A.; Gawdiak, Yuri; Tran, Peter; Clancy, Daniel (Technical Monitor)
2002-01-01
The Virtual National Airspace Simulation (VNAS) will improve the safety of Air Transportation. In 2001, using simulation and information management software running over a distributed network of super-computers, researchers at NASA Ames, Glenn, and Langley Research Centers developed a working prototype of a virtual airspace. This VNAS prototype modeled daily operations of the Atlanta airport by integrating measured operational data and simulation data on up to 2,000 flights a day. The concepts and architecture developed by NASA for this prototype are integral to the National Airspace Simulation to support the development of strategies improving aviation safety, identifying precursors to component failure.
Reliability modelling and analysis of thermal MEMS
NASA Astrophysics Data System (ADS)
Muratet, Sylvaine; Lavu, Srikanth; Fourniols, Jean-Yves; Bell, George; Desmulliez, Marc P. Y.
2006-04-01
This paper presents a MEMS reliability study methodology based on the novel concept of 'virtual prototyping'. This methodology can be used for the development of reliable sensors or actuators and also to characterize their behaviour in specific use conditions and applications. The methodology is demonstrated on the U-shaped micro electro thermal actuator used as test vehicle. To demonstrate this approach, a 'virtual prototype' has been developed with the modeling tools MatLab and VHDL-AMS. A best practice FMEA (Failure Mode and Effect Analysis) is applied on the thermal MEMS to investigate and assess the failure mechanisms. Reliability study is performed by injecting the identified defaults into the 'virtual prototype'. The reliability characterization methodology predicts the evolution of the behavior of these MEMS as a function of the number of cycles of operation and specific operational conditions.
NASA Astrophysics Data System (ADS)
Todorov, George; Kamberov, Konstantin; Kralov, Ivan; Ignatov, Ignat
2017-12-01
In this study the virtual prototyping is used for evaluation the influence of the contact roughness upon the acoustic behaviour evaluation of railway monobloc wheel. The proposed procedure covers requirements of the European Standard EN 13979-1 "Wheels and bogies - Monobloc wheels". The main advantage of the acoustic assessment based on the virtual engineering technics - absence of the expensive and time consuming physical tests, is sown. The real industrial-project example is presented and comparison of the numerical and experimental results is used for acoustic behaviour assessment and approval of railway monobloc wheel design.
2014-01-01
Background This study aimed to evaluate the accuracy of surgical outcomes in free iliac crest mandibular reconstructions that were carried out with virtual surgical plans and rapid prototyping templates. Methods This study evaluated eight patients who underwent mandibular osteotomy and reconstruction with free iliac crest grafts using virtual surgical planning and designed guiding templates. Operations were performed using the prefabricated guiding templates. Postoperative three-dimensional computer models were overlaid and compared with the preoperatively designed models in the same coordinate system. Results Compared to the virtual osteotomy, the mean error of distance of the actual mandibular osteotomy was 2.06 ± 0.86 mm. When compared to the virtual harvested grafts, the mean error volume of the actual harvested grafts was 1412.22 ± 439.24 mm3 (9.12% ± 2.84%). The mean error between the volume of the actual harvested grafts and the shaped grafts was 2094.35 ± 929.12 mm3 (12.40% ± 5.50%). Conclusions The use of computer-aided rapid prototyping templates for virtual surgical planning appears to positively influence the accuracy of mandibular reconstruction. PMID:24957053
Creating widely accessible spatial interfaces: mobile VR for managing persistent pain.
Schroeder, David; Korsakov, Fedor; Jolton, Joseph; Keefe, Francis J; Haley, Alex; Keefe, Daniel F
2013-01-01
Using widely accessible VR technologies, researchers have implemented a series of multimodal spatial interfaces and virtual environments. The results demonstrate the degree to which we can now use low-cost (for example, mobile-phone based) VR environments to create rich virtual experiences involving motion sensing, physiological inputs, stereoscopic imagery, sound, and haptic feedback. Adapting spatial interfaces to these new platforms can open up exciting application areas for VR. In this case, the application area was in-home VR therapy for patients suffering from persistent pain (for example, arthritis and cancer pain). For such therapy to be successful, a rich spatial interface and rich visual aesthetic are particularly important. So, an interdisciplinary team with expertise in technology, design, meditation, and the psychology of pain collaborated to iteratively develop and evaluate several prototype systems. The video at http://youtu.be/mMPE7itReds demonstrates how the sine wave fitting responds to walking motions, for a walking-in-place application.
Multifocal planes head-mounted displays.
Rolland, J P; Krueger, M W; Goon, A
2000-07-01
Stereoscopic head-mounted displays (HMD's) provide an effective capability to create dynamic virtual environments. For a user of such environments, virtual objects would be displayed ideally at the appropriate distances, and natural concordant accommodation and convergence would be provided. Under such image display conditions, the user perceives these objects as if they were objects in a real environment. Current HMD technology requires convergent eye movements. However, it is currently limited by fixed visual accommodation, which is inconsistent with real-world vision. A prototype multiplanar volumetric projection display based on a stack of laminated planes was built for medical visualization as discussed in a paper presented at a 1999 Advanced Research Projects Agency workshop (Sullivan, Advanced Research Projects Agency, Arlington, Va., 1999). We show how such technology can be engineered to create a set of virtual planes appropriately configured in visual space to suppress conflicts of convergence and accommodation in HMD's. Although some scanning mechanism could be employed to create a set of desirable planes from a two-dimensional conventional display, multiplanar technology accomplishes such function with no moving parts. Based on optical principles and human vision, we present a comprehensive investigation of the engineering specification of multiplanar technology for integration in HMD's. Using selected human visual acuity and stereoacuity criteria, we show that the display requires at most 27 equally spaced planes, which is within the capability of current research and development display devices, located within a maximal 26-mm-wide stack. We further show that the necessary in-plane resolution is of the order of 5 microm.
Digitally switchable multi-focal lens using freeform optics.
Wang, Xuan; Qin, Yi; Hua, Hong; Lee, Yun-Han; Wu, Shin-Tson
2018-04-16
Optical technologies offering electrically tunable optical power have found a broad range of applications, from head-mounted displays for virtual and augmented reality applications to microscopy. In this paper, we present a novel design and prototype of a digitally switchable multi-focal lens (MFL) that offers the capability of rapidly switching the optical power of the system among multiple foci. It consists of a freeform singlet and a customized programmable optical shutter array (POSA). Time-multiplexed multiple foci can be obtained by electrically controlling the POSA to switch the light path through different segments of the freeform singlet rapidly. While this method can be applied to a broad range of imaging and display systems, we experimentally demonstrate a proof-of-concept prototype for a multi-foci imaging system.
NASA Technical Reports Server (NTRS)
1997-01-01
This report summarizes work done under Cooperative Agreement (CA) on the following testbed projects: TERRIERS - The development of the ground systems to support the TERRIERS satellite mission at Boston University (BU). HSTS - The application of ARC's Heuristic Scheduling Testbed System (HSTS) to the EUVE satellite mission. SELMON - The application of NASA's Jet Propulsion Laboratory's (JPL) Selective Monitoring (SELMON) system to the EUVE satellite mission. EVE - The development of the EUVE Virtual Environment (EVE), a prototype three-dimensional (3-D) visualization environment for the EUVE satellite and its sensors, instruments, and communications antennae. FIDO - The development of the Fault-Induced Document Officer (FIDO) system, a prototype application to respond to anomalous conditions by automatically searching for, retrieving, and displaying relevant documentation for an operators use.
NASA Astrophysics Data System (ADS)
Capell, Joyce; Deeth, David
1996-01-01
This paper describes why encryption was selected by Lockheed Martin Missiles & Space as the means for securing ATM networks. The ATM encryption testing program is part of an ATM network trial provided by Pacific Bell under the California Research Education Network (CalREN). The problem being addressed is the threat to data security which results when changing from a packet switched network infrastructure to a circuit switched ATM network backbone. As organizations move to high speed cell-based networks, there is a break down in the traditional security model which is designed to protect packet switched data networks from external attacks. This is due to the fact that most data security firewalls filter IP packets, restricting inbound and outbound protocols, e.g. ftp. ATM networks, based on cell-switching over virtual circuits, does not support this method for restricting access since the protocol information is not carried by each cell. ATM switches set up multiple virtual connections, thus there is no longer a single point of entry into the internal network. The problem is further complicated by the fact that ATM networks support high speed multi-media applications, including real time video and video teleconferencing which are incompatible with packet switched networks. The ability to restrict access to Lockheed Martin networks in support of both unclassified and classified communications is required before ATM network technology can be fully deployed. The Lockheed Martin CalREN ATM testbed provides the opportunity to test ATM encryption prototypes with actual applications to assess the viability of ATM encryption methodologies prior to installing large scale ATM networks. Two prototype ATM encryptors are being tested: (1) `MILKBUSH' a prototype encryptor developed by NSA for transmission of government classified data over ATM networks, and (2) a prototype ATM encryptor developed by Sandia National Labs in New Mexico, for the encryption of proprietary data.
Christiansen, C; Abreu, B; Ottenbacher, K; Huffman, K; Masel, B; Culpepper, R
1998-08-01
This report describes a reliability study using a prototype computer-simulated virtual environment to assess basic daily living skills in a sample of persons with traumatic brain injury (TBI). The benefits of using virtual reality in training for situations where safety is a factor have been established in defense and industry, but have not been demonstrated in rehabilitation. Thirty subjects with TBI receiving comprehensive rehabilitation services at a residential facility. An immersive virtual kitchen was developed in which a meal preparation task involving multiple steps could be performed. The prototype was tested using subjects who completed the task twice within 7 days. The stability of performance was estimated using intraclass correlation coefficients (ICCs). The ICC value for total performance based on all steps involved in the meal preparation task was .73. When three items with low variance were removed the ICC improved to .81. Little evidence of vestibular optical side-effects was noted in the subjects tested. Adequate initial reliability exists to continue development of the environment as an assessment and training prototype for persons with brain injury.
Mongeau, R; Casu, M A; Pani, L; Pillolla, G; Lianas, L; Giachetti, A
2008-05-01
The vast amount of heterogeneous data generated in various fields of neurosciences such as neuropsychopharmacology can hardly be classified using traditional databases. We present here the concept of a virtual archive, spatially referenced over a simplified 3D brain map and accessible over the Internet. A simple prototype (available at http://aquatics.crs4.it/neuropsydat3d) has been realized using current Web-based virtual reality standards and technologies. It illustrates how primary literature or summary information can easily be retrieved through hyperlinks mapped onto a 3D schema while navigating through neuroanatomy. Furthermore, 3D navigation and visualization techniques are used to enhance the representation of brain's neurotransmitters, pathways and the involvement of specific brain areas in any particular physiological or behavioral functions. The system proposed shows how the use of a schematic spatial organization of data, widely exploited in other fields (e.g. Geographical Information Systems) can be extremely useful to develop efficient tools for research and teaching in neurosciences.
From path models to commands during additive printing of large-scale architectural designs
NASA Astrophysics Data System (ADS)
Chepchurov, M. S.; Zhukov, E. M.; Yakovlev, E. A.; Matveykin, V. G.
2018-05-01
The article considers the problem of automation of the formation of large complex parts, products and structures, especially for unique or small-batch objects produced by a method of additive technology [1]. Results of scientific research in search for the optimal design of a robotic complex, its modes of operation (work), structure of its control helped to impose the technical requirements on the technological process for manufacturing and design installation of the robotic complex. Research on virtual models of the robotic complexes allowed defining the main directions of design improvements and the main goal (purpose) of testing of the the manufactured prototype: checking the positioning accuracy of the working part.
Feng, Zhi-hong; Dong, Yan; Bai, Shi-zhu; Wu, Guo-feng; Bi, Yun-peng; Wang, Bo; Zhao, Yi-min
2010-01-01
The aim of this article was to demonstrate a novel approach to designing facial prostheses using the transplantation concept and computer-assisted technology for extensive, large, maxillofacial defects that cross the facial midline. The three-dimensional (3D) facial surface images of a patient and his relative were reconstructed using data obtained through optical scanning. Based on these images, the corresponding portion of the relative's face was transplanted to the patient's where the defect was located, which could not be rehabilitated using mirror projection, to design the virtual facial prosthesis without the eye. A 3D model of an artificial eye that mimicked the patient's remaining one was developed, transplanted, and fit onto the virtual prosthesis. A personalized retention structure for the artificial eye was designed on the virtual facial prosthesis. The wax prosthesis was manufactured through rapid prototyping, and the definitive silicone prosthesis was completed. The size, shape, and cosmetic appearance of the prosthesis were satisfactory and matched the defect area well. The patient's facial appearance was recovered perfectly with the prosthesis, as determined through clinical evaluation. The optical 3D imaging and computer-aided design/computer-assisted manufacturing system used in this study can design and fabricate facial prostheses more precisely than conventional manual sculpturing techniques. The discomfort generally associated with such conventional methods was decreased greatly. The virtual transplantation used to design the facial prosthesis for the maxillofacial defect, which crossed the facial midline, and the development of the retention structure for the eye were both feasible.
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
A Prototype SSVEP Based Real Time BCI Gaming System
Martišius, Ignas
2016-01-01
Although brain-computer interface technology is mainly designed with disabled people in mind, it can also be beneficial to healthy subjects, for example, in gaming or virtual reality systems. In this paper we discuss the typical architecture, paradigms, requirements, and limitations of electroencephalogram-based gaming systems. We have developed a prototype three-class brain-computer interface system, based on the steady state visually evoked potentials paradigm and the Emotiv EPOC headset. An online target shooting game, implemented in the OpenViBE environment, has been used for user feedback. The system utilizes wave atom transform for feature extraction, achieving an average accuracy of 78.2% using linear discriminant analysis classifier, 79.3% using support vector machine classifier with a linear kernel, and 80.5% using a support vector machine classifier with a radial basis function kernel. PMID:27051414
Three-dimensional (3D) printing and its applications for aortic diseases.
Hangge, Patrick; Pershad, Yash; Witting, Avery A; Albadawi, Hassan; Oklu, Rahmi
2018-04-01
Three-dimensional (3D) printing is a process which generates prototypes from virtual objects in computer-aided design (CAD) software. Since 3D printing enables the creation of customized objects, it is a rapidly expanding field in an age of personalized medicine. We discuss the use of 3D printing in surgical planning, training, and creation of devices for the treatment of aortic diseases. 3D printing can provide operators with a hands-on model to interact with complex anatomy, enable prototyping of devices for implantation based upon anatomy, or even provide pre-procedural simulation. Potential exists to expand upon current uses of 3D printing to create personalized implantable devices such as grafts. Future studies should aim to demonstrate the impact of 3D printing on outcomes to make this technology more accessible to patients with complex aortic diseases.
A Prototype SSVEP Based Real Time BCI Gaming System.
Martišius, Ignas; Damaševičius, Robertas
2016-01-01
Although brain-computer interface technology is mainly designed with disabled people in mind, it can also be beneficial to healthy subjects, for example, in gaming or virtual reality systems. In this paper we discuss the typical architecture, paradigms, requirements, and limitations of electroencephalogram-based gaming systems. We have developed a prototype three-class brain-computer interface system, based on the steady state visually evoked potentials paradigm and the Emotiv EPOC headset. An online target shooting game, implemented in the OpenViBE environment, has been used for user feedback. The system utilizes wave atom transform for feature extraction, achieving an average accuracy of 78.2% using linear discriminant analysis classifier, 79.3% using support vector machine classifier with a linear kernel, and 80.5% using a support vector machine classifier with a radial basis function kernel.
1992-10-21
Virtual Prototyping Support 5-27 5.3.6.3 Hardware/Software Co-design Support 5-27 5.3.6.4 Mixed Analog/Digital Design Support 5-28 5.3.6.5 VHDL Modeling...0.6 0.3 50 1 1 1 73.2 23.4 19.6" 84 "kIuded $11.M p•rmhed undwe contr" "kh"ded SUM pcsed undr c SDollm Include purchae of poducts , malntenmce, ard...year on utilization of standards and COTS technology however does result in an achievable system performance which is less that what would be
ERIC Educational Resources Information Center
Liu, Chang; Zhong, Ying; Ozercan, Sertac; Zhu, Qing
2013-01-01
This paper presents a template-based solution to overcome technical barriers non-technical computer end users face when developing functional learning environments in three-dimensional virtual worlds (3DVW). "iVirtualWorld," a prototype of a platform-independent 3DVW creation tool that implements the proposed solution, facilitates 3DVW…
Rapid prototyping 3D virtual world interfaces within a virtual factory environment
NASA Technical Reports Server (NTRS)
Kosta, Charles Paul; Krolak, Patrick D.
1993-01-01
On-going work into user requirements analysis using CLIPS (NASA/JSC) expert systems as an intelligent event simulator has led to research into three-dimensional (3D) interfaces. Previous work involved CLIPS and two-dimensional (2D) models. Integral to this work was the development of the University of Massachusetts Lowell parallel version of CLIPS, called PCLIPS. This allowed us to create both a Software Bus and a group problem-solving environment for expert systems development. By shifting the PCLIPS paradigm to use the VEOS messaging protocol we have merged VEOS (HlTL/Seattle) and CLIPS into a distributed virtual worlds prototyping environment (VCLIPS). VCLIPS uses the VEOS protocol layer to allow multiple experts to cooperate on a single problem. We have begun to look at the control of a virtual factory. In the virtual factory there are actors and objects as found in our Lincoln Logs Factory of the Future project. In this artificial reality architecture there are three VCLIPS entities in action. One entity is responsible for display and user events in the 3D virtual world. Another is responsible for either simulating the virtual factory or communicating with the real factory. The third is a user interface expert. The interface expert maps user input levels, within the current prototype, to control information for the factory. The interface to the virtual factory is based on a camera paradigm. The graphics subsystem generates camera views of the factory on standard X-Window displays. The camera allows for view control and object control. Control or the factory is accomplished by the user reaching into the camera views to perform object interactions. All communication between the separate CLIPS expert systems is done through VEOS.
Tribal Colleges Gaining Digital Access to Worldwide Library Resources.
ERIC Educational Resources Information Center
Ambler, Marjane
2000-01-01
Discusses the tribal college virtual library project aimed at bringing digital opportunity to American Indian reservations by way of the 32 tribal colleges and universities in the American Indian Higher Education Consortium. Describes Bay Mills Community College's (Michigan) prototype virtual library and the expansion of this virtual library…
A Cost-Effective Virtual Environment for Simulating and Training Powered Wheelchairs Manoeuvres.
Headleand, Christopher J; Day, Thomas; Pop, Serban R; Ritsos, Panagiotis D; John, Nigel W
2016-01-01
Control of a powered wheelchair is often not intuitive, making training of new users a challenging and sometimes hazardous task. Collisions, due to a lack of experience can result in injury for the user and other individuals. By conducting training activities in virtual reality (VR), we can potentially improve driving skills whilst avoiding the risks inherent to the real world. However, until recently VR technology has been expensive and limited the commercial feasibility of a general training solution. We describe Wheelchair-Rift, a cost effective prototype simulator that makes use of the Oculus Rift head mounted display and the Leap Motion hand tracking device. It has been assessed for face validity by a panel of experts from a local Posture and Mobility Service. Initial results augur well for our cost-effective training solution.
Situation Awareness and Levels of Automation
NASA Technical Reports Server (NTRS)
Kaber, David B.
1999-01-01
During the first year of this project, a taxonomy of theoretical levels of automation (LOAs) was applied to the advanced commercial aircraft by categorizing actual modes of McDonald Douglas MD-11 autoflight system operation in terms of the taxonomy. As well, high LOAs included in the taxonomy (e.g., supervisory control) were modeled in the context of MD-11 autoflight systems through development of a virtual flight simulator. The flight simulator was an integration of a re-configurable simulator developed by the Georgia Institute Technology and new software prototypes of autoflight system modules found in the MD-11 cockpit. In addition to this work, a version of the Situation Awareness Global Assessment Technique (SAGAT) was developed for application to commercial piloting tasks. A software package was developed to deliver the SAGAT and was integrated with the virtual flight simulator.
Real-time 3D visualization of volumetric video motion sensor data
DOE Office of Scientific and Technical Information (OSTI.GOV)
Carlson, J.; Stansfield, S.; Shawver, D.
1996-11-01
This paper addresses the problem of improving detection, assessment, and response capabilities of security systems. Our approach combines two state-of-the-art technologies: volumetric video motion detection (VVMD) and virtual reality (VR). This work capitalizes on the ability of VVMD technology to provide three-dimensional (3D) information about the position, shape, and size of intruders within a protected volume. The 3D information is obtained by fusing motion detection data from multiple video sensors. The second component involves the application of VR technology to display information relating to the sensors and the sensor environment. VR technology enables an operator, or security guard, to bemore » immersed in a 3D graphical representation of the remote site. VVMD data is transmitted from the remote site via ordinary telephone lines. There are several benefits to displaying VVMD information in this way. Because the VVMD system provides 3D information and because the sensor environment is a physical 3D space, it seems natural to display this information in 3D. Also, the 3D graphical representation depicts essential details within and around the protected volume in a natural way for human perception. Sensor information can also be more easily interpreted when the operator can `move` through the virtual environment and explore the relationships between the sensor data, objects and other visual cues present in the virtual environment. By exploiting the powerful ability of humans to understand and interpret 3D information, we expect to improve the means for visualizing and interpreting sensor information, allow a human operator to assess a potential threat more quickly and accurately, and enable a more effective response. This paper will detail both the VVMD and VR technologies and will discuss a prototype system based upon their integration.« less
Vali, Shireen; Pallavi, Rani; Kapoor, Shweta; Tatu, Utpal
2010-03-01
Hsp90 is an ATP-dependent molecular chaperone that regulates key signaling proteins and thereby impacts cell growth and development. Chaperone cycle of Hsp90 is regulated by ATP binding and hydrolysis through its intrinsic ATPase activities, which is in turn modulated by interaction with its co-chaperones. Hsp90 ATPase activity varies in different organisms and is known to be increased in tumor cells. In this study we have quantitatively analyzed the impact of increasing Hsp90 ATPase activity on the activities of its clients through a virtual prototyping technology, which comprises a dynamic model of Hsp90 interaction with clients involved in proliferation pathways. Our studies highlight the importance of increased ATPase activity of Hsp90 in cancer cells as the key modulator for increased proliferation and survival. A tenfold increase in ATPase activity of Hsp90 often seen in cancer cells increases the levels of active client proteins such as Akt-1, Raf-1 and Cyclin D1 amongst others to about 12-, 8- and 186-folds respectively. Additionally we studied the effect of a competitive inhibitor of Hsp90 activity on the reduction in the client protein levels. Virtual prototyping experiments corroborate with findings that the drug has almost 10- to 100-fold higher affinity as indicated by a lower IC(50) value (30-100 nM) in tumor cells with higher ATPase activity. The results also indicate a 15- to 25-fold higher efficacy of the inhibitor in reducing client levels in tumor cells. This analysis provides mechanistic insights into the links between increased Hsp90 ATPase activity, tumor phenotype and the hypersensitivity of tumor Hsp90 to inhibition by ATP analogs. The online version of this article (doi:10.1007/s11693-009-9046-3) contains supplementary material, which is available to authorized users.
Study on digital teeth selection and virtual teeth arrangement for complete denture.
Yu, Xiaoling; Cheng, Xiaosheng; Dai, Ning; Chen, Hu; Yu, Changjiang; Sun, Yuchun
2018-03-01
In dentistry, the complete denture is a conventional treatment for edentulous patients. The computer-aided design and computer-aided manufacturing (CAD/CAM) has been applied on the digital complete denture which is developed rapidly. Tooth selection and arrangement is one of the most important parts in digital complete denture. In this paper, we propose a new method of personalized teeth arrangement. This paper presents a method of arranging teeth virtually for a complete denture. First, scan and extract the feature points of the 3D triangular mesh data of artificial teeth (PLY format), then establish a tooth selection system. Second, scan and mark the anatomic characteristics of the maxillary and mandibular cast surfaces, such as facial midline, the curve of the arches. With the enter information, the study calculates the common arrangement lines of artificial teeth. Third, select the preferred artificial teeth and automatically arrange them virtually in the correct position by using our own software. After that, design the gingival part of the dentures on the basic of the arranged teeth on the screen and then fabricated it by using Computerized Numerical Control (CNC) technology, Rapid Prototyping (RP) technology or 3D printer technology. Finally, select artificial teeth were embedded in wax rims. This system can choose artificial teeth reasonably and the teeth placement can meet the dentist's request to a certain extent, whereas all the operations are based on the medical principles. The study performed here involves computer sciences, medicine, and dentistry, a teeth selection system was proposed and virtual teeth arrangement was described. This study has the capacity of helping operators to select teeth, which improved the accuracy of tooth arrangement, and customized complete denture. Copyright © 2017 Elsevier B.V. All rights reserved.
Display technologies for augmented reality
NASA Astrophysics Data System (ADS)
Lee, Byoungho; Lee, Seungjae; Jang, Changwon; Hong, Jong-Young; Li, Gang
2018-02-01
With the virtue of rapid progress in optics, sensors, and computer science, we are witnessing that commercial products or prototypes for augmented reality (AR) are penetrating into the consumer markets. AR is spotlighted as expected to provide much more immersive and realistic experience than ordinary displays. However, there are several barriers to be overcome for successful commercialization of AR. Here, we explore challenging and important topics for AR such as image combiners, enhancement of display performance, and focus cue reproduction. Image combiners are essential to integrate virtual images with real-world. Display performance (e.g. field of view and resolution) is important for more immersive experience and focus cue reproduction may mitigate visual fatigue caused by vergence-accommodation conflict. We also demonstrate emerging technologies to overcome these issues: index-matched anisotropic crystal lens (IMACL), retinal projection displays, and 3D display with focus cues. For image combiners, a novel optical element called IMACL provides relatively wide field of view. Retinal projection displays may enhance field of view and resolution of AR displays. Focus cues could be reconstructed via multi-layer displays and holographic displays. Experimental results of our prototypes are explained.
A Prototype Publishing Registry for the Virtual Observatory
NASA Astrophysics Data System (ADS)
Williamson, R.; Plante, R.
2004-07-01
In the Virtual Observatory (VO), a registry helps users locate resources, such as data and services, in a distributed environment. A general framework for VO registries is now under development within the International Virtual Observatory Alliance (IVOA) Registry Working Group. We present a prototype of one component of this framework: the publishing registry. The publishing registry allows data providers to expose metadata descriptions of their resources to the VO environment. Searchable registries can harvest the metadata from many publishing registries and make them searchable by users. We have developed a prototype publishing registry that data providers can install at their sites to publish their resources. The descriptions are exposed using the Open Archive Initiative (OAI) Protocol for Metadata Harvesting. Automating the input of metadata into registries is critical when a provider wishes to describe many resources. We illustrate various strategies for such automation, both currently in use and planned for the future. We also describe how future versions of the registry can adapt automatically to evolving metadata schemas for describing resources.
Archive interoperability in the Virtual Observatory
NASA Astrophysics Data System (ADS)
Genova, Françoise
2003-02-01
Main goals of Virtual Observatory projects are to build interoperability between astronomical on-line services, observatory archives, databases and results published in journals, and to develop tools permitting the best scientific usage from the very large data sets stored in observatory archives and produced by large surveys. The different Virtual Observatory projects collaborate to define common exchange standards, which are the key for a truly International Virtual Observatory: for instance their first common milestone has been a standard allowing exchange of tabular data, called VOTable. The Interoperability Work Area of the European Astrophysical Virtual Observatory project aims at networking European archives, by building a prototype using the CDS VizieR and Aladin tools, and at defining basic rules to help archive providers in interoperability implementation. The prototype is accessible for scientific usage, to get user feedback (and science results!) at an early stage of the project. ISO archive participates very actively to this endeavour, and more generally to information networking. The on-going inclusion of the ISO log in SIMBAD will allow higher level links for users.
Juárez-Aguirre, Raúl; Domínguez-Nicolás, Saúl M.; Manjarrez, Elías; Tapia, Jesús A.; Figueras, Eduard; Vázquez-Leal, Héctor; Aguilera-Cortés, Luz A.; Herrera-May, Agustín L.
2013-01-01
We present a signal processing system with virtual instrumentation of a MEMS sensor to detect magnetic flux density for biomedical applications. This system consists of a magnetic field sensor, electronic components implemented on a printed circuit board (PCB), a data acquisition (DAQ) card, and a virtual instrument. It allows the development of a semi-portable prototype with the capacity to filter small electromagnetic interference signals through digital signal processing. The virtual instrument includes an algorithm to implement different configurations of infinite impulse response (IIR) filters. The PCB contains a precision instrumentation amplifier, a demodulator, a low-pass filter (LPF) and a buffer with operational amplifier. The proposed prototype is used for real-time non-invasive monitoring of magnetic flux density in the thoracic cage of rats. The response of the rat respiratory magnetogram displays a similar behavior as the rat electromyogram (EMG). PMID:24196434
A Virtual Reality Simulator Prototype for Learning and Assessing Phaco-sculpting Skills
NASA Astrophysics Data System (ADS)
Choi, Kup-Sze
This paper presents a virtual reality based simulator prototype for learning phacoemulsification in cataract surgery, with focus on the skills required for making a cross-shape trench in cataractous lens by an ultrasound probe during the phaco-sculpting procedure. An immersive virtual environment is created with 3D models of the lens and surgical tools. Haptic device is also used as 3D user interface. Phaco-sculpting is simulated by interactively deleting the constituting tetrahedrons of the lens model. Collisions between the virtual probe and the lens are effectively identified by partitioning the space containing the lens hierarchically with an octree. The simulator can be programmed to collect real-time quantitative user data for reviewing and assessing trainee's performance in an objective manner. A game-based learning environment can be created on top of the simulator by incorporating gaming elements based on the quantifiable performance metrics.
Juárez-Aguirre, Raúl; Domínguez-Nicolás, Saúl M; Manjarrez, Elías; Tapia, Jesús A; Figueras, Eduard; Vázquez-Leal, Héctor; Aguilera-Cortés, Luz A; Herrera-May, Agustín L
2013-11-05
We present a signal processing system with virtual instrumentation of a MEMS sensor to detect magnetic flux density for biomedical applications. This system consists of a magnetic field sensor, electronic components implemented on a printed circuit board (PCB), a data acquisition (DAQ) card, and a virtual instrument. It allows the development of a semi-portable prototype with the capacity to filter small electromagnetic interference signals through digital signal processing. The virtual instrument includes an algorithm to implement different configurations of infinite impulse response (IIR) filters. The PCB contains a precision instrumentation amplifier, a demodulator, a low-pass filter (LPF) and a buffer with operational amplifier. The proposed prototype is used for real-time non-invasive monitoring of magnetic flux density in the thoracic cage of rats. The response of the rat respiratory magnetogram displays a similar behavior as the rat electromyogram (EMG).
Acceptability of a Virtual Patient Educator for Hispanic Women.
Wells, Kristen J; Vàzquez-Otero, Coralia; Bredice, Marissa; Meade, Cathy D; Chaet, Alexis; Rivera, Maria I; Arroyo, Gloria; Proctor, Sara K; Barnes, Laura E
2015-01-01
There are few Spanish language interactive, technology-driven health education programs. Objectives of this feasibility study were to (a) learn more about computer and technology usage among Hispanic women living in a rural community and (b) evaluate acceptability of the concept of using an embodied conversational agent (ECA) computer application among this population. A survey about computer usage history and interest in computers was administered to a convenience sample of 26 women. A sample video prototype of a hospital discharge ECA was administered followed by questions to gauge opinion about the ECA. Data indicate women exhibited both a high level of computer experience and enthusiasm for the ECA. Feedback from community is essential to ensure equity in state of the art dissemination of health information.
Experimental Internet Environment Software Development
NASA Technical Reports Server (NTRS)
Maddux, Gary A.
1998-01-01
Geographically distributed project teams need an Internet based collaborative work environment or "Intranet." The Virtual Research Center (VRC) is an experimental Intranet server that combines several services such as desktop conferencing, file archives, on-line publishing, and security. Using the World Wide Web (WWW) as a shared space paradigm, the Graphical User Interface (GUI) presents users with images of a lunar colony. Each project has a wing of the colony and each wing has a conference room, library, laboratory, and mail station. In FY95, the VRC development team proved the feasibility of this shared space concept by building a prototype using a Netscape commerce server and several public domain programs. Successful demonstrations of the prototype resulted in approval for a second phase. Phase 2, documented by this report, will produce a seamlessly integrated environment by introducing new technologies such as Java and Adobe Web Links to replace less efficient interface software.
Three-dimensional (3D) printing and its applications for aortic diseases
Hangge, Patrick; Pershad, Yash; Witting, Avery A.; Albadawi, Hassan
2018-01-01
Three-dimensional (3D) printing is a process which generates prototypes from virtual objects in computer-aided design (CAD) software. Since 3D printing enables the creation of customized objects, it is a rapidly expanding field in an age of personalized medicine. We discuss the use of 3D printing in surgical planning, training, and creation of devices for the treatment of aortic diseases. 3D printing can provide operators with a hands-on model to interact with complex anatomy, enable prototyping of devices for implantation based upon anatomy, or even provide pre-procedural simulation. Potential exists to expand upon current uses of 3D printing to create personalized implantable devices such as grafts. Future studies should aim to demonstrate the impact of 3D printing on outcomes to make this technology more accessible to patients with complex aortic diseases. PMID:29850416
Virtual C Machine and Integrated Development Environment for ATMS Controllers.
DOT National Transportation Integrated Search
2000-04-01
The overall objective of this project is to develop a prototype virtual machine that fits on current Advanced Traffic Management Systems (ATMS) controllers and provides functionality for complex traffic operations.;Prepared in cooperation with Utah S...
Elderly Healthcare Monitoring Using an Avatar-Based 3D Virtual Environment
Pouke, Matti; Häkkilä, Jonna
2013-01-01
Homecare systems for elderly people are becoming increasingly important due to both economic reasons as well as patients’ preferences. Sensor-based surveillance technologies are an expected future trend, but research so far has devoted little attention to the User Interface (UI) design of such systems and the user-centric design approach. In this paper, we explore the possibilities of an avatar-based 3D visualization system, which exploits wearable sensors and human activity simulations. We present a technical prototype and the evaluation of alternative concept designs for UIs based on a 3D virtual world. The evaluation was conducted with homecare providers through focus groups and an online survey. Our results show firstly that systems taking advantage of 3D virtual world visualization techniques have potential especially due to the privacy preserving and simplified information presentation style, and secondly that simple representations and glancability should be emphasized in the design. The identified key use cases highlight that avatar-based 3D presentations can be helpful if they provide an overview as well as details on demand. PMID:24351747
Euro-VO-Coordination of virtual observatory activities in Europe
NASA Astrophysics Data System (ADS)
Genova, Françoise; Allen, Mark G.; Arviset, Christophe; Lawrence, Andy; Pasian, Fabio; Solano, Enrique; Wambsganss, Joachim
2015-06-01
The European Virtual Observatory Euro-VO has been coordinating European VO activities through a series of projects co-funded by the European Commission over the last 15 years. The bulk of VO work in Europe is ensured by the national VO initiatives and those of intergovernmental agencies. VO activities at the European level coordinate the work in support of the three "pillars" of the Virtual Observatory: support to the scientific community, take-up by the data providers, and technological activities. Several Euro-VO projects have also provided direct support to selected developments and prototyping. This paper explains the methodology used by Euro-VO over the years. It summarises the activities which were performed and their evolutions at different stages of the development of the VO, explains the Euro-VO role with respect to the international and national levels of VO activities, details the lessons learnt for best practices for the coordination of the VO building blocks, and the liaison with other European initiatives, documenting the added-value of European coordination. Finally, the current status and next steps of Euro-VO are briefly addressed.
Fusion interfaces for tactical environments: An application of virtual reality technology
NASA Technical Reports Server (NTRS)
Haas, Michael W.
1994-01-01
The term Fusion Interface is defined as a class of interface which integrally incorporates both virtual and nonvirtual concepts and devices across the visual, auditory, and haptic sensory modalities. A fusion interface is a multisensory virtually-augmented synthetic environment. A new facility has been developed within the Human Engineering Division of the Armstrong Laboratory dedicated to exploratory development of fusion interface concepts. This new facility, the Fusion Interfaces for Tactical Environments (FITE) Facility is a specialized flight simulator enabling efficient concept development through rapid prototyping and direct experience of new fusion concepts. The FITE Facility also supports evaluation of fusion concepts by operation fighter pilots in an air combat environment. The facility is utilized by a multidisciplinary design team composed of human factors engineers, electronics engineers, computer scientists, experimental psychologists, and oeprational pilots. The FITE computational architecture is composed of twenty-five 80486-based microcomputers operating in real-time. The microcomputers generate out-the-window visuals, in-cockpit and head-mounted visuals, localized auditory presentations, haptic displays on the stick and rudder pedals, as well as executing weapons models, aerodynamic models, and threat models.
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...
VR Simulation Testbed: Improving Surface Telerobotics for the Deep Space Gateway
NASA Astrophysics Data System (ADS)
Walker, M. E.; Burns, J. O.; Szafir, D. J.
2018-02-01
Design of a virtual reality simulation testbed for prototyping surface telerobotics. The goal is to create a framework with robust physics and kinematics to allow simulated teleoperation and supervised control of lunar rovers and rapid UI prototyping.
Digital data preservation for scholarly publications in astronomy
NASA Astrophysics Data System (ADS)
Choudhury, Sayeed; di Lauro, Tim; Szalay, Alex; Vishniac, Ethan; Hanisch, Robert; Steffen, Julie; Milkey, Robert; Ehling, Teresa; Plante, Ray
2007-11-01
Astronomy is similar to other scientific disciplines in that scholarly publication relies on the presentation and interpretation of data. But although astronomy now has archives for its primary research telescopes and associated surveys, the highly processed data that is presented in the peer-reviewed journals and is the basis for final analysis and interpretation is generally not archived and has no permanent repository. We have initiated a project whose goal is to implement an end-to-end prototype system which, through a partnership of a professional society, that society's scholarly publications/publishers, research libraries, and an information technology substrate provided by the Virtual Observatory, will capture high-level digital data as part of the publication process and establish a distributed network of curated, permanent data repositories. The data in this network will be accessible through the research journals, astronomy data centers, and Virtual Observatory data discovery portals.
Fast parallel 3D profilometer with DMD technology
NASA Astrophysics Data System (ADS)
Hou, Wenmei; Zhang, Yunbo
2011-12-01
Confocal microscope has been a powerful tool for three-dimensional profile analysis. Single mode confocal microscope is limited by scanning speed. This paper presents a 3D profilometer prototype of parallel confocal microscope based on DMD (Digital Micromirror Device). In this system the DMD takes the place of Nipkow Disk which is a classical parallel scanning scheme to realize parallel lateral scanning technique. Operated with certain pattern, the DMD generates a virtual pinholes array which separates the light into multi-beams. The key parameters that affect the measurement (pinhole size and the lateral scanning distance) can be configured conveniently by different patterns sent to DMD chip. To avoid disturbance between two virtual pinholes working at the same time, a scanning strategy is adopted. Depth response curve both axial and abaxial were extract. Measurement experiments have been carried out on silicon structured sample, and axial resolution of 55nm is achieved.
DOT National Transportation Integrated Search
2011-11-28
In this study, a prototype Multimodal Transportation Educational Virtual Appliance (MTEVA) is developed to assist in transportation and cyberinfrastructure undergraduate education. This initial version of the MTEVA provides a graphical user interface...
Feng, Zhihong; Zhao, Jinlong; Zhou, Libin; Dong, Yan; Zhao, Yimin
2009-10-01
The purpose of this report is to show the establishment of an animal model with a unilateral maxilla defect, application of virtual reality and rapid prototyping in the surgical planning for dentoalveolar distraction osteogenesis (DO). Two adult dogs were used to develop an animal model with a unilateral maxillary defect. The 3-dimensional model of the canine craniofacial skeleton was reconstructed with computed tomography data using the software Mimics, version 12.0 (Materialise Group, Leuven, Belgium). A virtual individual distractor was designed and transferred onto the model with the defect, and the osteotomies and distraction processes were simulated. A precise casting technique and numeric control technology were applied to produce the titanium distraction device, which was installed on the physical model with the defect, which was generated using Selective Laser Sintering technology, and the in vitro simulation of osteotomies and DO was done. The 2 dogs survived the operation and were lively. The osteotomies and distraction process were simulated successfully whether on the virtual or the physical model. The bone transport could be distracted to the desired position both in the virtual environment and on the physical model. The novel method to develop an animal model with a unilateral maxillary defect was feasible, and the animal model was suitable to develop the reconstruction method for unilateral maxillary defect cases with dentoalveolar DO. Computer-assisted surgical planning and simulation improved the reliability of the maxillofacial surgery, especially for the complex cases. The novel idea to reconstruct the unilateral maxillary defect with dentoalveolar DO was proved through the model experiment.
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.
Stathakarou, Natalia; Zary, Nabil; Kononowicz, Andrzej A
2014-01-01
Background. Massive Open Online Courses (MOOCs) are an emerging trend in online learning. However, their technology is not yet completely adjusted to the needs of healthcare education. Integration of Virtual Patients within MOOCs to increase interactivity and foster clinical reasoning skills training, has been discussed in the past, but not verified by a practical implementation. Objective. To investigate the technical feasibility of integrating MOOCs with Virtual Patients for the purpose of enabling further research into the potential pedagogical benefits of this approach. Methods. We selected OpenEdx and Open Labyrinth as representative constituents of a MOOC platform and Virtual Patient system integration. Based upon our prior experience we selected the most fundamental technical requirement to address. Grounded in the available literature we identified an e-learning standard to guide the integration. We attempted to demonstrate the feasibility of the integration by designing a "proof-of-concept" prototype. The resulting pilot implementation was subject of verification by two test cases. Results. A Single Sign-On mechanism connecting Open Labyrinth with OpenEdx and based on the IMS LTI standard was successfully implemented and verified. Conclusion. We investigated the technical perspective of integrating Virtual Patients with MOOCs. By addressing this crucial technical requirement we set a base for future research on the educational benefits of using virtual patients in MOOCs. This provides new opportunities for integrating specialized software in healthcare education at massive scale.
Zary, Nabil; Kononowicz, Andrzej A.
2014-01-01
Background. Massive Open Online Courses (MOOCs) are an emerging trend in online learning. However, their technology is not yet completely adjusted to the needs of healthcare education. Integration of Virtual Patients within MOOCs to increase interactivity and foster clinical reasoning skills training, has been discussed in the past, but not verified by a practical implementation. Objective. To investigate the technical feasibility of integrating MOOCs with Virtual Patients for the purpose of enabling further research into the potential pedagogical benefits of this approach. Methods. We selected OpenEdx and Open Labyrinth as representative constituents of a MOOC platform and Virtual Patient system integration. Based upon our prior experience we selected the most fundamental technical requirement to address. Grounded in the available literature we identified an e-learning standard to guide the integration. We attempted to demonstrate the feasibility of the integration by designing a “proof-of-concept” prototype. The resulting pilot implementation was subject of verification by two test cases. Results. A Single Sign-On mechanism connecting Open Labyrinth with OpenEdx and based on the IMS LTI standard was successfully implemented and verified. Conclusion. We investigated the technical perspective of integrating Virtual Patients with MOOCs. By addressing this crucial technical requirement we set a base for future research on the educational benefits of using virtual patients in MOOCs. This provides new opportunities for integrating specialized software in healthcare education at massive scale. PMID:25405078
Hierarchical Task Network Prototyping In Unity3d
2016-06-01
visually debug. Here we present a solution for prototyping HTNs by extending an existing commercial implementation of Behavior Trees within the Unity3D game ...HTN, dynamic behaviors, behavior prototyping, agent-based simulation, entity-level combat model, game engine, discrete event simulation, virtual...commercial implementation of Behavior Trees within the Unity3D game engine prior to building the HTN in COMBATXXI. Existing HTNs were emulated within
Virtually-augmented interfaces for tactical aircraft.
Haas, M W
1995-05-01
The term Fusion Interface is defined as a class of interface which integrally incorporates both virtual and non-virtual concepts and devices across the visual, auditory and haptic sensory modalities. A fusion interface is a multi-sensory virtually-augmented synthetic environment. A new facility has been developed within the Human Engineering Division of the Armstrong Laboratory dedicated to exploratory development of fusion-interface concepts. One of the virtual concepts to be investigated in the Fusion Interfaces for Tactical Environments facility (FITE) is the application of EEG and other physiological measures for virtual control of functions within the flight environment. FITE is a specialized flight simulator which allows efficient concept development through the use of rapid prototyping followed by direct experience of new fusion concepts. The FITE facility also supports evaluation of fusion concepts by operational fighter pilots in a high fidelity simulated air combat environment. The facility was utilized by a multi-disciplinary team composed of operational pilots, human-factors engineers, electronics engineers, computer scientists, and experimental psychologists to prototype and evaluate the first multi-sensory, virtually-augmented cockpit. The cockpit employed LCD-based head-down displays, a helmet-mounted display, three-dimensionally localized audio displays, and a haptic display. This paper will endeavor to describe the FITE facility architecture, some of the characteristics of the FITE virtual display and control devices, and the potential application of EEG and other physiological measures within the FITE facility.
A virtual therapeutic environment with user projective agents.
Ookita, S Y; Tokuda, H
2001-02-01
Today, we see the Internet as more than just an information infrastructure, but a socializing place and a safe outlet of inner feelings. Many personalities develop aside from real world life due to its anonymous environment. Virtual world interactions are bringing about new psychological illnesses ranging from netaddiction to technostress, as well as online personality disorders and conflicts in multiple identities that exist in the virtual world. Presently, there are no standard therapy models for the virtual environment. There are very few therapeutic environments, or tools especially made for virtual therapeutic environments. The goal of our research is to provide the therapy model and middleware tools for psychologists to use in virtual therapeutic environments. We propose the Cyber Therapy Model, and Projective Agents, a tool used in the therapeutic environment. To evaluate the effectiveness of the tool, we created a prototype system, called the Virtual Group Counseling System, which is a therapeutic environment that allows the user to participate in group counseling through the eyes of their Projective Agent. Projective Agents inherit the user's personality traits. During the virtual group counseling, the user's Projective Agent interacts and collaborates to recover and increase their psychological growth. The prototype system provides a simulation environment where psychologists can adjust the parameters and customize their own simulation environment. The model and tool is a first attempt toward simulating online personalities that may exist only online, and provide data for observation.
Simplified Virtualization in a HEP/NP Environment with Condor
NASA Astrophysics Data System (ADS)
Strecker-Kellogg, W.; Caramarcu, C.; Hollowell, C.; Wong, T.
2012-12-01
In this work we will address the development of a simple prototype virtualized worker node cluster, using Scientific Linux 6.x as a base OS, KVM and the libvirt API for virtualization, and the Condor batch software to manage virtual machines. The discussion in this paper provides details on our experience with building, configuring, and deploying the various components from bare metal, including the base OS, creation and distribution of the virtualized OS images and the integration of batch services with the virtual machines. Our focus was on simplicity and interoperability with our existing architecture.
Hardware Support for Malware Defense and End-to-End Trust
2017-02-01
IoT) sensors and actuators, mobile devices and servers; cloud based, stand alone, and traditional mainframes. The prototype developed demonstrated...virtual machines. For mobile platforms we developed and prototyped an architecture supporting separation of personalities on the same platform...4 3.1. MOBILE
Prototyping Faithful Execution in a Java virtual machine.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Tarman, Thomas David; Campbell, Philip LaRoche; Pierson, Lyndon George
2003-09-01
This report presents the implementation of a stateless scheme for Faithful Execution, the design for which is presented in a companion report, ''Principles of Faithful Execution in the Implementation of Trusted Objects'' (SAND 2003-2328). We added a simple cryptographic capability to an already simplified class loader and its associated Java Virtual Machine (JVM) to provide a byte-level implementation of Faithful Execution. The extended class loader and JVM we refer to collectively as the Sandia Faithfully Executing Java architecture (or JavaFE for short). This prototype is intended to enable exploration of more sophisticated techniques which we intend to implement in hardware.
The application of virtual prototyping methods to determine the dynamic parameters of mobile robot
NASA Astrophysics Data System (ADS)
Kurc, Krzysztof; Szybicki, Dariusz; Burghardt, Andrzej; Muszyńska, Magdalena
2016-04-01
The paper presents methods used to determine the parameters necessary to build a mathematical model of an underwater robot with a crawler drive. The parameters present in the dynamics equation will be determined by means of advanced mechatronic design tools, including: CAD/CAE software andMES modules. The virtual prototyping process is described as well as the various possible uses (design adaptability) depending on the optional accessories added to the vehicle. A mathematical model is presented to show the kinematics and dynamics of the underwater crawler robot, essential for the design stage.
An e-consent-based shared EHR system architecture for integrated healthcare networks.
Bergmann, Joachim; Bott, Oliver J; Pretschner, Dietrich P; Haux, Reinhold
2007-01-01
Virtual integration of distributed patient data promises advantages over a consolidated health record, but raises questions mainly about practicability and authorization concepts. Our work aims on specification and development of a virtual shared health record architecture using a patient-centred integration and authorization model. A literature survey summarizes considerations of current architectural approaches. Complemented by a methodical analysis in two regional settings, a formal architecture model was specified and implemented. Results presented in this paper are a survey of architectural approaches for shared health records and an architecture model for a virtual shared EHR, which combines a patient-centred integration policy with provider-oriented document management. An electronic consent system assures, that access to the shared record remains under control of the patient. A corresponding system prototype has been developed and is currently being introduced and evaluated in a regional setting. The proposed architecture is capable of partly replacing message-based communications. Operating highly available provider repositories for the virtual shared EHR requires advanced technology and probably means additional costs for care providers. Acceptance of the proposed architecture depends on transparently embedding document validation and digital signature into the work processes. The paradigm shift from paper-based messaging to a "pull model" needs further evaluation.
Evolution of Cardiac Biomodels from Computational to Therapeutics.
Rathinam, Alwin Kumar; Mokhtar, Raja Amin Raja
2016-08-23
Biomodeling the human anatomy in exact structure and size is an exciting field of medical science. Utilizing medical data from various medical imaging topography, the data of an anatomical structure can be extracted and converted into a three-dimensional virtual biomodel; thereafter a physical biomodel can be generated utilizing rapid prototyping machines. Here, we have reviewed the utilization of this technology and have provided some guidelines to develop biomodels of cardiac structures. Cardiac biomodels provide insights for cardiothoracic surgeons, cardiologists, and patients alike. Additionally, the technology may have future usability for tissue engineering, robotic surgery, or routine hospital usage as a diagnostic and therapeutic tool for cardiovascular diseases (CVD). Given the broad areas of application of cardiac biomodels, attention should be given to further research and development of their potential.
Collaboration and Synergy among Government, Industry and Academia in M&S Domain: Turkey’s Approach
2009-10-01
Analysis, Decision Support System Design and Implementation, Simulation Output Analysis, Statistical Data Analysis, Virtual Reality , Artificial... virtual and constructive visual simulation systems as well as integrated advanced analytical models. Collaboration and Synergy among Government...simulation systems that are ready to use, credible, integrated with C4ISR systems. Creating synthetic environments and/or virtual prototypes of concepts
DWTP: a basis for networked VR on the Internet
NASA Astrophysics Data System (ADS)
Broll, Wolfgang; Schick, Daniel
1998-04-01
Shared virtual worlds are one of today's major research topics. While limited to particular application areas and high speed networks in the past, they become more and more available to a large number of users. One reason for this development was the introduction of VRML (the Virtual Reality Modeling Language), which has been established as a standard of the exchange of 3D worlds on the Internet. Although a number of prototype systems have been developed to realize shared multi-user worlds based on VRML, no suitable network protocol to support the demands of such environments has yet been established. In this paper we will introduce our approach of a network protocol for shared virtual environments: DWTP--the Distributed Worlds Transfer and communication Protocol. We will show how DWTP meets the demands of shared virtual environments on the Internet. We will further present SmallView, our prototype of a distributed multi-user VR system, to show how DWTP can be used to realize shared worlds.
Pre-layout AC decoupling analysis with Mentor Graphics HyperLynx
NASA Astrophysics Data System (ADS)
Hnatiuc, Mihaela; Iov, Cǎtǎlin J.
2015-02-01
Considerable resources have been used since the humans got interested to discover the world around. Any discovery and science advance was taken tremendously amount of time, money, sometimes lives. All of these define the cost of a discovery, developing process. Getting back to electronics, this field faced in the last 20-30 years, a big boom in terms of technologies and opportunities. Thousands of equipment were developed and placed on the market. The big difference between various competitors is made at the moment by that we call the time to market. A mobile, for instance, has a time to market of around 6 months and the tendency is to have it smaller than that. That means between the concept and the first model sale, no more than 6 months should be passing. That is why new approaches are needed. The one extensively used now is the simulation. We call the simulation virtual prototyping. The virtual prototyping takes into account more than the components only. It takes into account some other project parameters that would affect the final product. Certified tools can handle such analysis. In our paper we present the case of HyperLynx, a concept developed by Mentor Graphics Company, assisting the hardware designer throughout the designing process, from thermal point of view. A test case board was analyzed at the pre-layout stage and the results presented.
Storing and using health data in a virtual private cloud.
Regola, Nathan; Chawla, Nitesh V
2013-03-13
Electronic health records are being adopted at a rapid rate due to increased funding from the US federal government. Health data provide the opportunity to identify possible improvements in health care delivery by applying data mining and statistical methods to the data and will also enable a wide variety of new applications that will be meaningful to patients and medical professionals. Researchers are often granted access to health care data to assist in the data mining process, but HIPAA regulations mandate comprehensive safeguards to protect the data. Often universities (and presumably other research organizations) have an enterprise information technology infrastructure and a research infrastructure. Unfortunately, both of these infrastructures are generally not appropriate for sensitive research data such as HIPAA, as they require special accommodations on the part of the enterprise information technology (or increased security on the part of the research computing environment). Cloud computing, which is a concept that allows organizations to build complex infrastructures on leased resources, is rapidly evolving to the point that it is possible to build sophisticated network architectures with advanced security capabilities. We present a prototype infrastructure in Amazon's Virtual Private Cloud to allow researchers and practitioners to utilize the data in a HIPAA-compliant environment.
Modified virtual reality technology for treatment of amblyopia.
Eastgate, R M; Griffiths, G D; Waddingham, P E; Moody, A D; Butler, T K H; Cobb, S V; Comaish, I F; Haworth, S M; Gregson, R M; Ash, I M; Brown, S M
2006-03-01
The conventional patching/occlusion treatment for amblyopia sometimes gives disappointing results for a number of reasons: it is unpopular, prolonged, frequently resulting in poor or noncompliance, and also disrupts fusion. The aim of this research was to develop a novel virtual-reality (VR)-based display system that facilitates the treatment of amblyopia with both eyes stimulated simultaneously. We have adopted a multidisciplinary approach, combining VR expertise with a team of ophthalmologists and orthoptists to develop the Interactive Binocular Treatment (I-BiT) system. This system incorporates adapted VR technology and specially written software providing interactive 2D and 3D games and videos to the patient via a stereo (binocular) display, and a control screen for the clinician. We developed a prototype research system designed for treatment of amblyopia in children. The result is a novel way to treat amblyopia, which allows binocular treatment. It is interactive, and as it is partially software based, can be adapted to suit the age/ability, and needs of the patient. This means that the treatment can be made captivating and enjoyable. Further research is on-going to determine the efficacy of this new modality in the treatment of amblyopia.
Krebs, Paul; Burkhalter, Jack; Lewis, Shireen; Hendrickson, Tinesha; Chiu, Ophelia; Fearn, Paul; Perchick, Wendy; Ostroff, Jamie
2009-08-01
Many hospitalized smokers return to smoking after hospital discharge even though continued smoking can compromise treatment effectiveness, reduce survival, increase risk of disease recurrence, and impair quality of life. After leaving a smoke-free hospital, patients encounter smoking cues at home, such as family members who smoke or emotional triggers such as stress, which can elicit powerful urges to smoke and lead to smoking relapse. Enabling smokers to experience such urges in a controlled setting while providing the ability to practice coping skills may be a useful strategy for building quitting self-efficacy. We are developing a virtual reality coping skills (VRCS) game to help hospitalized smokers practice coping strategies to manage these triggers in preparation for returning home after hospitalization. Our multidisciplinary team developed a prototype VRCS game using Second Life, a platform that allowed rapid construction of a virtual reality environment. The prototype contains virtual home spaces (e.g., living room, kitchen) populated with common triggers to smoke and a "toolkit" with scripted actions that enable the avatar to rehearse various coping strategies. Since eliciting and managing urges to smoke is essential to the game's utility as an intervention, we assessed the ability of the prototype virtual environment to engage former smokers in these scenarios. We recruited eight former smokers with a recent history of hospitalization and guided each through a VRCS scenario during which we asked the patient to evaluate the strength of smoking urges and usefulness of coping strategies. Initial data indicate that patients report high urges to smoke (mean = 8.8 on a 10 point scale) when their avatar confronted virtual triggers such as drinking coffee. Patients rated virtual practice of coping strategies, such as drinking water or watching TV, as very helpful (mean = 8.4 on a 10 point scale) in reducing these urges. With further development, this VRCS game may have potential to provide low-cost, effective behavioral rehearsal to prevent relapse to smoking in hospitalized patients.
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.
NASA Astrophysics Data System (ADS)
Klippel, A.; Zhao, J.; Masrur, A.; Wallgruen, J. O.; La Femina, P. C.
2017-12-01
We present work along the virtuality continuum showcasing both AR and VR environments for geoscience applications and research. The AR/VR project focusses on one of the most prominent landmarks on the Penn State campus which, at the same time, is a representation of the geology of Pennsylvania. The Penn State Obelisk is a 32" high, 51 ton monument composed of 281 rocks collected from across Pennsylvania. While information about its origins and composition are scattered in articles and some web databases, we compiled all the available data from the web and archives and curated them as a basis for an immersive xR experience. Tabular data was amended by xR data such as 360° photos, videos, and 3D models (e.g., the Obelisk). Our xR (both AR and VR) prototype provides an immersive analytical environment that supports interactive data visualization and virtual navigation in a natural environment (a campus model of today and of 1896, the year of the Obelisk's installation). This work-in-progress project can provide an interactive immersive learning platform (specifically, for K-12 and introductory level geosciences students) where learning process is enhanced through seamless navigation between 3D data space and physical space. The, second, VR focused application is creating and empirically evaluating virtual reality (VR) experiences for geosciences research, specifically, an interactive volcano experience based on LiDAR and image data of Iceland's Thrihnukar volcano. The prototype addresses the lack of content and tools for immersive virtual reality (iVR) in geoscientific education and research and how to make it easier to integrate iVR into research and classroom experiences. It makes use of environmentally sensed data such that interaction and linked content can be integrated into a single experience. We discuss our workflows as well as methods and authoring tools for iVR analysis and creation of virtual experiences. These methods and tools aim to enhance the utility of geospatial data from repositories such as OpenTopography.org through unlocking treasure-troves of geospatial data for VR applications. Their enhanced accessibility in education and research for the geosciences and beyond will benefit geoscientists and educators who cannot be expected to be VR and 3D application experts.
This paper presents the development and laboratory characterization of a prototype slit nozzle virtual impactor that can be used to concentrate coarse particles. A variety of physical design and flow parameters were evaluated including different acceleration and collection sli...
Classroom Evaluation of a Rapid Prototyping System.
ERIC Educational Resources Information Center
Tennyson, Stephen A.; Krueger, Thomas J.
2001-01-01
Introduces rapid prototyping which creates virtual models through a variety of automated material additive processes. Relates experiences using JP System 5 in freshman and sophomore engineering design graphics courses. Analyzes strengths and limitations of the JP System 5 and discusses how to use it effectively. (Contains 15 references.)…
CT-assisted agile manufacturing
NASA Astrophysics Data System (ADS)
Stanley, James H.; Yancey, Robert N.
1996-11-01
The next century will witness at least two great revolutions in the way goods are produced. First, workers will use the medium of virtual reality in all aspects of marketing, research, development, prototyping, manufacturing, sales and service. Second, market forces will drive manufacturing towards small-lot production and just-in-time delivery. Already, we can discern the merging of these megatrends into what some are calling agile manufacturing. Under this new paradigm, parts and processes will be designed and engineered within the mind of a computer, tooled and manufactured by the offspring of today's rapid prototyping equipment, and evaluated for performance and reliability by advanced nondestructive evaluation (NDE) techniques and sophisticated computational models. Computed tomography (CT) is the premier example of an NDE method suitable for future agile manufacturing activities. It is the only modality that provides convenient access to the full suite of engineering data that users will need to avail themselves of computer- aided design, computer-aided manufacturing, and computer- aided engineering capabilities, as well as newly emerging reverse engineering, rapid prototyping and solid freeform fabrication technologies. As such, CT is assured a central, utilitarian role in future industrial operations. An overview of this exciting future for industrial CT is presented.
Internet-based distributed collaborative environment for engineering education and design
NASA Astrophysics Data System (ADS)
Sun, Qiuli
2001-07-01
This research investigates the use of the Internet for engineering education, design, and analysis through the presentation of a Virtual City environment. The main focus of this research was to provide an infrastructure for engineering education, test the concept of distributed collaborative design and analysis, develop and implement the Virtual City environment, and assess the environment's effectiveness in the real world. A three-tier architecture was adopted in the development of the prototype, which contains an online database server, a Web server as well as multi-user servers, and client browsers. The environment is composed of five components, a 3D virtual world, multiple Internet-based multimedia modules, an online database, a collaborative geometric modeling module, and a collaborative analysis module. The environment was designed using multiple Intenet-based technologies, such as Shockwave, Java, Java 3D, VRML, Perl, ASP, SQL, and a database. These various technologies together formed the basis of the environment and were programmed to communicate smoothly with each other. Three assessments were conducted over a period of three semesters. The Virtual City is open to the public at www.vcity.ou.edu. The online database was designed to manage the changeable data related to the environment. The virtual world was used to implement 3D visualization and tie the multimedia modules together. Students are allowed to build segments of the 3D virtual world upon completion of appropriate undergraduate courses in civil engineering. The end result is a complete virtual world that contains designs from all of their coursework and is viewable on the Internet. The environment is a content-rich educational system, which can be used to teach multiple engineering topics with the help of 3D visualization, animations, and simulations. The concept of collaborative design and analysis using the Internet was investigated and implemented. Geographically dispersed users can build the same geometric model simultaneously over the Internet and communicate with each other through a chat room. They can also conduct finite element analysis collaboratively on the same object over the Internet. They can mesh the same object, apply and edit the same boundary conditions and forces, obtain the same analysis results, and then discuss the results through the Internet.
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
DOE Office of Scientific and Technical Information (OSTI.GOV)
Gonzalez Anez, Francisco
This paper presents two development projects (STARMATE and VIRMAN) focused on supporting training on maintenance. Both projects aim at specifying, designing, developing, and demonstrating prototypes allowing computer guided maintenance of complex mechanical elements using Augmented and Virtual Reality techniques. VIRMAN is a Spanish development project. The objective is to create a computer tool for maintenance training course elaborations and training delivery based on 3D virtual reality models of complex components. The training delivery includes 3D record displays on maintenance procedures with all complementary information for intervention understanding. Users are requested to perform the maintenance intervention trying to follow up themore » procedure. Users can be evaluated about the level of knowledge achieved. Instructors can check the evaluation records left during the training sessions. VIRMAN is simple software supported by a regular computer and can be used in an Internet framework. STARMATE is a forward step in the area of virtual reality. STARMATE is a European Commission project in the frame of 'Information Societies Technologies'. A consortium of five companies and one research institute shares their expertise in this new technology. STARMATE provides two main functionalities (1) user assistance for achieving assembly/de-assembly and following maintenance procedures, and (2) workforce training. The project relies on Augmented Reality techniques, which is a growing area in Virtual Reality research. The idea of Augmented Reality is to combine a real scene, viewed by the user, with a virtual scene, generated by a computer, augmenting the reality with additional information. The user interface is see-through goggles, headphones, microphone and an optical tracking system. All these devices are integrated in a helmet connected with two regular computers. The user has his hands free for performing the maintenance intervention and he can navigate in the virtual world thanks to a voice recognition system and a virtual pointing device. The maintenance work is guided with audio instructions, 2D and 3D information are directly displayed into the user's goggles: There is a position-tracking system that allows 3D virtual models to be displayed in the real counterpart positions independently of the user allocation. The user can create his own virtual environment, placing the information required wherever he wants. The STARMATE system is applicable to a large variety of real work situations. (author)« less
3D printing from cardiovascular CT: a practical guide and review
Birbara, Nicolette S.; Hussain, Tarique; Greil, Gerald; Foley, Thomas A.; Pather, Nalini
2017-01-01
Current cardiovascular imaging techniques allow anatomical relationships and pathological conditions to be captured in three dimensions. Three-dimensional (3D) printing, or rapid prototyping, has also become readily available and made it possible to transform virtual reconstructions into physical 3D models. This technology has been utilised to demonstrate cardiovascular anatomy and disease in clinical, research and educational settings. In particular, 3D models have been generated from cardiovascular computed tomography (CT) imaging data for purposes such as surgical planning and teaching. This review summarises applications, limitations and practical steps required to create a 3D printed model from cardiovascular CT. PMID:29255693
Enhanced R200 with Frisch-Grid CZT
DOE Office of Scientific and Technical Information (OSTI.GOV)
Bolotnikov, A.
2017-12-01
The goal of this project is to demonstrate an engineering prototype of a gamma ray spectrometer that uses Cadmium Zinc Telluride (CZT) in a configuration comprised of an array of position-sensitive virtual Frisch grid (PSVFG) detectors and show its capability to perform functions that would be useful to the IAEA. The detectors should achieve energy resolution of ~2% at 200 keV and <1% at > 662 keV, thereby outperforming all hand-held instruments currently in use other than cryogenically cooled germanium. BNL will make every effort to transfer the technology to an industrial partner so that robust, fieldable instruments can bemore » manufactured.« less
Enhanced R200 with Frisch-Grid CZT
DOE Office of Scientific and Technical Information (OSTI.GOV)
Bolotnikov, Aleksey
The goal of this project is to demonstrate an engineering prototype of a gamma ray spectrometer that uses Cadmium Zinc Telluride (CZT) in a configuration comprised of an array of position-sensitive virtual Frisch grid (PSVFG) detectors and show its capability to perform functions that would be useful to the IAEA. The detectors should achieve energy resolution of ~2% at 200 keV and <1% at > 662 keV, thereby outperforming all hand-held instruments currently in use other than cryogenically cooled germanium. BNL will make every effort to transfer the technology to an industrial partner so that robust, fieldable instruments can bemore » manufactured.« less
3D Virtual Environment Used to Support Lighting System Management in a Building
NASA Astrophysics Data System (ADS)
Sampaio, A. Z.; Ferreira, M. M.; Rosário, D. P.
The main aim of the research project, which is in progress at the UTL, is to develop a virtual interactive model as a tool to support decision-making in the planning of construction maintenance and facilities management. The virtual model gives the capacity to allow the user to transmit, visually and interactively, information related to the components of a building, defined as a function of the time variable. In addition, the analysis of solutions for repair work/substitution and inherent cost are predicted, the results being obtained interactively and visualized in the virtual environment itself. The first component of the virtual prototype concerns the management of lamps in a lighting system. It was applied in a study case. The interactive application allows the examination of the physical model, visualizing, for each element modeled in 3D and linked to a database, the corresponding technical information concerned with the use of the material, calculated for different points in time during their life. The control of a lamp stock, the constant updating of lifetime information and the planning of periodical local inspections are attended on the prototype. This is an important mean of cooperation between collaborators involved in the building management.
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.
Applications of virtual reality technology in pathology.
Grimes, G J; McClellan, S A; Goldman, J; Vaughn, G L; Conner, D A; Kujawski, E; McDonald, J; Winokur, T; Fleming, W
1997-01-01
TelePath(SM) a telerobotic system utilizing virtual microscope concepts based on high quality still digital imaging and aimed at real-time support for surgery by remote diagnosis of frozen sections. Many hospitals and clinics have an application for the remote practice of pathology, particularly in the area of reading frozen sections in support of surgery, commonly called anatomic pathology. The goal is to project the expertise of the pathologist into the remote setting by giving the pathologist access to the microscope slides with an image quality and human interface comparable to what the pathologist would experience at a real rather than a virtual microscope. A working prototype of a virtual microscope has been defined and constructed which has the needed performance in both the image quality and human interface areas for a pathologist to work remotely. This is accomplished through the use of telerobotics and an image quality which provides the virtual microscope the same diagnostic capabilities as a real microscope. The examination of frozen sections is performed a two-dimensional world. The remote pathologist is in a virtual world with the same capabilities as a "real" microscope, but response times may be slower depending on the specific computing and telecommunication environments. The TelePath system has capabilities far beyond a normal biological microscope, such as the ability to create a low power image of the entire sample using multiple images digitally matched together; the ability to digitally retrace a viewing trajectory; and the ability to archive images using CD ROM and other mass storage devices.
Virtual Cerebral Aneurysm Clipping with Real-Time Haptic Force Feedback in Neurosurgical Education.
Gmeiner, Matthias; Dirnberger, Johannes; Fenz, Wolfgang; Gollwitzer, Maria; Wurm, Gabriele; Trenkler, Johannes; Gruber, Andreas
2018-04-01
Realistic, safe, and efficient modalities for simulation-based training are highly warranted to enhance the quality of surgical education, and they should be incorporated in resident training. The aim of this study was to develop a patient-specific virtual cerebral aneurysm-clipping simulator with haptic force feedback and real-time deformation of the aneurysm and vessels. A prototype simulator was developed from 2012 to 2016. Evaluation of virtual clipping by blood flow simulation was integrated in this software, and the prototype was evaluated by 18 neurosurgeons. In 4 patients with different medial cerebral artery aneurysms, virtual clipping was performed after real-life surgery, and surgical results were compared regarding clip application, surgical trajectory, and blood flow. After head positioning and craniotomy, bimanual virtual aneurysm clipping with an original forceps was performed. Blood flow simulation demonstrated residual aneurysm filling or branch stenosis. The simulator improved anatomic understanding for 89% of neurosurgeons. Simulation of head positioning and craniotomy was considered realistic by 89% and 94% of users, respectively. Most participants agreed that this simulator should be integrated into neurosurgical education (94%). Our illustrative cases demonstrated that virtual aneurysm surgery was possible using the same trajectory as in real-life cases. Both virtual clipping and blood flow simulation were realistic in broad-based but not calcified aneurysms. Virtual clipping of a calcified aneurysm could be performed using the same surgical trajectory, but not the same clip type. We have successfully developed a virtual aneurysm-clipping simulator. Next, we will prospectively evaluate this device for surgical procedure planning and education. Copyright © 2018 Elsevier Inc. All rights reserved.
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
The role of virtual reality in surgical training in otorhinolaryngology.
Fried, Marvin P; Uribe, José I; Sadoughi, Babak
2007-06-01
This article reviews the rationale, current status and future directions for the development and implementation of virtual reality surgical simulators as training tools. The complexity of modern surgical techniques, which utilize advanced technology, presents a dilemma for surgical training. Hands-on patient experience - the traditional apprenticeship method for teaching operations - may not apply because of the learning curve for skill acquisition and patient safety expectation. The paranasal sinuses and temporal bone have intricate anatomy with a significant amount of vital structures either within the surgical field or in close proximity. The current standard of surgical care in these areas involves the use of endoscopes, cameras and microscopes, requiring additional hand-eye coordination, an accurate command of fine motor skills, and a thorough knowledge of the anatomy under magnified vision. A surgeon's disorientation or loss of perspective can lead to complications, often catastrophic and occasionally lethal. These considerations define the ideal environment for surgical simulation; not surprisingly, significant research and validation of simulators in these areas have occurred. Virtual reality simulators are demonstrating validity as training and skills assessment tools. Future prototypes will find application for routine use in teaching, surgical planning and the development of new instruments and computer-assisted devices.
Intraoperative virtual brain counseling
NASA Astrophysics Data System (ADS)
Jiang, Zhaowei; Grosky, William I.; Zamorano, Lucia J.; Muzik, Otto; Diaz, Fernando
1997-06-01
Our objective is to offer online real-tim e intelligent guidance to the neurosurgeon. Different from traditional image-guidance technologies that offer intra-operative visualization of medical images or atlas images, virtual brain counseling goes one step further. It can distinguish related brain structures and provide information about them intra-operatively. Virtual brain counseling is the foundation for surgical planing optimization and on-line surgical reference. It can provide a warning system that alerts the neurosurgeon if the chosen trajectory will pass through eloquent brain areas. In order to fulfill this objective, tracking techniques are involved for intra- operativity. Most importantly, a 3D virtual brian environment, different from traditional 3D digitized atlases, is an object-oriented model of the brain that stores information about different brain structures together with their elated information. An object-oriented hierarchical hyper-voxel space (HHVS) is introduced to integrate anatomical and functional structures. Spatial queries based on position of interest, line segment of interest, and volume of interest are introduced in this paper. The virtual brain environment is integrated with existing surgical pre-planning and intra-operative tracking systems to provide information for planning optimization and on-line surgical guidance. The neurosurgeon is alerted automatically if the planned treatment affects any critical structures. Architectures such as HHVS and algorithms, such as spatial querying, normalizing, and warping are presented in the paper. A prototype has shown that the virtual brain is intuitive in its hierarchical 3D appearance. It also showed that HHVS, as the key structure for virtual brain counseling, efficiently integrates multi-scale brain structures based on their spatial relationships.This is a promising development for optimization of treatment plans and online surgical intelligent guidance.
LAHYSTOTRAIN development and evaluation of a complex training system for hysteroscopy.
Müller-Wittig, W K; Bisler, A; Bockholt, U; Los Arcos, J L; Oppelt, P; Stähler, J; Voss, G
2001-01-01
Hysteroscopy has already become an irreplaceable method in gynaecoloic diagnosis and therapy. In the diagnostic case the hysteroscope with a 30 degrees optic is insert transvaginally, in the therapeutic case the resectoscope with a 12 degrees optic is used. The endoscopic intervention requires special surgical skills for endoscope handling and remote instrument control. To acquire these skills currently hands-on training in clinical praxis has become standard, which is linked with higher danger for the women. To overcome current drawbacks of traditional training methods the European project LAHYSTOTRAIN was set up, that tries to combine Virtual Reality (VR), Multimedia (MM) technology, and Intelligent Tutoring Systems (ITS) to develop an alternative training system for hysteroscopic interventions. The first prototype of the LAHYSTOTRAIN demonstrator has been shown on several European conferences. An evaluation of the system was performed, with the idea, to collect feedback and impressions, that should be considered in further developments. This paper presents the LAHYSTOTRAIN prototype and the results of these evaluations.
NASA Astrophysics Data System (ADS)
Adrian, Brian; Zollman, Dean; Stevens, Scott
2006-02-01
To demonstrate how state-of-the-art video databases can address issues related to the lack of preparation of many physics teachers, we have created the prototype Physics Teaching Web Advisory (Pathway). Pathway's Synthetic Interviews and related video materials are beginning to provide pre-service and out-of-field in-service teachers with much-needed professional development and well-prepared teachers with new perspectives on teaching physics. The prototype was limited to a demonstration of the systems. Now, with an additional grant we will extend the system and conduct research and evaluation on its effectiveness. This project will provide virtual expert help on issues of pedagogy and content. In particular, the system will convey, by example and explanation, contemporary ideas about the teaching of physics and applications of physics education research. The research effort will focus on the value of contemporary technology to address the continuing education of teachers who are teaching in a field in which they have not been trained.
NASA Astrophysics Data System (ADS)
Eichenlaub, Jesse B.
1998-04-01
At the 1997 conference DTI first reported on a low cost, thin, lightweight backlight for LCDs that generates a special illumination pattern to create autostereoscopic 3D images and can switch to conventional diffuse illumination for 2D images. The backlight is thin and efficient enough for use in portable computer and hand held games, as well as thin desktop displays. The system has been embodied in 5' (13 cm) diagonal backlights for gambling machines, and in the 12.1' (31 cm) diagonal DTI Virtual Window(TM) desktop product. During the past year, DTI has improved the technology considerably, reducing crosstalk, increasing efficiency, improving components for mass production, and developing prototypes that move the 3D viewing zones in response to the observer's head position. The paper will describe the 2D/3D backlights, improvements that have been made to their function, and their embodiments within the latest display products and prototypes.
Adapting federated cyberinfrastructure for shared data collection facilities in structural biology
Stokes-Rees, Ian; Levesque, Ian; Murphy, Frank V.; Yang, Wei; Deacon, Ashley; Sliz, Piotr
2012-01-01
Early stage experimental data in structural biology is generally unmaintained and inaccessible to the public. It is increasingly believed that this data, which forms the basis for each macromolecular structure discovered by this field, must be archived and, in due course, published. Furthermore, the widespread use of shared scientific facilities such as synchrotron beamlines complicates the issue of data storage, access and movement, as does the increase of remote users. This work describes a prototype system that adapts existing federated cyberinfrastructure technology and techniques to significantly improve the operational environment for users and administrators of synchrotron data collection facilities used in structural biology. This is achieved through software from the Virtual Data Toolkit and Globus, bringing together federated users and facilities from the Stanford Synchrotron Radiation Lightsource, the Advanced Photon Source, the Open Science Grid, the SBGrid Consortium and Harvard Medical School. The performance and experience with the prototype provide a model for data management at shared scientific facilities. PMID:22514186
Adapting federated cyberinfrastructure for shared data collection facilities in structural biology.
Stokes-Rees, Ian; Levesque, Ian; Murphy, Frank V; Yang, Wei; Deacon, Ashley; Sliz, Piotr
2012-05-01
Early stage experimental data in structural biology is generally unmaintained and inaccessible to the public. It is increasingly believed that this data, which forms the basis for each macromolecular structure discovered by this field, must be archived and, in due course, published. Furthermore, the widespread use of shared scientific facilities such as synchrotron beamlines complicates the issue of data storage, access and movement, as does the increase of remote users. This work describes a prototype system that adapts existing federated cyberinfrastructure technology and techniques to significantly improve the operational environment for users and administrators of synchrotron data collection facilities used in structural biology. This is achieved through software from the Virtual Data Toolkit and Globus, bringing together federated users and facilities from the Stanford Synchrotron Radiation Lightsource, the Advanced Photon Source, the Open Science Grid, the SBGrid Consortium and Harvard Medical School. The performance and experience with the prototype provide a model for data management at shared scientific facilities.
Dynamic visualization techniques for high consequence software
DOE Office of Scientific and Technical Information (OSTI.GOV)
Pollock, G.M.
1998-02-01
This report documents a prototype tool developed to investigate the use of visualization and virtual reality technologies for improving software surety confidence. The tool is utilized within the execution phase of the software life cycle. It provides a capability to monitor an executing program against prespecified requirements constraints provided in a program written in the requirements specification language SAGE. The resulting Software Attribute Visual Analysis Tool (SAVAnT) also provides a technique to assess the completeness of a software specification. The prototype tool is described along with the requirements constraint language after a brief literature review is presented. Examples of howmore » the tool can be used are also presented. In conclusion, the most significant advantage of this tool is to provide a first step in evaluating specification completeness, and to provide a more productive method for program comprehension and debugging. The expected payoff is increased software surety confidence, increased program comprehension, and reduced development and debugging time.« less
Sensor Webs as Virtual Data Systems for Earth Science
NASA Astrophysics Data System (ADS)
Moe, K. L.; Sherwood, R.
2008-05-01
The NASA Earth Science Technology Office established a 3-year Advanced Information Systems Technology (AIST) development program in late 2006 to explore the technical challenges associated with integrating sensors, sensor networks, data assimilation and modeling components into virtual data systems called "sensor webs". The AIST sensor web program was initiated in response to a renewed emphasis on the sensor web concepts. In 2004, NASA proposed an Earth science vision for a more robust Earth observing system, coupled with remote sensing data analysis tools and advances in Earth system models. The AIST program is conducting the research and developing components to explore the technology infrastructure that will enable the visionary goals. A working statement for a NASA Earth science sensor web vision is the following: On-demand sensing of a broad array of environmental and ecological phenomena across a wide range of spatial and temporal scales, from a heterogeneous suite of sensors both in-situ and in orbit. Sensor webs will be dynamically organized to collect data, extract information from it, accept input from other sensor / forecast / tasking systems, interact with the environment based on what they detect or are tasked to perform, and communicate observations and results in real time. The focus on sensor webs is to develop the technology and prototypes to demonstrate the evolving sensor web capabilities. There are 35 AIST projects ranging from 1 to 3 years in duration addressing various aspects of sensor webs involving space sensors such as Earth Observing-1, in situ sensor networks such as the southern California earthquake network, and various modeling and forecasting systems. Some of these projects build on proof-of-concept demonstrations of sensor web capabilities like the EO-1 rapid fire response initially implemented in 2003. Other projects simulate future sensor web configurations to evaluate the effectiveness of sensor-model interactions for producing improved science predictions. Still other projects are maturing technology to support autonomous operations, communications and system interoperability. This paper will highlight lessons learned by various projects during the first half of the AIST program. Several sensor web demonstrations have been implemented and resulting experience with evolving standards, such as the Open Geospatial Consortium (OGC) Sensor Web Enablement (SWE) among others, will be featured. The role of sensor webs in support of the intergovernmental Group on Earth Observations' Global Earth Observation System of Systems (GEOSS) will also be discussed. The GEOSS vision is a distributed system of systems that builds on international components to supply observing and processing systems that are, in the whole, comprehensive, coordinated and sustained. Sensor web prototypes are under development to demonstrate how remote sensing satellite data, in situ sensor networks and decision support systems collaborate in applications of interest to GEO, such as flood monitoring. Furthermore, the international Committee on Earth Observation Satellites (CEOS) has stepped up to the challenge to provide the space-based systems component for GEOSS. CEOS has proposed "virtual constellations" to address emerging data gaps in environmental monitoring, avoid overlap among observing systems, and make maximum use of existing space and ground assets. Exploratory applications that support the objectives of virtual constellations will also be discussed as a future role for sensor webs.
A novel framework for virtual prototyping of rehabilitation exoskeletons.
Agarwal, Priyanshu; Kuo, Pei-Hsin; Neptune, Richard R; Deshpande, Ashish D
2013-06-01
Human-worn rehabilitation exoskeletons have the potential to make therapeutic exercises increasingly accessible to disabled individuals while reducing the cost and labor involved in rehabilitation therapy. In this work, we propose a novel human-model-in-the-loop framework for virtual prototyping (design, control and experimentation) of rehabilitation exoskeletons by merging computational musculoskeletal analysis with simulation-based design techniques. The framework allows to iteratively optimize design and control algorithm of an exoskeleton using simulation. We introduce biomechanical, morphological, and controller measures to quantify the performance of the device for optimization study. Furthermore, the framework allows one to carry out virtual experiments for testing specific "what-if" scenarios to quantify device performance and recovery progress. To illustrate the application of the framework, we present a case study wherein the design and analysis of an index-finger exoskeleton is carried out using the proposed framework.
A Computational Chemistry Database for Semiconductor Processing
NASA Technical Reports Server (NTRS)
Jaffe, R.; Meyyappan, M.; Arnold, J. O. (Technical Monitor)
1998-01-01
The concept of 'virtual reactor' or 'virtual prototyping' has received much attention recently in the semiconductor industry. Commercial codes to simulate thermal CVD and plasma processes have become available to aid in equipment and process design efforts, The virtual prototyping effort would go nowhere if codes do not come with a reliable database of chemical and physical properties of gases involved in semiconductor processing. Commercial code vendors have no capabilities to generate such a database, rather leave the task to the user of finding whatever is needed. While individual investigations of interesting chemical systems continue at Universities, there has not been any large scale effort to create a database. In this presentation, we outline our efforts in this area. Our effort focuses on the following five areas: 1. Thermal CVD reaction mechanism and rate constants. 2. Thermochemical properties. 3. Transport properties.4. Electron-molecule collision cross sections. and 5. Gas-surface interactions.
Command & Control in Virtual Environments: Designing a Virtual Environment for Experimentation
2010-06-01
proceed with the research: Second Life/ OpenSim A popular leader in the desktop virtual worlds revolution, for many Second Life has become...prototype environments and adapt them quickly within the world. OpenSim is an open-source community built around upon the Second Life platform...functionality natively present in Second Life and the Opensim platform. With the recent release of Second Life Viewer 2.0, which contains a complete
Design of an Intelligent Front-End Signal Conditioning Circuit for IR Sensors
NASA Astrophysics Data System (ADS)
de Arcas, G.; Ruiz, M.; Lopez, J. M.; Gutierrez, R.; Villamayor, V.; Gomez, L.; Montojo, Mª. T.
2008-02-01
This paper presents the design of an intelligent front-end signal conditioning system for IR sensors. The system has been developed as an interface between a PbSe IR sensor matrix and a TMS320C67x digital signal processor. The system architecture ensures its scalability so it can be used for sensors with different matrix sizes. It includes an integrator based signal conditioning circuit, a data acquisition converter block, and a FPGA based advanced control block that permits including high level image preprocessing routines such as faulty pixel detection and sensor calibration in the signal conditioning front-end. During the design phase virtual instrumentation technologies proved to be a very valuable tool for prototyping when choosing the best A/D converter type for the application. Development time was significantly reduced due to the use of this technology.
Learning Rationales and Virtual Reality Technology in Education.
ERIC Educational Resources Information Center
Chiou, Guey-Fa
1995-01-01
Defines and describes virtual reality technology and differentiates between virtual learning environment, learning material, and learning tools. Links learning rationales to virtual reality technology to pave conceptual foundations for application of virtual reality technology education. Constructivism, case-based learning, problem-based learning,…
Virtual reality: Avatars in human spaceflight training
NASA Astrophysics Data System (ADS)
Osterlund, Jeffrey; Lawrence, Brad
2012-02-01
With the advancements in high spatial and temporal resolution graphics, along with advancements in 3D display capabilities to model, simulate, and analyze human-to-machine interfaces and interactions, the world of virtual environments is being used to develop everything from gaming, movie special affects and animations to the design of automobiles. The use of multiple object motion capture technology and digital human tools in aerospace has demonstrated to be a more cost effective alternative to the cost of physical prototypes, provides a more efficient, flexible and responsive environment to changes in the design and training, and provides early human factors considerations concerning the operation of a complex launch vehicle or spacecraft. United Space Alliance (USA) has deployed this technique and tool under Research and Development (R&D) activities on both spacecraft assembly and ground processing operations design and training on the Orion Crew Module. USA utilizes specialized products that were chosen based on functionality, including software and fixed based hardware (e.g., infrared and visible red cameras), along with cyber gloves to ensure fine motor dexterity of the hands. The key findings of the R&D were: mock-ups should be built to not obstruct cameras from markers being tracked; a mock-up toolkit be assembled to facilitate dynamic design changes; markers should be placed in accurate positions on humans and flight hardware to help with tracking; 3D models used in the virtual environment be striped of non-essential data; high computational capable workstations are required to handle the large model data sets; and Technology Interchange Meetings with vendors and other industries also utilizing virtual reality applications need to occur on a continual basis enabling USA to maintain its leading edge within this technology. Parameters of interest and benefit in human spaceflight simulation training that utilizes virtual reality technologies are to familiarize and assess operational processes, allow the ability to train virtually, experiment with "what if" scenarios, and expedite immediate changes to validate the design implementation are all parameters of interest in human spaceflight. Training benefits encompass providing 3D animation for post-training assessment, placement of avatars within 3D replicated work environments in assembling or processing hardware, offering various viewpoints of processes viewed and assessed giving the evaluators the ability to assess task feasibility and identify potential support equipment needs; and provide human factors determinations, such as reach, visibility, and accessibility. Multiple object motion capture technology provides an effective tool to train and assess ergonomic risks, simulations for determination of negative interactions between technicians and their proposed workspaces, and evaluation of spaceflight systems prior to, and as part of, the design process to contain costs and reduce schedule delays.
Identification of Nanoparticle Prototypes and Archetypes.
Fernandez, Michael; Barnard, Amanda S
2015-12-22
High-throughput (HT) computational characterization of nanomaterials is poised to accelerate novel material breakthroughs. The number of possible nanomaterials is increasing exponentially along with their complexity, and so statistical and information technology will play a fundamental role in rationalizing nanomaterials HT data. We demonstrate that multivariate statistical analysis of heterogeneous ensembles can identify the truly significant nanoparticles and their most relevant properties. Virtual samples of diamond nanoparticles and graphene nanoflakes are characterized using clustering and archetypal analysis, where we find that saturated particles are defined by their geometry, while nonsaturated nanoparticles are defined by their carbon chemistry. At the complex hull of the nanostructure spaces, a combination of complex archetypes can efficiency describe a large number of members of the ensembles, whereas the regular shapes that are typically assumed to be representative can only describe a small set of the most regular morphologies. This approach provides a route toward the characterization of computationally intractable virtual nanomaterial spaces, which can aid nanomaterials discovery in the foreseen big data scenario.
Playing in or out of character: user role differences in the experience of interactive storytelling.
Roth, Christian; Vermeulen, Ivar; Vorderer, Peter; Klimmt, Christoph; Pizzi, David; Lugrin, Jean-Luc; Cavazza, Marc
2012-11-01
Interactive storytelling (IS) is a promising new entertainment technology synthesizing preauthored narrative with dynamic user interaction. Existing IS prototypes employ different modes to involve users in a story, ranging from individual avatar control to comprehensive control over the virtual environment. The current experiment tested whether different player modes (exerting local vs. global influence) yield different user experiences (e.g., senses of immersion vs. control). A within-subject design involved 34 participants playing the cinematic IS drama "Emo Emma"( 1 ) both in the local (actor) and in global (ghost) mode. The latter mode allowed free movement in the virtual environment and hidden influence on characters, objects, and story development. As expected, control-related experiential qualities (effectance, autonomy, flow, and pride) were more intense for players in the global (ghost) mode. Immersion-related experiences did not differ over modes. Additionally, men preferred the sense of command facilitated by the ghost mode, whereas women preferred the sense of involvement facilitated by the actor mode.
Goodacre, Charles J; Garbacea, Antoanela; Naylor, W Patrick; Daher, Tony; Marchack, Christopher B; Lowry, Jean
2012-01-01
The clinical impression procedures described in this article provide a method of recording the morphology of the intaglio and cameo surfaces of complete denture bases and also identify muscular and phonetic locations for the prosthetic teeth. When the CAD/CAM technology for fabricating complete dentures becomes commercially available, it will be possible to scan the denture base morphology and tooth positions recorded with this technique and import those data into a virtual tooth arrangement program where teeth can be articulated and then export the data to a milling device for the fabrication of the complete dentures. A prototype 3-D tooth arrangement program is described in this article that serves as an example of the type of program than can be used to arrange prosthetic teeth virtually as part of the overall CAD/CAM fabrication of complete dentures. Copyright © 2012 The Editorial Council of the Journal of Prosthetic Dentistry. Published by Mosby, Inc. All rights reserved.
Virtual reality as a new trend in mechanical and electrical engineering education
NASA Astrophysics Data System (ADS)
Kamińska, Dorota; Sapiński, Tomasz; Aitken, Nicola; Rocca, Andreas Della; Barańska, Maja; Wietsma, Remco
2017-12-01
In their daily practice, academics frequently face lack of access to modern equipment and devices, which are currently in use on the market. Moreover, many students have problems with understanding issues connected to mechanical and electrical engineering due to the complexity, necessity of abstract thinking and the fact that those concepts are not fully tangible. Many studies indicate that virtual reality can be successfully used as a training tool in various domains, such as development, health-care, the military or school education. In this paper, an interactive training strategy for mechanical and electrical engineering education shall be proposed. The prototype of the software consists of a simple interface, meaning it is easy for comprehension and use. Additionally, the main part of the prototype allows the user to virtually manipulate a 3D object that should be analyzed and studied. Initial studies indicate that the use of virtual reality can contribute to improving the quality and efficiency of higher education, as well as qualifications, competencies and the skills of graduates, and increase their competitiveness in the labour market.
An adaptive process-based cloud infrastructure for space situational awareness applications
NASA Astrophysics Data System (ADS)
Liu, Bingwei; Chen, Yu; Shen, Dan; Chen, Genshe; Pham, Khanh; Blasch, Erik; Rubin, Bruce
2014-06-01
Space situational awareness (SSA) and defense space control capabilities are top priorities for groups that own or operate man-made spacecraft. Also, with the growing amount of space debris, there is an increase in demand for contextual understanding that necessitates the capability of collecting and processing a vast amount sensor data. Cloud computing, which features scalable and flexible storage and computing services, has been recognized as an ideal candidate that can meet the large data contextual challenges as needed by SSA. Cloud computing consists of physical service providers and middleware virtual machines together with infrastructure, platform, and software as service (IaaS, PaaS, SaaS) models. However, the typical Virtual Machine (VM) abstraction is on a per operating systems basis, which is at too low-level and limits the flexibility of a mission application architecture. In responding to this technical challenge, a novel adaptive process based cloud infrastructure for SSA applications is proposed in this paper. In addition, the details for the design rationale and a prototype is further examined. The SSA Cloud (SSAC) conceptual capability will potentially support space situation monitoring and tracking, object identification, and threat assessment. Lastly, the benefits of a more granular and flexible cloud computing resources allocation are illustrated for data processing and implementation considerations within a representative SSA system environment. We show that the container-based virtualization performs better than hypervisor-based virtualization technology in an SSA scenario.
Planetary Suit Hip Bearing Model for Predicting Design vs. Performance
NASA Technical Reports Server (NTRS)
Cowley, Matthew S.; Margerum, Sarah; Harvil, Lauren; Rajulu, Sudhakar
2011-01-01
Designing a planetary suit is very complex and often requires difficult trade-offs between performance, cost, mass, and system complexity. In order to verifying that new suit designs meet requirements, full prototypes must eventually be built and tested with human subjects. Using computer models early in the design phase of new hardware development can be advantageous, allowing virtual prototyping to take place. Having easily modifiable models of the suit hard sections may reduce the time it takes to make changes to the hardware designs and then to understand their impact on suit and human performance. A virtual design environment gives designers the ability to think outside the box and exhaust design possibilities before building and testing physical prototypes with human subjects. Reductions in prototyping and testing may eventually reduce development costs. This study is an attempt to develop computer models of the hard components of the suit with known physical characteristics, supplemented with human subject performance data. Objectives: The primary objective was to develop an articulating solid model of the Mark III hip bearings to be used for evaluating suit design performance of the hip joint. Methods: Solid models of a planetary prototype (Mark III) suit s hip bearings and brief section were reverse-engineered from the prototype. The performance of the models was then compared by evaluating the mobility performance differences between the nominal hardware configuration and hardware modifications. This was accomplished by gathering data from specific suited tasks. Subjects performed maximum flexion and abduction tasks while in a nominal suit bearing configuration and in three off-nominal configurations. Performance data for the hip were recorded using state-of-the-art motion capture technology. Results: The results demonstrate that solid models of planetary suit hard segments for use as a performance design tool is feasible. From a general trend perspective, the suited performance trends were comparable between the model and the suited subjects. With the three off-nominal bearing configurations compared to the nominal bearing configurations, human subjects showed decreases in hip flexion of 64%, 6%, and 13% and in hip abduction of 59%, 2%, and 20%. Likewise the solid model showed decreases in hip flexion of 58%, 1%, and 25% and in hip abduction of 56%, 0%, and 30%, under the same condition changes from the nominal configuration. Differences seen between the model predictions and the human subject performance data could be attributed to the model lacking dynamic elements and performing kinematic analysis only, the level of fit of the subjects with the suit, the levels of the subject s suit experience.
Avola, Danilo; Spezialetti, Matteo; Placidi, Giuseppe
2013-06-01
Rehabilitation is often required after stroke, surgery, or degenerative diseases. It has to be specific for each patient and can be easily calibrated if assisted by human-computer interfaces and virtual reality. Recognition and tracking of different human body landmarks represent the basic features for the design of the next generation of human-computer interfaces. The most advanced systems for capturing human gestures are focused on vision-based techniques which, on the one hand, may require compromises from real-time and spatial precision and, on the other hand, ensure natural interaction experience. The integration of vision-based interfaces with thematic virtual environments encourages the development of novel applications and services regarding rehabilitation activities. The algorithmic processes involved during gesture recognition activity, as well as the characteristics of the virtual environments, can be developed with different levels of accuracy. This paper describes the architectural aspects of a framework supporting real-time vision-based gesture recognition and virtual environments for fast prototyping of customized exercises for rehabilitation purposes. The goal is to provide the therapist with a tool for fast implementation and modification of specific rehabilitation exercises for specific patients, during functional recovery. Pilot examples of designed applications and preliminary system evaluation are reported and discussed. Copyright © 2013 Elsevier Ireland Ltd. All rights reserved.
ERIC Educational Resources Information Center
Fominykh, Mikhail; Prasolova-Førland, Ekaterina; Stiles, Tore C.; Krogh, Anne Berit; Linde, Mattias
2018-01-01
This paper presents a concept for designing low-cost therapeutic training with biofeedback and virtual reality. We completed the first evaluation of a prototype--a mobile learning application for relaxation training, primarily for adolescents suffering from tension-type headaches. The system delivers visual experience on a head-mounted display. A…
Researching Travel Behavior and Adaptability: Using a Virtual Reality Role-Playing Game
ERIC Educational Resources Information Center
Watcharasukarn, Montira; Krumdieck, Susan; Green, Richard; Dantas, Andre
2011-01-01
This article describes a virtual reality role-playing game that was developed as a survey tool to collect travel behavior data and explore and monitor travel behavior adaptation. The Advanced Energy and Material Systems Laboratory has designed, developed a prototype, and tested such a game platform survey tool, called Travel Activity Constraint…
Taekwondo trainees' satisfaction towards using the virtual taekwondo training environment prototype
NASA Astrophysics Data System (ADS)
Jelani, Nur Ain Mohd; Zulkifli, Abdul Nasir; Ismail, Salina; Yusoff, Mohd Fitri
2017-10-01
Taekwondo is among the most popular martial arts which have existed more than 3000 years ago and have millions of followers all around the world. The typical taekwondo training session takes place in a hall or large open spaces in the presence of a trainer. Even though this is the most widely used approach of Taekwondo training, this approach has some limitations in supporting self-directed training. Self-directed taekwondo training is required for the trainees to improve their skills and performance. There are varieties of supplementary taekwondo training materials available, however, most of them are still lacking in terms of three-dimensional visualization. This paper introduces the Virtual Taekwondo Training Environment (VT2E) prototype for self-directed training. The aim of this paper is to determine whether the intervention of the new taekwondo training approach using virtual reality contributes to the trainees' satisfaction in self-directed training. Pearson Correlation and Regression analyses were used to determine the effects of Engaging, Presence, Usefulness and Ease of Use on trainees' satisfaction in using the prototype. The results provide empirical support for the positive and statistically significant relationship between Usefulness and Ease of Use and trainees' satisfaction for taekwondo training. However, Engaging and Presence do not have a positive and significant relationship with trainees' satisfaction for self-directed training.
NASA Technical Reports Server (NTRS)
Mirza, Ali; Sant, David; Woodyard, James R.; Johnston, Richard R.; Brown, William J.
2002-01-01
Balloon, control and communication technologies are under development in our laboratory for testing multi-junction solar cells in the stratosphere to achieve near AM0 conditions. One flight, Suntracker I, has been carried out reported earlier. We report on our efforts in preparation for a second flight, Suntracker II, that was aborted due to hardware problems. The package for Suntracker I system has been modified to include separate electronics and battery packs for the 70 centimeter and 2 meter systems. The collimator control system and motor gearboxes have been redesigned to address problems with the virtual stops and backlash. Surface mount technology on a printed circuit board was used in place of the through-hole prototype circuit in efforts to reduce weight and size, and improve reliability. A mobile base station has been constructed that includes a 35' tower with a two axis rotator and multi-element yagi antennas. Modifications in Suntracker I and the factors that lead to aborting Suntracker II are discussed.
NASA Astrophysics Data System (ADS)
Gómez A, Héctor F.; Martínez-Tomás, Rafael; Arias Tapia, Susana A.; Rincón Zamorano, Mariano
2014-04-01
Automatic systems that monitor human behaviour for detecting security problems are a challenge today. Previously, our group defined the Horus framework, which is a modular architecture for the integration of multi-sensor monitoring stages. In this work, structure and technologies required for high-level semantic stages of Horus are proposed, and the associated methodological principles established with the aim of recognising specific behaviours and situations. Our methodology distinguishes three semantic levels of events: low level (compromised with sensors), medium level (compromised with context), and high level (target behaviours). The ontology for surveillance and ubiquitous computing has been used to integrate ontologies from specific domains and together with semantic technologies have facilitated the modelling and implementation of scenes and situations by reusing components. A home context and a supermarket context were modelled following this approach, where three suspicious activities were monitored via different virtual sensors. The experiments demonstrate that our proposals facilitate the rapid prototyping of this kind of systems.
Diabetes City: How Urban Game Design Strategies Can Help Diabetics
NASA Astrophysics Data System (ADS)
Knöll, Martin
Computer Games are about to leave their “electronic shells” and enter the city. So-called Serious Pervasive Games (SPGs) [1] allow for hybrid - simultaneously physical and virtual - experiences, applying technologies of ubiquitous computing, communication and “intelligent” interfaces. They begin to focus on non-entertaining purposes. The following article a) presents game design strategies as a missing link between pervasive computing, Ambient Intelligence and user’s everyday life. Therefore it spurs a discussion how Pervasive Healthcare focusing on the therapy and prevention of chronic diseases can benefit from urban game design strategies. b) Moreover the article presents the development and work in progress of “DiabetesCity“ - an educational game prototype for young diabetics.
Storing and Using Health Data in a Virtual Private Cloud
Regola, Nathan
2013-01-01
Electronic health records are being adopted at a rapid rate due to increased funding from the US federal government. Health data provide the opportunity to identify possible improvements in health care delivery by applying data mining and statistical methods to the data and will also enable a wide variety of new applications that will be meaningful to patients and medical professionals. Researchers are often granted access to health care data to assist in the data mining process, but HIPAA regulations mandate comprehensive safeguards to protect the data. Often universities (and presumably other research organizations) have an enterprise information technology infrastructure and a research infrastructure. Unfortunately, both of these infrastructures are generally not appropriate for sensitive research data such as HIPAA, as they require special accommodations on the part of the enterprise information technology (or increased security on the part of the research computing environment). Cloud computing, which is a concept that allows organizations to build complex infrastructures on leased resources, is rapidly evolving to the point that it is possible to build sophisticated network architectures with advanced security capabilities. We present a prototype infrastructure in Amazon’s Virtual Private Cloud to allow researchers and practitioners to utilize the data in a HIPAA-compliant environment. PMID:23485880
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.
NASA Technical Reports Server (NTRS)
Mcgreevy, Michael W.
1990-01-01
An advanced human-system interface is being developed for evolutionary Space Station Freedom as part of the NASA Office of Space Station (OSS) Advanced Development Program. The human-system interface is based on body-pointed display and control devices. The project will identify and document the design accommodations ('hooks and scars') required to support virtual workstations and telepresence interfaces, and prototype interface systems will be built, evaluated, and refined. The project is a joint enterprise of Marquette University, Astronautics Corporation of America (ACA), and NASA's ARC. The project team is working with NASA's JSC and McDonnell Douglas Astronautics Company (the Work Package contractor) to ensure that the project is consistent with space station user requirements and program constraints. Documentation describing design accommodations and tradeoffs will be provided to OSS, JSC, and McDonnell Douglas, and prototype interface devices will be delivered to ARC and JSC. ACA intends to commercialize derivatives of the interface for use with computer systems developed for scientific visualization and system simulation.
Virtual suturing simulation based on commodity physics engine for medical learning.
Choi, Kup-Sze; Chan, Sze-Ho; Pang, Wai-Man
2012-06-01
Development of virtual-reality medical applications is usually a complicated and labour intensive task. This paper explores the feasibility of using commodity physics engine to develop a suturing simulator prototype for manual skills training in the fields of nursing and medicine, so as to enjoy the benefits of rapid development and hardware-accelerated computation. In the prototype, spring-connected boxes of finite dimension are used to simulate soft tissues, whereas needle and thread are modelled with chained segments. Spherical joints are used to simulate suture's flexibility and to facilitate thread cutting. An algorithm is developed to simulate needle insertion and thread advancement through the tissue. Two-handed manipulations and force feedback are enabled with two haptic devices. Experiments on the closure of a wound show that the prototype is able to simulate suturing procedures at interactive rates. The simulator is also used to study a curvature-adaptive suture modelling technique. Issues and limitations of the proposed approach and future development are discussed.
Evaluation of Sensor Configurations for Robotic Surgical Instruments
Gómez-de-Gabriel, Jesús M.; Harwin, William
2015-01-01
Designing surgical instruments for robotic-assisted minimally-invasive surgery (RAMIS) is challenging due to constraints on the number and type of sensors imposed by considerations such as space or the need for sterilization. A new method for evaluating the usability of virtual teleoperated surgical instruments based on virtual sensors is presented. This method uses virtual prototyping of the surgical instrument with a dual physical interaction, which allows testing of different sensor configurations in a real environment. Moreover, the proposed approach has been applied to the evaluation of prototypes of a two-finger grasper for lump detection by remote pinching. In this example, the usability of a set of five different sensor configurations, with a different number of force sensors, is evaluated in terms of quantitative and qualitative measures in clinical experiments with 23 volunteers. As a result, the smallest number of force sensors needed in the surgical instrument that ensures the usability of the device can be determined. The details of the experimental setup are also included. PMID:26516863
Evaluation of Sensor Configurations for Robotic Surgical Instruments.
Gómez-de-Gabriel, Jesús M; Harwin, William
2015-10-27
Designing surgical instruments for robotic-assisted minimally-invasive surgery (RAMIS) is challenging due to constraints on the number and type of sensors imposed by considerations such as space or the need for sterilization. A new method for evaluating the usability of virtual teleoperated surgical instruments based on virtual sensors is presented. This method uses virtual prototyping of the surgical instrument with a dual physical interaction, which allows testing of different sensor configurations in a real environment. Moreover, the proposed approach has been applied to the evaluation of prototypes of a two-finger grasper for lump detection by remote pinching. In this example, the usability of a set of five different sensor configurations, with a different number of force sensors, is evaluated in terms of quantitative and qualitative measures in clinical experiments with 23 volunteers. As a result, the smallest number of force sensors needed in the surgical instrument that ensures the usability of the device can be determined. The details of the experimental setup are also included.
NASA Astrophysics Data System (ADS)
Bursztyn, N.; Pederson, J. L.; Shelton, B.
2012-12-01
There is a well-documented and nationally reported trend of declining interest, poor preparedness, and lack of diversity within U.S. students pursuing geoscience and other STEM disciplines. We suggest that a primary contributing factor to this problem is that introductory geoscience courses simply fail to inspire (i.e. they are boring). Our experience leads us to believe that the hands-on, contextualized learning of field excursions are often the most impactful component of lower division geoscience classes. However, field trips are becoming increasingly more difficult to run due to logistics and liability, high-enrollments, decreasing financial and administrative support, and exclusivity of the physically disabled. Recent research suggests that virtual field trips can be used to simulate this contextualized physical learning through the use of mobile devices - technology that exists in most students' hands already. Our overarching goal is to enhance interest in introductory geoscience courses by providing the kinetic and physical learning experience of field trips through geo-referenced educational mobile games and test the hypothesis that these experiences can be effectively simulated through virtual field trips. We are doing this by developing "serious" games for mobile devices that deliver introductory geology material in a fun and interactive manner. Our new teaching strategy will enhance undergraduate student learning in the geosciences, be accessible to students of diverse backgrounds and physical abilities, and be easily incorporated into higher education programs and curricula at institutions globally. Our prototype involves students virtually navigating downstream along a scaled down Colorado River through Grand Canyon - physically moving around their campus quad, football field or other real location, using their smart phone or a tablet. As students reach the next designated location, a photo or video in Grand Canyon appears along with a geological question. The students must answer each question correctly in order to proceed to the next location and accrue points in the game and multiple attempts reduce the number of points earned when the correct answer is found. The questions are either multiple choice or involve touch-screen interaction to identify a specific geologic feature. Initial testing of the prototype game in Historical and Physical geology courses at Utah State University indicate that students enjoy the mobile "exploration" nature of the game as well as experiencing photographs of geologic features rather than traditional cartoons. Qualitative evaluation using anonymous surveys was conducted to help determine the usability of the game and the potential effectiveness of this technology-based approach. Students were asked about the degree of fun and difficulty of the game, content learned, and their overall response to features they liked/disliked about it. The results of these early assessments are positive, both in regard to the improvement of students' understanding of key geology concepts and their enjoyment of learning with the technology in a mobile orienteering manner. This is a positive first step in an innovative teaching tool with the power to overcome the pervasive problem of the boring first year STEM course and make world-class field trips accessible to all.
ERIC Educational Resources Information Center
Okutsu, Masataka; DeLaurentis, Daniel; Brophy, Sean; Lambert, Jason
2013-01-01
To test the concept of multiuser 3D virtual environments as media to teach semester-long courses, we developed a software prototype called Aeroquest. An aerospace design course--offered to 135 second-year students for university credits in Fall 2009--was divided into two groups: the real-world group attending lectures, physically, in a campus hall…
[Construction of information management-based virtual forest landscape and its application].
Chen, Chongcheng; Tang, Liyu; Quan, Bing; Li, Jianwei; Shi, Song
2005-11-01
Based on the analysis of the contents and technical characteristics of different scale forest visualization modeling, this paper brought forward the principles and technical systems of constructing an information management-based virtual forest landscape. With the combination of process modeling and tree geometric structure description, a software method of interactively and parameterized tree modeling was developed, and the corresponding renderings and geometrical elements simplification algorithms were delineated to speed up rendering run-timely. As a pilot study, the geometrical model bases associated with the typical tree categories in Zhangpu County of Fujian Province, southeast China were established as template files. A Virtual Forest Management System prototype was developed with GIS component (ArcObject), OpenGL graphics environment, and Visual C++ language, based on forest inventory and remote sensing data. The prototype could be used for roaming between 2D and 3D, information query and analysis, and virtual and interactive forest growth simulation, and its reality and accuracy could meet the needs of forest resource management. Some typical interfaces of the system and the illustrative scene cross-sections of simulated masson pine growth under conditions of competition and thinning were listed.
Optimizing virtual reality for all users through gaze-contingent and adaptive focus displays.
Padmanaban, Nitish; Konrad, Robert; Stramer, Tal; Cooper, Emily A; Wetzstein, Gordon
2017-02-28
From the desktop to the laptop to the mobile device, personal computing platforms evolve over time. Moving forward, wearable computing is widely expected to be integral to consumer electronics and beyond. The primary interface between a wearable computer and a user is often a near-eye display. However, current generation near-eye displays suffer from multiple limitations: they are unable to provide fully natural visual cues and comfortable viewing experiences for all users. At their core, many of the issues with near-eye displays are caused by limitations in conventional optics. Current displays cannot reproduce the changes in focus that accompany natural vision, and they cannot support users with uncorrected refractive errors. With two prototype near-eye displays, we show how these issues can be overcome using display modes that adapt to the user via computational optics. By using focus-tunable lenses, mechanically actuated displays, and mobile gaze-tracking technology, these displays can be tailored to correct common refractive errors and provide natural focus cues by dynamically updating the system based on where a user looks in a virtual scene. Indeed, the opportunities afforded by recent advances in computational optics open up the possibility of creating a computing platform in which some users may experience better quality vision in the virtual world than in the real one.
Optimizing virtual reality for all users through gaze-contingent and adaptive focus displays
NASA Astrophysics Data System (ADS)
Padmanaban, Nitish; Konrad, Robert; Stramer, Tal; Cooper, Emily A.; Wetzstein, Gordon
2017-02-01
From the desktop to the laptop to the mobile device, personal computing platforms evolve over time. Moving forward, wearable computing is widely expected to be integral to consumer electronics and beyond. The primary interface between a wearable computer and a user is often a near-eye display. However, current generation near-eye displays suffer from multiple limitations: they are unable to provide fully natural visual cues and comfortable viewing experiences for all users. At their core, many of the issues with near-eye displays are caused by limitations in conventional optics. Current displays cannot reproduce the changes in focus that accompany natural vision, and they cannot support users with uncorrected refractive errors. With two prototype near-eye displays, we show how these issues can be overcome using display modes that adapt to the user via computational optics. By using focus-tunable lenses, mechanically actuated displays, and mobile gaze-tracking technology, these displays can be tailored to correct common refractive errors and provide natural focus cues by dynamically updating the system based on where a user looks in a virtual scene. Indeed, the opportunities afforded by recent advances in computational optics open up the possibility of creating a computing platform in which some users may experience better quality vision in the virtual world than in the real one.
Anchieta, M V M; Salles, F A; Cassaro, B D; Quaresma, M M; Santos, B F O
2016-10-01
Presentation of a new cranioplasty technique employing a combination of two technologies: rapid prototyping and surgical navigation. This technique allows the reconstruction of the skull cap after the resection of a bone tumor in a single surgical time. The neurosurgeon plans the craniotomy previously on the EximiusMed software, compatible with the Eximius Surgical Navigator, both from the company Artis Tecnologia (Brazil). The navigator imports the planning and guides the surgeon during the craniotomy. The simulation of the bone fault allows the virtual reconstruction of the skull cap and the production of a personalized modelling mold using the Magics-Materialise (Belgium)-software. The mold and a replica of the bone fault are made by rapid prototyping by the company Artis Tecnologia (Brazil) and shipped under sterile conditions to the surgical center. The PMMA prosthesis is produced during the surgical act with the help of a hand press. The total time necessary for the planning and production of the modelling mold is four days. The precision of the mold is submillimetric and accurately reproduces the virtual reconstruction of the prosthesis. The production of the prosthesis during surgery takes until twenty minutes depending on the type of PMMA used. The modelling mold avoids contraction and dissipates the heat generated by the material's exothermic reaction in the polymerization phase. The craniectomy is performed with precision over the drawing made with the help of the Eximius Surgical Navigator, according to the planned measurements. The replica of the bone fault serves to evaluate the adaptation of the prosthesis as a support for the perforations and the placement of screws and fixation plates, as per the surgeon's discretion. This technique allows the adequate oncologic treatment associated with a satisfactory aesthetic result, with precision, in a single surgical time, reducing time and costs.
Rapid Prototyping Technologies for Manufacturing and Maintenance Activities
NASA Astrophysics Data System (ADS)
Pfeifer, Marcel Rolf
2017-12-01
The paper deals with the direct application of Rapid Prototyping technologies for parts and spare parts production in production companies and the economic effect by making use of this technology. Traditional production technologies are technologies such as forging, cutting, machining, etc. These technologies are widely accepted and the teething troubles are solved. Rapid Prototyping technologies such as 3D printing on the other hand came into the focus in the recent years when the technologies and the produced quality gradually advanced. Providing flexibility and time efficiency the technology should also have a practical application in production. This paper has the aim to provide a case-study based on existing cost figures to show that these technologies are not limited to prototype developments.
Virtual reality cerebral aneurysm clipping simulation with real-time haptic feedback.
Alaraj, Ali; Luciano, Cristian J; Bailey, Daniel P; Elsenousi, Abdussalam; Roitberg, Ben Z; Bernardo, Antonio; Banerjee, P Pat; Charbel, Fady T
2015-03-01
With the decrease in the number of cerebral aneurysms treated surgically and the increase of complexity of those treated surgically, there is a need for simulation-based tools to teach future neurosurgeons the operative techniques of aneurysm clipping. To develop and evaluate the usefulness of a new haptic-based virtual reality simulator in the training of neurosurgical residents. A real-time sensory haptic feedback virtual reality aneurysm clipping simulator was developed using the ImmersiveTouch platform. A prototype middle cerebral artery aneurysm simulation was created from a computed tomographic angiogram. Aneurysm and vessel volume deformation and haptic feedback are provided in a 3-dimensional immersive virtual reality environment. Intraoperative aneurysm rupture was also simulated. Seventeen neurosurgery residents from 3 residency programs tested the simulator and provided feedback on its usefulness and resemblance to real aneurysm clipping surgery. Residents thought that the simulation would be useful in preparing for real-life surgery. About two-thirds of the residents thought that the 3-dimensional immersive anatomic details provided a close resemblance to real operative anatomy and accurate guidance for deciding surgical approaches. They thought the simulation was useful for preoperative surgical rehearsal and neurosurgical training. A third of the residents thought that the technology in its current form provided realistic haptic feedback for aneurysm surgery. Neurosurgical residents thought that the novel immersive VR simulator is helpful in their training, especially because they do not get a chance to perform aneurysm clippings until late in their residency programs.
Development of E-learning prototype for MUET assessment
NASA Astrophysics Data System (ADS)
Mit Anak Mawan, Amylia; Mohamed, Rozlini; Othman, Muhaini; Yusof, Munirah Mohd
2017-08-01
This paper aims to discuss the development of E-learning prototype for MUET assessment in Fakulti Sains Komputer dan Teknologi Maklumat (FSKTM), Universiti Tun Hussein Onn Malaysia (UTHM) namely, MUET Online System. The system is considered as a learning centre to study MUET examination that follows the MUET syllabus. The system will be used to assist students in making preparation before sitting for MUET examination. Before student can gain access to the system, students need to sign up and pay some fees before they are enrolled into virtual MUET class. The class will be guided by the English language lecturer from Faculty of Science, Technology and Human Development (FSTPI), UTHM as teacher. The system provides learning modules, quiz and test section. At the end of learning session students’ performance are assessed through quizzes and test measure the level of student understands. The teacher will evaluate the student’s mark and provide advices to the student. Therefore, the MUET Online System will be able to improve student knowledge in English language and subsequently help student to obtain the best result in MUET by providing more guided references and practices.
Rapid prototyping--when virtual meets reality.
Beguma, Zubeda; Chhedat, Pratik
2014-01-01
Rapid prototyping (RP) describes the customized production of solid models using 3D computer data. Over the past decade, advances in RP have continued to evolve, resulting in the development of new techniques that have been applied to the fabrication of various prostheses. RP fabrication technologies include stereolithography (SLA), fused deposition modeling (FDM), computer numerical controlled (CNC) milling, and, more recently, selective laser sintering (SLS). The applications of RP techniques for dentistry include wax pattern fabrication for dental prostheses, dental (facial) prostheses mold (shell) fabrication, and removable dental prostheses framework fabrication. In the past, a physical plastic shape of the removable partial denture (RPD) framework was produced using an RP machine, and then used as a sacrificial pattern. Yet with the advent of the selective laser melting (SLM) technique, RPD metal frameworks can be directly fabricated, thereby omitting the casting stage. This new approach can also generate the wax pattern for facial prostheses directly, thereby reducing labor-intensive laboratory procedures. Many people stand to benefit from these new RP techniques for producing various forms of dental prostheses, which in the near future could transform traditional prosthodontic practices.
Virtual imaging in sports broadcasting: an overview
NASA Astrophysics Data System (ADS)
Tan, Yi
2003-04-01
Virtual imaging technology is being used to augment television broadcasts -- virtual objects are seamlessly inserted into the video stream to appear as real entities to TV audiences. Virtual advertisements, the main application of this technology, are providing opportunities to improve the commercial value of television programming while enhancing the contents and the entertainment aspect of these programs. State-of-the-art technologies, such as image recognition, motion tracking and chroma keying, are central to a virtual imaging system. This paper reviews the general framework, the key techniques, and the sports broadcasting applications of virtual imaging technology.
Poeschl, Sandra; Doering, Nicola
2014-01-01
Realistic models in virtual reality training applications are considered to positively influence presence and performance. The experimental study presented, analyzed the effect of simulation fidelity (static vs. animated audience) on presence as a prerequisite for performance in a prototype virtual fear of public speaking application with a sample of N = 40 academic non-phobic users. Contrary to the state of research, no influence was shown on virtual presence and perceived realism, but an animated audience led to significantly higher effects in anxiety during giving a talk. Although these findings could be explained by an application that might not have been realistic enough, they still question the role of presence as a mediating factor in virtual exposure applications.
A Proposed Framework for Collaborative Design in a Virtual Environment
NASA Astrophysics Data System (ADS)
Breland, Jason S.; Shiratuddin, Mohd Fairuz
This paper describes a proposed framework for a collaborative design in a virtual environment. The framework consists of components that support a true collaborative design in a real-time 3D virtual environment. In support of the proposed framework, a prototype application is being developed. The authors envision the framework will have, but not limited to the following features: (1) real-time manipulation of 3D objects across the network, (2) support for multi-designer activities and information access, (3) co-existence within same virtual space, etc. This paper also discusses a proposed testing to determine the possible benefits of a collaborative design in a virtual environment over other forms of collaboration, and results from a pilot test.
NASA Astrophysics Data System (ADS)
Hamamoto, K.; Kaneko, Y.; Sobue, S.; Oyoshi, K.
2016-12-01
Climate change and human activities are directly or indirectly influence the acceleration of environmental problems and natural hazards such as forest fires, drought and floods in the Asia-Pacific countries. Satellite technology has become one of the key information sources in assessment, monitoring and mitigation of these hazards and related phenomenon. However, there are still gaps between science and application of space technology in practical usage. Asia-Pacific Regional Space Agency Forum (APRSAF) recommended to initiate the Space Applications for Environment (SAFE) proposal providing opportunity to potential user agencies in the Asia Pacific region to develop prototype applications of space technology for number of key issues including forest resources management, coastal monitoring and management, agriculture and food security, water resource management and development user-friendly tools for application of space technology. The main activity of SAFE is SAFE prototyping. SAFE prototyping is a demonstration for end users and decision makers to apply space technology applications for solving environmental issues in Asia-Pacific region. By utilizing space technology and getting technical support by experts, prototype executers can develop the application system, which could support decision making activities. SAFE holds a workshop once a year. In the workshop, new prototypes are approved and the progress of on-going prototypes are confirmed. Every prototype is limited for two years period and all activities are operated by volunteer manner. As of 2016, 20 prototypes are completed and 6 prototypes are on-going. Some of the completed prototypes, for example drought monitoring in Indonesia were applied to operational use by a local official organization.
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.
Computer Based Training: Field Deployable Trainer and Shared Virtual Reality
NASA Technical Reports Server (NTRS)
Mullen, Terence J.
1997-01-01
Astronaut training has traditionally been conducted at specific sites with specialized facilities. Because of its size and nature the training equipment is generally not portable. Efforts are now under way to develop training tools that can be taken to remote locations, including into orbit. Two of these efforts are the Field Deployable Trainer and Shared Virtual Reality projects. Field Deployable Trainer NASA has used the recent shuttle mission by astronaut Shannon Lucid to the Russian space station, Mir, as an opportunity to develop and test a prototype of an on-orbit computer training system. A laptop computer with a customized user interface, a set of specially prepared CD's, and video tapes were taken to the Mir by Ms. Lucid. Based upon the feedback following the launch of the Lucid flight, our team prepared materials for the next Mir visitor. Astronaut John Blaha will fly on NASA/MIR Long Duration Mission 3, set to launch in mid September. He will take with him a customized hard disk drive and a package of compact disks containing training videos, references and maps. The FDT team continues to explore and develop new and innovative ways to conduct offsite astronaut training using personal computers. Shared Virtual Reality Training NASA's Space Flight Training Division has been investigating the use of virtual reality environments for astronaut training. Recent efforts have focused on activities requiring interaction by two or more people, called shared VR. Dr. Bowen Loftin, from the University of Houston, directs a virtual reality laboratory that conducts much of the NASA sponsored research. I worked on a project involving the development of a virtual environment that can be used to train astronauts and others to operate a science unit called a Biological Technology Facility (BTF). Facilities like this will be used to house and control microgravity experiments on the space station. It is hoped that astronauts and instructors will ultimately be able to share common virtual environments and, using telephone links, conduct interactive training from separate locations.
Development of visual 3D virtual environment for control software
NASA Technical Reports Server (NTRS)
Hirose, Michitaka; Myoi, Takeshi; Amari, Haruo; Inamura, Kohei; Stark, Lawrence
1991-01-01
Virtual environments for software visualization may enable complex programs to be created and maintained. A typical application might be for control of regional electric power systems. As these encompass broader computer networks than ever, construction of such systems becomes very difficult. Conventional text-oriented environments are useful in programming individual processors. However, they are obviously insufficient to program a large and complicated system, that includes large numbers of computers connected to each other; such programming is called 'programming in the large.' As a solution for this problem, the authors are developing a graphic programming environment wherein one can visualize complicated software in virtual 3D world. One of the major features of the environment is the 3D representation of concurrent process. 3D representation is used to supply both network-wide interprocess programming capability (capability for 'programming in the large') and real-time programming capability. The authors' idea is to fuse both the block diagram (which is useful to check relationship among large number of processes or processors) and the time chart (which is useful to check precise timing for synchronization) into a single 3D space. The 3D representation gives us a capability for direct and intuitive planning or understanding of complicated relationship among many concurrent processes. To realize the 3D representation, a technology to enable easy handling of virtual 3D object is a definite necessity. Using a stereo display system and a gesture input device (VPL DataGlove), our prototype of the virtual workstation has been implemented. The workstation can supply the 'sensation' of the virtual 3D space to a programmer. Software for the 3D programming environment is implemented on the workstation. According to preliminary assessments, a 50 percent reduction of programming effort is achieved by using the virtual 3D environment. The authors expect that the 3D environment has considerable potential in the field of software engineering.
Using virtual reality for science mission planning: A Mars Pathfinder case
NASA Technical Reports Server (NTRS)
Kim, Jacqueline H.; Weidner, Richard J.; Sacks, Allan L.
1994-01-01
NASA's Mars Pathfinder Project requires a Ground Data System (GDS) that supports both engineering and scientific payloads with reduced mission operations staffing, and short planning schedules. Also, successful surface operation of the lander camera requires efficient mission planning and accurate pointing of the camera. To meet these challenges, a new software strategy that integrates virtual reality technology with existing navigational ancillary information and image processing capabilities. The result is an interactive workstation based applications software that provides a high resolution, 3-dimensial, stereo display of Mars as if it were viewed through the lander camera. The design, implementation strategy and parametric specification phases for the development of this software were completed, and the prototype tested. When completed, the software will allow scientists and mission planners to access simulated and actual scenes of Mars' surface. The perspective from the lander camera will enable scientists to plan activities more accurately and completely. The application will also support the sequence and command generation process and will allow testing and verification of camera pointing commands via simulation.
European Pharmacy Students' Experience With Virtual Patient Technology
Madeira, Filipe
2012-01-01
Objective. To describe how virtual patients are being used to simulate real-life clinical scenarios in undergraduate pharmacy education in Europe. Methods. One hundred ninety-four participants at the 2011 Congress of the European Pharmaceutical Students Association (EPSA) completed an exploratory cross-sectional survey instrument. Results. Of the 46 universities and 23 countries represented at the EPSA Congress, only 12 students from 6 universities in 6 different countries reported having experience with virtual patient technology. The students were satisfied with the virtual patient technology and considered it more useful as a teaching and learning tool than an assessment tool. Respondents who had not used virtual patient technology expressed support regarding its potential benefits in pharmacy education. French and Dutch students were significantly less interested in virtual patient technology than were their counterparts from other European countries. Conclusion. The limited use of virtual patients in pharmacy education in Europe suggests the need for initiatives to increase the use of virtual patient technology and the benefits of computer-assisted learning in pharmacy education. PMID:22919082
European pharmacy students' experience with virtual patient technology.
Cavaco, Afonso Miguel; Madeira, Filipe
2012-08-10
To describe how virtual patients are being used to simulate real-life clinical scenarios in undergraduate pharmacy education in Europe. One hundred ninety-four participants at the 2011 Congress of the European Pharmaceutical Students Association (EPSA) completed an exploratory cross-sectional survey instrument. Of the 46 universities and 23 countries represented at the EPSA Congress, only 12 students from 6 universities in 6 different countries reported having experience with virtual patient technology. The students were satisfied with the virtual patient technology and considered it more useful as a teaching and learning tool than an assessment tool. Respondents who had not used virtual patient technology expressed support regarding its potential benefits in pharmacy education. French and Dutch students were significantly less interested in virtual patient technology than were their counterparts from other European countries. The limited use of virtual patients in pharmacy education in Europe suggests the need for initiatives to increase the use of virtual patient technology and the benefits of computer-assisted learning in pharmacy education.
Mesh three-dimensional arm orthosis with built-in ultrasound physiotherapy system
NASA Astrophysics Data System (ADS)
Kashapova, R. M.; Kashapov, R. N.; Kashapova, R. S.
2017-09-01
The possibility of using the built-in ultrasound physiotherapy system of the hand orthosis is explored in the work. The individual mesh orthosis from nylon 12 was manufactured by the 3D prototyping method on the installation of selective laser sintering SLS SPro 60HD. The applied technology of three-dimensional scanning made it possible to obtain a model of the patient’s hand and on the basis of it to build a virtual model of the mesh frame. In the course of the research, the developed system of ultrasound exposure was installed on the orthosis and its tests were carried out. As a result, the acceleration of the healing process and the reduction in the time of wearing orthosis were found.
Tomson, Tanja; Zary, Nabil
2014-01-01
Introduction. Antimicrobial resistance is a global health issue. Studies have shown that improved antibiotic prescription education among healthcare professionals reduces mistakes during the antibiotic prescription process. The aim of this study was to investigate novel educational approaches that through the use of Augmented Reality technology could make use of the real physical context and thereby enrich the educational process of antibiotics prescription. The objective is to investigate which type of information related to antibiotics could be used in an augmented reality application for antibiotics education. Methods. This study followed the Design-Based Research Methodology composed of the following main steps: problem analysis, investigation of information that should be visualized for the training session, and finally the involvement of the end users the development and evaluation processes of the prototype. Results. Two of the most important aspects in the antibiotic prescription process, to represent in an augmented reality application, are the antibiotic guidelines and the side effects. Moreover, this study showed how this information could be visualized from a mobile device using an Augmented Reality scanner and antibiotic drug boxes as markers. Discussion. In this study we investigated the usage of objects from a real physical context such as drug boxes and how they could be used as educational resources. The logical next steps are to examine how this approach of combining physical and virtual contexts through Augmented Reality applications could contribute to the improvement of competencies among healthcare professionals and its impact on the decrease of antibiotics resistance. PMID:25548733
Nifakos, Sokratis; Tomson, Tanja; Zary, Nabil
2014-01-01
Introduction. Antimicrobial resistance is a global health issue. Studies have shown that improved antibiotic prescription education among healthcare professionals reduces mistakes during the antibiotic prescription process. The aim of this study was to investigate novel educational approaches that through the use of Augmented Reality technology could make use of the real physical context and thereby enrich the educational process of antibiotics prescription. The objective is to investigate which type of information related to antibiotics could be used in an augmented reality application for antibiotics education. Methods. This study followed the Design-Based Research Methodology composed of the following main steps: problem analysis, investigation of information that should be visualized for the training session, and finally the involvement of the end users the development and evaluation processes of the prototype. Results. Two of the most important aspects in the antibiotic prescription process, to represent in an augmented reality application, are the antibiotic guidelines and the side effects. Moreover, this study showed how this information could be visualized from a mobile device using an Augmented Reality scanner and antibiotic drug boxes as markers. Discussion. In this study we investigated the usage of objects from a real physical context such as drug boxes and how they could be used as educational resources. The logical next steps are to examine how this approach of combining physical and virtual contexts through Augmented Reality applications could contribute to the improvement of competencies among healthcare professionals and its impact on the decrease of antibiotics resistance.
Modeling, materials, and metrics: the three-m approach to FCS signature solutions
NASA Astrophysics Data System (ADS)
Gonda, Teresa G.; Thomas, David J.; Namburu, Raju; Edwards, Timothy
2002-08-01
There is a push in the Army to develop lighter vehicles that can get to remote parts of the world quickly. This objective force is not some new vehicle, but a whole new way of fighting wars. The Future Combat System (FCS), as it is called, has an extremely aggressive timeline and must rely on modeling and simulation to aid in defining the goals, optimizing the design and materials, and testing the performance of the various FCS systems concepts. While virtual prototyping for vehicles (both military and commercial) has been around as a concept for well over a decade and its use is promoted heavily in tours and in boardrooms, the actual application of virtual protoyping is often limited and when successful has been confined to specific physical engineering areas such as weight, space, stress, mobility, and ergonomics. If FCS is to succeed in its acquisition schedule, virtual prototyping will have to be relied on heavily and its application expanded. Signature management is an example of an area that would benefit greatly from virtual prototyping tools. However, there are several obstacles to achieving this goal. To rigorously analyze a vehicle's IR and visual signatures extensively in several different environments over different weather and seasonal conditions could result millions of potentially unique signatures to evaluate. In addition, there is no real agreement on what evaluate means or even what value is used to represent signature; Delta T( degree(s)C), Probability of Detection? What the user really wants to know is: how do I make my system survivable? This paper attempts to describe and then bound the problem and describe how the Army is attempting to deal with some of these issues in a holistic manner using SMART (Simulation and Modeling for Acquisition, Requirements, and Training) principles.
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…
Development and evaluation of an ultrasonic personal aerosol sampler.
Volckens, J; Quinn, C; Leith, D; Mehaffy, J; Henry, C S; Miller-Lionberg, D
2017-03-01
Assessing personal exposure to air pollution has long proven challenging due to technological limitations posed by the samplers themselves. Historically, wearable aerosol monitors have proven to be expensive, noisy, and burdensome. The objective of this work was to develop a new type of wearable monitor, an ultrasonic personal aerosol sampler (UPAS), to overcome many of the technological limitations in personal exposure assessment. The UPAS is a time-integrated monitor that features a novel micropump that is virtually silent during operation. A suite of onboard environmental sensors integrated with this pump measure and record mass airflow (0.5-3.0 L/min, accurate within 5%), temperature, pressure, relative humidity, light intensity, and acceleration. Rapid development of the UPAS was made possible through recent advances in low-cost electronics, open-source programming platforms, and additive manufacturing for rapid prototyping. Interchangeable cyclone inlets provided a close match to the EPA PM 2.5 mass criterion (within 5%) for device flows at either 1.0 or 2.0 L/min. Battery life varied from 23 to 45 hours depending on sample flow rate and selected filter media. Laboratory tests of the UPAS prototype demonstrate excellent agreement with equivalent federal reference method samplers for gravimetric analysis of PM 2.5 across a broad range of concentrations. © 2016 The Authors. Indoor Air published by John Wiley & Sons Ltd.
New lumbar disc endoprosthesis applied to the patient's anatomic features.
Mróz, Adrian; Skalski, Konstanty; Walczyk, Wojciech
2015-01-01
The paper describes the process of designing, manufacturing and design verification of the intervertebral of a new structure of lumbar disc endoprosthesis - INOP/LSP.1101. Modern and noninvasive medical imagining techniques, make it possible to record results of tests in a digital form, which creates opportunities for further processing. Mimics Innovation Suite software generates three-dimensional virtual models reflecting the real shape and measurements of components of L4-L5 spinal motion segment. With the use of 3D Print technique, physical models of bone structures of the mobile segment of the spine as well as the INOP/LSP.1101 endoprosthesis model were generated. A simplified FEA analysis of stresses in the endoprosthesis was performed to evaluate the designed geometries and materials of the new structure. The endoprosthesis prototype was made of Co28Cr6Mo alloy with the use of selective laser technology. The prototypes were subject to tribological verification with the use of the SBT-03.1 spine simulator. The structure of the endoprosthesis ensures a full reflection of its kinematics, full range of mobility of the motion segment in all anatomical planes as well as restoration of a normal height of the intervertebral space and curvature of the lordosis. The results of the tribological tests confirmed that SLM technology has the potential for production of the human bone and jointendoprostheses.
Realistic terrain visualization based on 3D virtual world technology
NASA Astrophysics Data System (ADS)
Huang, Fengru; Lin, Hui; Chen, Bin; Xiao, Cai
2009-09-01
The rapid advances in information technologies, e.g., network, graphics processing, and virtual world, have provided challenges and opportunities for new capabilities in information systems, Internet applications, and virtual geographic environments, especially geographic visualization and collaboration. In order to achieve meaningful geographic capabilities, we need to explore and understand how these technologies can be used to construct virtual geographic environments to help to engage geographic research. The generation of three-dimensional (3D) terrain plays an important part in geographical visualization, computer simulation, and virtual geographic environment applications. The paper introduces concepts and technologies of virtual worlds and virtual geographic environments, explores integration of realistic terrain and other geographic objects and phenomena of natural geographic environment based on SL/OpenSim virtual world technologies. Realistic 3D terrain visualization is a foundation of construction of a mirror world or a sand box model of the earth landscape and geographic environment. The capabilities of interaction and collaboration on geographic information are discussed as well. Further virtual geographic applications can be developed based on the foundation work of realistic terrain visualization in virtual environments.
Realistic terrain visualization based on 3D virtual world technology
NASA Astrophysics Data System (ADS)
Huang, Fengru; Lin, Hui; Chen, Bin; Xiao, Cai
2010-11-01
The rapid advances in information technologies, e.g., network, graphics processing, and virtual world, have provided challenges and opportunities for new capabilities in information systems, Internet applications, and virtual geographic environments, especially geographic visualization and collaboration. In order to achieve meaningful geographic capabilities, we need to explore and understand how these technologies can be used to construct virtual geographic environments to help to engage geographic research. The generation of three-dimensional (3D) terrain plays an important part in geographical visualization, computer simulation, and virtual geographic environment applications. The paper introduces concepts and technologies of virtual worlds and virtual geographic environments, explores integration of realistic terrain and other geographic objects and phenomena of natural geographic environment based on SL/OpenSim virtual world technologies. Realistic 3D terrain visualization is a foundation of construction of a mirror world or a sand box model of the earth landscape and geographic environment. The capabilities of interaction and collaboration on geographic information are discussed as well. Further virtual geographic applications can be developed based on the foundation work of realistic terrain visualization in virtual environments.
ERIC Educational Resources Information Center
Jones, Frankie S.
2007-01-01
This qualitative study explored how collaborative technologies influence the informal learning experiences of virtual team members. Inputs revealed as critical to virtual informal learning were integrated, collaborative technological systems; positive relationships and trust; and organizational support and virtual team management. These inputs…
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…
Reconfigurable virtual electrowetting channels.
Banerjee, Ananda; Kreit, Eric; Liu, Yuguang; Heikenfeld, Jason; Papautsky, Ian
2012-02-21
Lab-on-a-chip systems rely on several microfluidic paradigms. The first uses a fixed layout of continuous microfluidic channels. Such lab-on-a-chip systems are almost always application specific and far from a true "laboratory." The second involves electrowetting droplet movement (digital microfluidics), and allows two-dimensional computer control of fluidic transport and mixing. The merging of the two paradigms in the form of programmable electrowetting channels takes advantage of both the "continuous" functionality of rigid channels based on which a large number of applications have been developed to date and the "programmable" functionality of digital microfluidics that permits electrical control of on-chip functions. In this work, we demonstrate for the first time programmable formation of virtual microfluidic channels and their continuous operation with pressure driven flows using an electrowetting platform. Experimental, theoretical, and numerical analyses of virtual channel formation with biologically relevant electrolyte solutions and electrically-programmable reconfiguration are presented. We demonstrate that the "wall-less" virtual channels can be formed reliably and rapidly, with propagation rates of 3.5-3.8 mm s(-1). Pressure driven transport in these virtual channels at flow rates up to 100 μL min(-1) is achievable without distortion of the channel shape. We further demonstrate that these virtual channels can be switched on-demand between multiple inputs and outputs. Ultimately, we envision a platform that would provide rapid prototyping of microfluidic concepts and would be capable of a vast library of functions and benefitting applications from clinical diagnostics in resource-limited environments to rapid system prototyping to high throughput pharmaceutical applications.
Cyber Therapy II, Virtual Healing, Designing Reality
2006-08-01
exposures. The initial, prototype model goal was to see if the subjects were able to use the addresses smallpox and uses chicken pox and system, and to...Barcelona, Spain training for schizophrenia as well as cognitive Autonomous University of State of Mexico therapy for autism. This study developed a system...Toluca, Mexico for measuring schizophrenia patients’ behavioral E-mail: claudia.liliana.hardy@estudiant.upc.edu characteristics in a Virtual
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.
Smart roadside initiative : system requirements specifications.
DOT National Transportation Integrated Search
2015-09-01
This document describes the system requirements specifications (SyRS) for the Smart Roadside Initiative (SRI) Prototype for the delivery of capabilities related to wireless roadside inspections, electronic screening/virtual weigh stations, universal ...
Prototype of haptic device for sole of foot using magnetic field sensitive elastomer
NASA Astrophysics Data System (ADS)
Kikuchi, T.; Masuda, Y.; Sugiyama, M.; Mitsumata, T.; Ohori, S.
2013-02-01
Walking is one of the most popular activities and a healthy aerobic exercise for the elderly. However, if they have physical and / or cognitive disabilities, sometimes it is challenging to go somewhere they don't know well. The final goal of this study is to develop a virtual reality walking system that allows users to walk in virtual worlds fabricated with computer graphics. We focus on a haptic device that can perform various plantar pressures on users' soles of feet as an additional sense in the virtual reality walking. In this study, we discuss a use of a magnetic field sensitive elastomer (MSE) as a working material for the haptic interface on the sole. The first prototype with MSE was developed and evaluated in this work. According to the measurement of planter pressures, it was found that this device can perform different pressures on the sole of a light-weight user by applying magnetic field on the MSE. The result also implied necessities of the improvement of the magnetic circuit and the basic structure of the mechanism of the device.
NASA Technical Reports Server (NTRS)
Bragg-Sitton, Shannon M.; Forsbacka, Matthew
2004-01-01
For a compact, fast-spectrum reactor, reactivity feedback is dominated by core deformation at elevated temperature. Given the use of accurate deformation measurement techniques, it is possible to simulate nuclear feedback in non-nuclear electrically heated reactor tests. Implementation of simulated reactivity feedback in response to measured deflection is being tested at the NASA Marshall Space Flight Center Early Flight Fission Test Facility (EFF-TF). During tests of the SAFE-100 reactor prototype, core deflection was monitored using a high resolution camera. "virtual" reactivity feedback was accomplished by applying the results of Monte Carlo calculations (MCNPX) to core deflection measurements; the computational analysis was used to establish the reactivity worth of van'ous core deformations. The power delivered to the SAFE-100 prototype was then dusted accordingly via kinetics calculations, The work presented in this paper will demonstrate virtual reactivity feedback as core power was increased from 1 kilowatt(sub t), to 10 kilowatts(sub t), held approximately constant at 10 kilowatts (sub t), and then allowed to decrease based on the negative thermal reactivity coefficient.
Digital fabrication of multi-material biomedical objects.
Cheung, H H; Choi, S H
2009-12-01
This paper describes a multi-material virtual prototyping (MMVP) system for modelling and digital fabrication of discrete and functionally graded multi-material objects for biomedical applications. The MMVP system consists of a DMMVP module, an FGMVP module and a virtual reality (VR) simulation module. The DMMVP module is used to model discrete multi-material (DMM) objects, while the FGMVP module is for functionally graded multi-material (FGM) objects. The VR simulation module integrates these two modules to perform digital fabrication of multi-material objects, which can be subsequently visualized and analysed in a virtual environment to optimize MMLM processes for fabrication of product prototypes. Using the MMVP system, two biomedical objects, including a DMM human spine and an FGM intervertebral disc spacer are modelled and digitally fabricated for visualization and analysis in a VR environment. These studies show that the MMVP system is a practical tool for modelling, visualization, and subsequent fabrication of biomedical objects of discrete and functionally graded multi-materials for biomedical applications. The system may be adapted to control MMLM machines with appropriate hardware for physical fabrication of biomedical objects.
The Potential of Using Virtual Reality Technology in Physical Activity Settings
ERIC Educational Resources Information Center
Pasco, Denis
2013-01-01
In recent years, virtual reality technology has been successfully used for learning purposes. The purposes of the article are to examine current research on the role of virtual reality in physical activity settings and discuss potential application of using virtual reality technology to enhance learning in physical education. The article starts…
Microarray platform for omics analysis
NASA Astrophysics Data System (ADS)
Mecklenburg, Michael; Xie, Bin
2001-09-01
Microarray technology has revolutionized genetic analysis. However, limitations in genome analysis has lead to renewed interest in establishing 'omic' strategies. As we enter the post-genomic era, new microarray technologies are needed to address these new classes of 'omic' targets, such as proteins, as well as lipids and carbohydrates. We have developed a microarray platform that combines self- assembling monolayers with the biotin-streptavidin system to provide a robust, versatile immobilization scheme. A hydrophobic film is patterned on the surface creating an array of tension wells that eliminates evaporation effects thereby reducing the shear stress to which biomolecules are exposed to during immobilization. The streptavidin linker layer makes it possible to adapt and/or develop microarray based assays using virtually any class of biomolecules including: carbohydrates, peptides, antibodies, receptors, as well as them ore traditional DNA based arrays. Our microarray technology is designed to furnish seamless compatibility across the various 'omic' platforms by providing a common blueprint for fabricating and analyzing arrays. The prototype microarray uses a microscope slide footprint patterned with 2 by 96 flat wells. Data on the microarray platform will be presented.
NASA Astrophysics Data System (ADS)
Robinson, Niall; Tomlinson, Jacob; Prudden, Rachel; Hilson, Alex; Arribas, Alberto
2017-04-01
The Met Office Informatics Lab is a small multidisciplinary team which sits between science, technology and design. Our mission is simply "to make Met Office data useful" - a deliberately broad objective. Our prototypes often trial cutting edge technologies, and so far have included projects such as virtual reality data visualisation in the web browser, bots and natural language interfaces, and artificially intelligent weather warnings. In this talk we focus on our latest project, Jade, a big data analysis platform in the cloud. It is a powerful, flexible and simple to use implementation which makes extensive use of technologies such as Jupyter, Dask, containerisation, Infrastructure as Code, and auto-scaling. Crucially, Jade is flexible enough to be used for a diverse set of applications: it can present weather forecast information to meteorologists and allow climate scientists to analyse big data sets, but it is also effective for analysing non-geospatial data. As well as making data useful, the Informatics Lab also trials new working practises. In this presentation, we will talk about our experience of making a group like the Lab successful.
NASA Technical Reports Server (NTRS)
Benford, Steve; Bowers, John; Fahlen, Lennart E.; Greenhalgh, Chris; Snowdon, Dave
1994-01-01
This paper explores the issue of user embodiment within collaborative virtual environments. By user embodiment we mean the provision of users with appropriate body images so as to represent them to others and also to themselves. By collaborative virtual environments we mean multi-user virtual reality systems which support cooperative work (although we argue that the results of our exploration may also be applied to other kinds of collaborative systems). The main part of the paper identifies a list of embodiment design issues including: presence, location, identity, activity, availability, history of activity, viewpoint, action point, gesture, facial expression, voluntary versus involuntary expression, degree of presence, reflecting capabilities, manipulating the user's view of others, representation across multiple media, autonomous and distributed body parts, truthfulness and efficiency. Following this, we show how these issues are reflected in our own DIVE and MASSIVE prototype collaborative virtual environments.
Developing defensive aids suite technology on a virtual battlefield
NASA Astrophysics Data System (ADS)
Rapanotti, John L.; DeMontigny-Leboeuf, Annie; Palmarini, Marc; Cantin, Andre
2002-07-01
Modern anti-tank missiles and the requirement of rapid deployment are limiting the use of passive armour in protecting land vehicles. Vehicle survivability is becoming more dependent on sensors, computers and countermeasures to detect and avoid threats. The integration of various technologies into a Defensive Aids Suite (DAS) can be designed and analyzed by combining field trials and laboratory data with modeling and simulation. MATLAB is used as a quick prototyping tool to model DAS systems and facilitate transfer to other researchers. The DAS model can be transferred from MATLAB or programmed directly in ModSAF (Modular Semi-Automated Forces), which is used to construct the virtual battlefield. Through scripted input files, a fixed battle approach ensures implementation and analysis meeting the requirements of three different interests. These three communities include the scientists and engineers, military and operations research. This approach ensures the modelling of processes known to be important regardless of the level of information available about the system. A system can be modelled phenomenologically until more information is available. Further processing of the simulation can be used to optimize the vehicle for a specific mission. ModSAF will be used to analyze and plan trials and develop DAS technology for future vehicles. Survivability of a DAS-equipped vehicle can be assessed relative to a basic vehicle without a DAS. In later stages, more complete DAS systems will be analyzed to determine the optimum configuration of the DAS components and the effectiveness of a DAS-equipped vehicle for specific missions. These concepts and approach will be discussed in the paper.
Distributed virtual environment for emergency medical training
NASA Astrophysics Data System (ADS)
Stytz, Martin R.; Banks, Sheila B.; Garcia, Brian W.; Godsell-Stytz, Gayl M.
1997-07-01
In many professions where individuals must work in a team in a high stress environment to accomplish a time-critical task, individual and team performance can benefit from joint training using distributed virtual environments (DVEs). One professional field that lacks but needs a high-fidelity team training environment is the field of emergency medicine. Currently, emergency department (ED) medical personnel train by using words to create a metal picture of a situation for the physician and staff, who then cooperate to solve the problems portrayed by the word picture. The need in emergency medicine for realistic virtual team training is critical because ED staff typically encounter rarely occurring but life threatening situations only once in their careers and because ED teams currently have no realistic environment in which to practice their team skills. The resulting lack of experience and teamwork makes diagnosis and treatment more difficult. Virtual environment based training has the potential to redress these shortfalls. The objective of our research is to develop a state-of-the-art virtual environment for emergency medicine team training. The virtual emergency room (VER) allows ED physicians and medical staff to realistically prepare for emergency medical situations by performing triage, diagnosis, and treatment on virtual patients within an environment that provides them with the tools they require and the team environment they need to realistically perform these three tasks. There are several issues that must be addressed before this vision is realized. The key issues deal with distribution of computations; the doctor and staff interface to the virtual patient and ED equipment; the accurate simulation of individual patient organs' response to injury, medication, and treatment; and an accurate modeling of the symptoms and appearance of the patient while maintaining a real-time interaction capability. Our ongoing work addresses all of these issues. In this paper we report on our prototype VER system and its distributed system architecture for an emergency department distributed virtual environment for emergency medical staff training. The virtual environment enables emergency department physicians and staff to develop their diagnostic and treatment skills using the virtual tools they need to perform diagnostic and treatment tasks. Virtual human imagery, and real-time virtual human response are used to create the virtual patient and present a scenario. Patient vital signs are available to the emergency department team as they manage the virtual case. The work reported here consists of the system architectures we developed for the distributed components of the virtual emergency room. The architectures we describe consist of the network level architecture as well as the software architecture for each actor within the virtual emergency room. We describe the role of distributed interactive simulation and other enabling technologies within the virtual emergency room project.
Aerospace applications of virtual environment technology.
Loftin, R B
1996-11-01
The uses of virtual environment technology in the space program are examined with emphasis on training for the Hubble Space Telescope Repair and Maintenance Mission in 1993. Project ScienceSpace at the Virtual Environment Technology Lab is discussed.
Optimizing virtual reality for all users through gaze-contingent and adaptive focus displays
Padmanaban, Nitish; Konrad, Robert; Stramer, Tal; Wetzstein, Gordon
2017-01-01
From the desktop to the laptop to the mobile device, personal computing platforms evolve over time. Moving forward, wearable computing is widely expected to be integral to consumer electronics and beyond. The primary interface between a wearable computer and a user is often a near-eye display. However, current generation near-eye displays suffer from multiple limitations: they are unable to provide fully natural visual cues and comfortable viewing experiences for all users. At their core, many of the issues with near-eye displays are caused by limitations in conventional optics. Current displays cannot reproduce the changes in focus that accompany natural vision, and they cannot support users with uncorrected refractive errors. With two prototype near-eye displays, we show how these issues can be overcome using display modes that adapt to the user via computational optics. By using focus-tunable lenses, mechanically actuated displays, and mobile gaze-tracking technology, these displays can be tailored to correct common refractive errors and provide natural focus cues by dynamically updating the system based on where a user looks in a virtual scene. Indeed, the opportunities afforded by recent advances in computational optics open up the possibility of creating a computing platform in which some users may experience better quality vision in the virtual world than in the real one. PMID:28193871
Bell, Morris D; Weinstein, Andrea
2011-09-01
The job interview is an important step toward successful employment and often a significant challenge for people with psychiatric disability. Vocational rehabilitation specialists can benefit from a systematic approach to training job interview skills. The investigators teamed up with a company that specializes in creating simulated job interview training to create software that provides a virtual reality experience with which learners can systematically improve their job interview skills, reduce their fears, and increase their confidence about going on job interviews. The development of this software is described and results are presented from a feasibility and tolerability trial with 10 participants with psychiatric disability referred from their vocational service programs. Results indicate that this representative sample had a strongly positive response to the prototype job interview simulation. They found it easy to use, enjoyed the experience, and thought it realistic and helpful. Almost all described the interview as anxiety provoking but that the anxiety lessened as they became more skilled. They saw the benefit of its special features such as ongoing feedback from a "coach in the corner" and from being able to review a transcript of the interview. They believed that they could learn the skills being taught through these methods. Participants were enthusiastic about wanting to use the final product when it becomes available. The advantages of virtual reality technology for training important skills for rehabilitation are discussed.
ERIC Educational Resources Information Center
Cheng, Meng-Tzu; Annetta, Leonard; Folta, Elizabeth; Holmes, Shawn Y.
2011-01-01
"Drugs and the Brain: A Serious Game," a prototype museum exhibit, was designed to employ virtual models of the brain into a video game format. It was done to create a fun and engaging way of conveying knowledge and concepts about neuroscience, as well as the impact of methamphetamine abuse on the brain. The purpose of this study is to…
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.
[Virtual reality in medical education].
Edvardsen, O; Steensrud, T
1998-02-28
Virtual reality technology has found new applications in industry over the last few years. Medical literature has for several years predicted a break-through in this technology for medical education. Although there is a great potential for this technology in medical education, there seems to be a wide gap between expectations and actual possibilities at present. State of the technology was explored by participation at the conference "Medicine meets virtual reality V" (San Diego Jan. 22-25 1997) and a visit to one of the leading laboratories on virtual reality in medical education. In this paper we introduce some of the basic terminology and technology, review some of the topics covered by the conference, and describe projects running in one of the leading laboratories on virtual reality technology for medical education. With this information in mind, we discuss potential applications of the current technology in medical education. Current virtual reality systems are judged to be too costly and their usefulness in education too limited for routine use in medical education.
Integration of Pneumatic Technology in Powered Mobility Devices
Daveler, Brandon; Wang, Hongwu; Gebrosky, Benjamin; Grindle, Garrett G.; Schneider, Urs
2017-01-01
Advances in electric motors, electronics, and control systems have enhanced the capability and drivability of electric power mobility devices over the last 60 years. Yet, battery technologies used in powered mobility devices (PMDs) have not kept pace. Recent advances in pneumatic technology, primarily the high torque, low speed design of rotary piston air motors, directly align with the needs of PMD. Pneumatic technology has advantages over battery-powered technology, including lighter weight, lower operating costs, decreased environmental impact, better reliability, and increased safety. Two prototypes were created that incorporated rotary piston air motors, high-pressure air tanks, and air-pressure regulators. Prototype 1 was created by modifying an existing electric PMD. Range tests were performed to determine the feasibility of pneumatic technology and the optimal combination of components to allow the longest range possible at acceptable speeds over ideal conditions. Using a 1.44 L air tank for feasibility testing, prototype 1 was capable of traveling 800 m, which confirmed the feasibility of pneumatic technology usage in PMDs. Prototype 2 was designed based on the testing results from prototype 1. After further optimization of prototype 2, the average maximum range was 3,150 m. Prototype 2 is up to 28.3% lighter than an equivalent size electric PMD and can be fully recharged in approximately 2 minutes. It decreases the cost of PMDs by approximately $1,500, because batteries do not need to be replaced over the lifetime of the device. The results provide justification for the use of pneumatic technology in PMDs. PMID:29339888
Integration of Pneumatic Technology in Powered Mobility Devices.
Daveler, Brandon; Wang, Hongwu; Gebrosky, Benjamin; Grindle, Garrett G; Schneider, Urs; Cooper, Rory A
2017-01-01
Advances in electric motors, electronics, and control systems have enhanced the capability and drivability of electric power mobility devices over the last 60 years. Yet, battery technologies used in powered mobility devices (PMDs) have not kept pace. Recent advances in pneumatic technology, primarily the high torque, low speed design of rotary piston air motors, directly align with the needs of PMD. Pneumatic technology has advantages over battery-powered technology, including lighter weight, lower operating costs, decreased environmental impact, better reliability, and increased safety. Two prototypes were created that incorporated rotary piston air motors, high-pressure air tanks, and air-pressure regulators. Prototype 1 was created by modifying an existing electric PMD. Range tests were performed to determine the feasibility of pneumatic technology and the optimal combination of components to allow the longest range possible at acceptable speeds over ideal conditions. Using a 1.44 L air tank for feasibility testing, prototype 1 was capable of traveling 800 m, which confirmed the feasibility of pneumatic technology usage in PMDs. Prototype 2 was designed based on the testing results from prototype 1. After further optimization of prototype 2, the average maximum range was 3,150 m. Prototype 2 is up to 28.3% lighter than an equivalent size electric PMD and can be fully recharged in approximately 2 minutes. It decreases the cost of PMDs by approximately $1,500, because batteries do not need to be replaced over the lifetime of the device. The results provide justification for the use of pneumatic technology in PMDs.
Kushniruk, A W; Patel, C; Patel, V L; Cimino, J J
2001-04-01
The World Wide Web provides an unprecedented opportunity for widespread access to health-care applications by both patients and providers. The development of new methods for assessing the effectiveness and usability of these systems is becoming a critical issue. This paper describes the distance evaluation (i.e. 'televaluation') of emerging Web-based information technologies. In health informatics evaluation, there is a need for application of new ideas and methods from the fields of cognitive science and usability engineering. A framework is presented for conducting evaluations of health-care information technologies that integrates a number of methods, ranging from deployment of on-line questionnaires (and Web-based forms) to remote video-based usability testing of user interactions with clinical information systems. Examples illustrating application of these techniques are presented for the assessment of a patient clinical information system (PatCIS), as well as an evaluation of use of Web-based clinical guidelines. Issues in designing, prototyping and iteratively refining evaluation components are discussed, along with description of a 'virtual' usability laboratory.
Design of virtual three-dimensional instruments for sound control
NASA Astrophysics Data System (ADS)
Mulder, Axel Gezienus Elith
An environment for designing virtual instruments with 3D geometry has been prototyped and applied to real-time sound control and design. It enables a sound artist, musical performer or composer to design an instrument according to preferred or required gestural and musical constraints instead of constraints based only on physical laws as they apply to an instrument with a particular geometry. Sounds can be created, edited or performed in real-time by changing parameters like position, orientation and shape of a virtual 3D input device. The virtual instrument can only be perceived through a visualization and acoustic representation, or sonification, of the control surface. No haptic representation is available. This environment was implemented using CyberGloves, Polhemus sensors, an SGI Onyx and by extending a real- time, visual programming language called Max/FTS, which was originally designed for sound synthesis. The extension involves software objects that interface the sensors and software objects that compute human movement and virtual object features. Two pilot studies have been performed, involving virtual input devices with the behaviours of a rubber balloon and a rubber sheet for the control of sound spatialization and timbre parameters. Both manipulation and sonification methods affect the naturalness of the interaction. Informal evaluation showed that a sonification inspired by the physical world appears natural and effective. More research is required for a natural sonification of virtual input device features such as shape, taking into account possible co- articulation of these features. While both hands can be used for manipulation, left-hand-only interaction with a virtual instrument may be a useful replacement for and extension of the standard keyboard modulation wheel. More research is needed to identify and apply manipulation pragmatics and movement features, and to investigate how they are co-articulated, in the mapping of virtual object parameters. While the virtual instruments can be adapted to exploit many manipulation gestures, further work is required to reduce the need for technical expertise to realize adaptations. Better virtual object simulation techniques and faster sensor data acquisition will improve the performance of virtual instruments. The design environment which has been developed should prove useful as a (musical) instrument prototyping tool and as a tool for researching the optimal adaptation of machines to humans.
Integration of virtualized worker nodes in standard batch systems
NASA Astrophysics Data System (ADS)
Büge, Volker; Hessling, Hermann; Kemp, Yves; Kunze, Marcel; Oberst, Oliver; Quast, Günter; Scheurer, Armin; Synge, Owen
2010-04-01
Current experiments in HEP only use a limited number of operating system flavours. Their software might only be validated on one single OS platform. Resource providers might have other operating systems of choice for the installation of the batch infrastructure. This is especially the case if a cluster is shared with other communities, or communities that have stricter security requirements. One solution would be to statically divide the cluster into separated sub-clusters. In such a scenario, no opportunistic distribution of the load can be achieved, resulting in a poor overall utilization efficiency. Another approach is to make the batch system aware of virtualization, and to provide each community with its favoured operating system in a virtual machine. Here, the scheduler has full flexibility, resulting in a better overall efficiency of the resources. In our contribution, we present a lightweight concept for the integration of virtual worker nodes into standard batch systems. The virtual machines are started on the worker nodes just before jobs are executed there. No meta-scheduling is introduced. We demonstrate two prototype implementations, one based on the Sun Grid Engine (SGE), the other using Maui/Torque as a batch system. Both solutions support local job as well as Grid job submission. The hypervisors currently used are Xen and KVM, a port to another system is easily envisageable. To better handle different virtual machines on the physical host, the management solution VmImageManager is developed. We will present first experience from running the two prototype implementations. In a last part, we will show the potential future use of this lightweight concept when integrated into high-level (i.e. Grid) work-flows.
Virtual Teaming and Collaboration Technology: A Study of Influences on Virtual Project Outcomes
ERIC Educational Resources Information Center
Broils, Gary C.
2014-01-01
The purpose of this quantitative correlational study was to explore the relationships between the independent variables, contextual factors for virtual teams and collaboration technology, and the dependent variable, virtual project outcomes. The problem leading to the need for the study is a lower success rate for virtual projects compared to…
Brightness measurement of an electron impact gas ion source for proton beam writing applications
DOE Office of Scientific and Technical Information (OSTI.GOV)
Liu, N.; Santhana Raman, P.; Department of Electrical and Computer Engineering, National University of Singapore, Singapore 117583
We are developing a high brightness nano-aperture electron impact gas ion source, which can create ion beams from a miniature ionization chamber with relatively small virtual source sizes, typically around 100 nm. A prototype source of this kind was designed and successively micro-fabricated using integrated circuit technology. Experiments to measure source brightness were performed inside a field emission scanning electron microscope. The total output current was measured to be between 200 and 300 pA. The highest estimated reduced brightness was found to be comparable to the injecting focused electron beam reduced brightness. This translates into an ion reduced brightness thatmore » is significantly better than that of conventional radio frequency ion sources, currently used in single-ended MeV accelerators.« less
Brightness measurement of an electron impact gas ion source for proton beam writing applications.
Liu, N; Xu, X; Pang, R; Raman, P Santhana; Khursheed, A; van Kan, J A
2016-02-01
We are developing a high brightness nano-aperture electron impact gas ion source, which can create ion beams from a miniature ionization chamber with relatively small virtual source sizes, typically around 100 nm. A prototype source of this kind was designed and successively micro-fabricated using integrated circuit technology. Experiments to measure source brightness were performed inside a field emission scanning electron microscope. The total output current was measured to be between 200 and 300 pA. The highest estimated reduced brightness was found to be comparable to the injecting focused electron beam reduced brightness. This translates into an ion reduced brightness that is significantly better than that of conventional radio frequency ion sources, currently used in single-ended MeV accelerators.
Mixed-Reality Prototypes to Support Early Creative Design
NASA Astrophysics Data System (ADS)
Safin, Stéphane; Delfosse, Vincent; Leclercq, Pierre
The domain we address is creative design, mainly architecture. Rooted in a multidisciplinary approach as well as a deep understanding of architecture and design, our method aims at proposing adapted mixed-reality solutions to support two crucial activities: sketch-based preliminary design and distant synchronous collaboration in design. This chapter provides a summary of our work on a mixed-reality device, based on a drawing table (the Virtual Desktop), designed specifically to address real-life/business-focused issues. We explain our methodology, describe the two supported activities and the related users’ needs, detail the technological solution we have developed, and present the main results of multiple evaluation sessions. We conclude with a discussion of the usefulness of a profession-centered methodology and the relevance of mixed reality to support creative design activities.
Efficient Computational Prototyping of Mixed Technology Microfluidic Components and Systems
2002-08-01
AFRL-IF-RS-TR-2002-190 Final Technical Report August 2002 EFFICIENT COMPUTATIONAL PROTOTYPING OF MIXED TECHNOLOGY MICROFLUIDIC...SUBTITLE EFFICIENT COMPUTATIONAL PROTOTYPING OF MIXED TECHNOLOGY MICROFLUIDIC COMPONENTS AND SYSTEMS 6. AUTHOR(S) Narayan R. Aluru, Jacob White...Aided Design (CAD) tools for microfluidic components and systems were developed in this effort. Innovative numerical methods and algorithms for mixed
Virtual remote center of motion control for needle placement robots.
Boctor, Emad M; Webster, Robert J; Mathieu, Herve; Okamura, Allison M; Fichtinger, Gabor
2004-01-01
We present an algorithm that enables percutaneous needle-placement procedures to be performed with unencoded, unregistered, minimally calibrated robots while removing the constraint of placing the needle tip on a mechanically enforced Remote Center of Motion (RCM). The algorithm requires only online tracking of the surgical tool and a five-degree-of-freedom (5-DOF) robot comprising three prismatic DOF and two rotational DOF. An incremental adaptive motion control cycle guides the needle to the insertion point and also orients it to align with the target-entry-point line. The robot executes RCM motion without having a physically constrained fulcrum point. The proof-of-concept prototype system achieved 0.78 mm translation accuracy and 1.4 degrees rotational accuracy (this is within the tracker accuracy) within 17 iterative steps (0.5-1 s). This research enables robotic assistant systems for image-guided percutaneous procedures to be prototyped/constructed more quickly and less expensively than has been previously possible. Since the clinical utility of such systems is clear and has been demonstrated in the literature, our work may help promote widespread clinical adoption of this technology by lowering system cost and complexity.
Virtual Education in Universities: A Technological Imperative.
ERIC Educational Resources Information Center
O'Donoghue, John; Singh, Gurmak; Dorward, Lisa
2001-01-01
Discusses virtual universities and virtual classrooms, exploring both the benefits and the disadvantages of technology-based delivery systems. Highlights include competitive pressures to use technology; impacts on students; the need for flexibility to meet unique student needs and learning styles; learning environments; impact on society; and…
Leiggener, C; Messo, E; Thor, A; Zeilhofer, H-F; Hirsch, J-M
2009-02-01
The free fibular flap is the standard procedure for reconstructing mandibular defects. The graft has to be contoured to fit the defect so preoperative planning is required. The systems used previously do not allow transfer of the surgical plan to the operation room in an optimal way. The authors present a method to bring the virtual plan to real time surgery using a rapid prototyping guide. Planning was conducted using the Surgicase CMF software simulating surgery on a workstation. The osteotomies were translated into a rapid prototyping guide, sterilised and applied during surgery on the fibula allowing for the osteotomies and osteosynthesis to be performed with intact circulation. During reconstruction the authors were able to choose the best site for the osteotomies regarding circulation and as a result increased the precision and speed of treatment.
A high performance scientific cloud computing environment for materials simulations
NASA Astrophysics Data System (ADS)
Jorissen, K.; Vila, F. D.; Rehr, J. J.
2012-09-01
We describe the development of a scientific cloud computing (SCC) platform that offers high performance computation capability. The platform consists of a scientific virtual machine prototype containing a UNIX operating system and several materials science codes, together with essential interface tools (an SCC toolset) that offers functionality comparable to local compute clusters. In particular, our SCC toolset provides automatic creation of virtual clusters for parallel computing, including tools for execution and monitoring performance, as well as efficient I/O utilities that enable seamless connections to and from the cloud. Our SCC platform is optimized for the Amazon Elastic Compute Cloud (EC2). We present benchmarks for prototypical scientific applications and demonstrate performance comparable to local compute clusters. To facilitate code execution and provide user-friendly access, we have also integrated cloud computing capability in a JAVA-based GUI. Our SCC platform may be an alternative to traditional HPC resources for materials science or quantum chemistry applications.
Facilitating Co-Design for Extreme-Scale Systems Through Lightweight Simulation
DOE Office of Scientific and Technical Information (OSTI.GOV)
Engelmann, Christian; Lauer, Frank
This work focuses on tools for investigating algorithm performance at extreme scale with millions of concurrent threads and for evaluating the impact of future architecture choices to facilitate the co-design of high-performance computing (HPC) architectures and applications. The approach focuses on lightweight simulation of extreme-scale HPC systems with the needed amount of accuracy. The prototype presented in this paper is able to provide this capability using a parallel discrete event simulation (PDES), such that a Message Passing Interface (MPI) application can be executed at extreme scale, and its performance properties can be evaluated. The results of an initial prototype aremore » encouraging as a simple 'hello world' MPI program could be scaled up to 1,048,576 virtual MPI processes on a four-node cluster, and the performance properties of two MPI programs could be evaluated at up to 16,384 virtual MPI processes on the same system.« less
Virtual prototyping of a semi-active transfemoral prosthetic leg.
Lui, Zhen Wei; Awad, Mohammed I; Abouhossein, Alireza; Dehghani-Sanij, Abbas A; Messenger, Neil
2015-05-01
This article presents a virtual prototyping study of a semi-active lower limb prosthesis to improve the functionality of an amputee during prosthesis-environment interaction for level ground walking. Articulated ankle-foot prosthesis and a single-axis semi-active prosthetic knee with active and passive operating modes were considered. Data for level ground walking were collected using a photogrammetric method in order to develop a base-line simulation model and with the hip kinematics input to verify the proposed design. The simulated results show that the semi-active lower limb prosthesis is able to move efficiently in passive mode, and the activation time of the knee actuator can be reduced by approximately 50%. Therefore, this semi-active system has the potential to reduce the energy consumption of the actuators required during level ground walking and requires less compensation from the amputee due to lower deviation of the vertical excursion of body centre of mass. © IMechE 2015.
Heuts, Samuel; Sardari Nia, Peyman; Maessen, Jos G
2016-01-01
For the past decades, surgeries have become more complex, due to the increasing age of the patient population referred for thoracic surgery, more complex pathology and the emergence of minimally invasive thoracic surgery. Together with the early detection of thoracic disease as a result of innovations in diagnostic possibilities and the paradigm shift to personalized medicine, preoperative planning is becoming an indispensable and crucial aspect of surgery. Several new techniques facilitating this paradigm shift have emerged. Pre-operative marking and staining of lesions are already a widely accepted method of preoperative planning in thoracic surgery. However, three-dimensional (3D) image reconstructions, virtual simulation and rapid prototyping (RP) are still in development phase. These new techniques are expected to become an important part of the standard work-up of patients undergoing thoracic surgery in the future. This review aims at graphically presenting and summarizing these new diagnostic and therapeutic tools.
Hardware/software codesign for embedded RISC core
NASA Astrophysics Data System (ADS)
Liu, Peng
2001-12-01
This paper describes hardware/software codesign method of the extendible embedded RISC core VIRGO, which based on MIPS-I instruction set architecture. VIRGO is described by Verilog hardware description language that has five-stage pipeline with shared 32-bit cache/memory interface, and it is controlled by distributed control scheme. Every pipeline stage has one small controller, which controls the pipeline stage status and cooperation among the pipeline phase. Since description use high level language and structure is distributed, VIRGO core has highly extension that can meet the requirements of application. We take look at the high-definition television MPEG2 MPHL decoder chip, constructed the hardware/software codesign virtual prototyping machine that can research on VIRGO core instruction set architecture, and system on chip memory size requirements, and system on chip software, etc. We also can evaluate the system on chip design and RISC instruction set based on the virtual prototyping machine platform.
Fitzgerald, Diarmaid; Trakarnratanakul, Nanthana; Dunne, Lucy; Smyth, Barry; Caulfield, Brian
2008-01-01
We have developed a prototype virtual reality-based balance training system using a single inertial orientation sensor attached to the upper surface of a wobble board. This input device has been interfaced with Neverball, an open source computer game to create the balance training platform. Users can exercise with the system by standing on the wobble board and tilting it in different directions to control an on-screen environment. We have also developed a customized instruction manual to use when setting up the system. To evaluate the usability our prototype system we undertook a user evaluation study with twelve healthy novice participants. Participants were required to assemble the system using an instruction manual and then perform balance exercises with the system. Following this period of exercise VRUSE, a usability evaluation questionnaire, was completed by participants. Results indicated a high level of usability in all categories evaluated.
Optical fabrication of lightweighted 3D printed mirrors
NASA Astrophysics Data System (ADS)
Herzog, Harrison; Segal, Jacob; Smith, Jeremy; Bates, Richard; Calis, Jacob; De La Torre, Alyssa; Kim, Dae Wook; Mici, Joni; Mireles, Jorge; Stubbs, David M.; Wicker, Ryan
2015-09-01
Direct Metal Laser Sintering (DMLS) and Electron Beam Melting (EBM) 3D printing technologies were utilized to create lightweight, optical grade mirrors out of AlSi10Mg aluminum and Ti6Al4V titanium alloys at the University of Arizona in Tucson. The mirror prototypes were polished to meet the λ/20 RMS and λ/4 P-V surface figure requirements. The intent of this project was to design topologically optimized mirrors that had a high specific stiffness and low surface displacement. Two models were designed using Altair Inspire software, and the mirrors had to endure the polishing process with the necessary stiffness to eliminate print-through. Mitigating porosity of the 3D printed mirror blanks was a challenge in the face of reconciling new printing technologies with traditional optical polishing methods. The prototypes underwent Hot Isostatic Press (HIP) and heat treatment to improve density, eliminate porosity, and relieve internal stresses. Metal 3D printing allows for nearly unlimited topological constraints on design and virtually eliminates the need for a machine shop when creating an optical quality mirror. This research can lead to an increase in mirror mounting support complexity in the manufacturing of lightweight mirrors and improve overall process efficiency. The project aspired to have many future applications of light weighted 3D printed mirrors, such as spaceflight. This paper covers the design/fab/polish/test of 3D printed mirrors, thermal/structural finite element analysis, and results.
Expert system decision support for low-cost launch vehicle operations
NASA Technical Reports Server (NTRS)
Szatkowski, G. P.; Levin, Barry E.
1991-01-01
Progress in assessing the feasibility, benefits, and risks associated with AI expert systems applied to low cost expendable launch vehicle systems is described. Part one identified potential application areas in vehicle operations and on-board functions, assessed measures of cost benefit, and identified key technologies to aid in the implementation of decision support systems in this environment. Part two of the program began the development of prototypes to demonstrate real-time vehicle checkout with controller and diagnostic/analysis intelligent systems and to gather true measures of cost savings vs. conventional software, verification and validation requirements, and maintainability improvement. The main objective of the expert advanced development projects was to provide a robust intelligent system for control/analysis that must be performed within a specified real-time window in order to meet the demands of the given application. The efforts to develop the two prototypes are described. Prime emphasis was on a controller expert system to show real-time performance in a cryogenic propellant loading application and safety validation implementation of this system experimentally, using commercial-off-the-shelf software tools and object oriented programming techniques. This smart ground support equipment prototype is based in C with imbedded expert system rules written in the CLIPS protocol. The relational database, ORACLE, provides non-real-time data support. The second demonstration develops the vehicle/ground intelligent automation concept, from phase one, to show cooperation between multiple expert systems. This automated test conductor (ATC) prototype utilizes a knowledge-bus approach for intelligent information processing by use of virtual sensors and blackboards to solve complex problems. It incorporates distributed processing of real-time data and object-oriented techniques for command, configuration control, and auto-code generation.
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.
Virtual reality and 3D visualizations in heart surgery education.
Friedl, Reinhard; Preisack, Melitta B; Klas, Wolfgang; Rose, Thomas; Stracke, Sylvia; Quast, Klaus J; Hannekum, Andreas; Gödje, Oliver
2002-01-01
Computer assisted teaching plays an increasing role in surgical education. The presented paper describes the development of virtual reality (VR) and 3D visualizations for educational purposes concerning aortocoronary bypass grafting and their prototypical implementation into a database-driven and internet-based educational system in heart surgery. A multimedia storyboard has been written and digital video has been encoded. Understanding of these videos was not always satisfying; therefore, additional 3D and VR visualizations have been modelled as VRML, QuickTime, QuickTime Virtual Reality and MPEG-1 applications. An authoring process in terms of integration and orchestration of different multimedia components to educational units has been started. A virtual model of the heart has been designed. It is highly interactive and the user is able to rotate it, move it, zoom in for details or even fly through. It can be explored during the cardiac cycle and a transparency mode demonstrates coronary arteries, movement of the heart valves, and simultaneous blood-flow. Myocardial ischemia and the effect of an IMA-Graft on myocardial perfusion is simulated. Coronary artery stenoses and bypass-grafts can be interactively added. 3D models of anastomotique techniques and closed thrombendarterectomy have been developed. Different visualizations have been prototypically implemented into a teaching application about operative techniques. Interactive virtual reality and 3D teaching applications can be used and distributed via the World Wide Web and have the power to describe surgical anatomy and principles of surgical techniques, where temporal and spatial events play an important role, in a way superior to traditional teaching methods.
Rapid prototyping for biomedical engineering: current capabilities and challenges.
Lantada, Andrés Díaz; Morgado, Pilar Lafont
2012-01-01
A new set of manufacturing technologies has emerged in the past decades to address market requirements in a customized way and to provide support for research tasks that require prototypes. These new techniques and technologies are usually referred to as rapid prototyping and manufacturing technologies, and they allow prototypes to be produced in a wide range of materials with remarkable precision in a couple of hours. Although they have been rapidly incorporated into product development methodologies, they are still under development, and their applications in bioengineering are continuously evolving. Rapid prototyping and manufacturing technologies can be of assistance in every stage of the development process of novel biodevices, to address various problems that can arise in the devices' interactions with biological systems and the fact that the design decisions must be tested carefully. This review focuses on the main fields of application for rapid prototyping in biomedical engineering and health sciences, as well as on the most remarkable challenges and research trends.
NASA Astrophysics Data System (ADS)
Zhang, Wenyu; Zhang, Shuai; Cai, Ming; Jian, Wu
2015-04-01
With the development of virtual enterprise (VE) paradigm, the usage of serviceoriented architecture (SOA) is increasingly being considered for facilitating the integration and utilisation of distributed manufacturing resources. However, due to the heterogeneous nature among VEs, the dynamic nature of a VE and the autonomous nature of each VE member, the lack of both sophisticated coordination mechanism in the popular centralised infrastructure and semantic expressivity in the existing SOA standards make the current centralised, syntactic service discovery method undesirable. This motivates the proposed agent-based peer-to-peer (P2P) architecture for semantic discovery of manufacturing services across VEs. Multi-agent technology provides autonomous and flexible problemsolving capabilities in dynamic and adaptive VE environments. Peer-to-peer overlay provides highly scalable coupling across decentralised VEs, each of which exhibiting as a peer composed of multiple agents dealing with manufacturing services. The proposed architecture utilises a novel, efficient, two-stage search strategy - semantic peer discovery and semantic service discovery - to handle the complex searches of manufacturing services across VEs through fast peer filtering. The operation and experimental evaluation of the prototype system are presented to validate the implementation of the proposed approach.
Lövquist, Erik; Shorten, George; Aboulafia, Annette
2012-01-01
The current focus on patient safety and evidence-based medical education has led to an increased interest in utilising virtual reality (VR) for medical training. The development of VR-based systems require experts from different disciplines to collaborate with shared and agreed objectives throughout a system's development process. Both the development of technology as well as the incorporation and evaluation of relevant training have to be given the appropriate attention. The aim of this article is to illustrate how constructive relationships can be established between stakeholders to develop useful and usable VR-based medical training systems. This article reports a case study of two research projects that developed and evaluated a VR-based training system for spinal anaesthesia. The case study illustrates how close relationships can be established by champion clinicians leading research in this area and by closely engaging clinicians and educators in iterative prototype design throughout a system's development process. Clinicians and educators have to strive to get more involved (ideally as champions of innovation) and actively guide the development of VR-based training and assessment systems. System developers have to strive to ensure that clinicians and educators are participating constructively in the developments of such systems.
Graphics interfaces and numerical simulations: Mexican Virtual Solar Observatory
NASA Astrophysics Data System (ADS)
Hernández, L.; González, A.; Salas, G.; Santillán, A.
2007-08-01
Preliminary results associated to the computational development and creation of the Mexican Virtual Solar Observatory (MVSO) are presented. Basically, the MVSO prototype consists of two parts: the first, related to observations that have been made during the past ten years at the Solar Observation Station (EOS) and at the Carl Sagan Observatory (OCS) of the Universidad de Sonora in Mexico. The second part is associated to the creation and manipulation of a database produced by numerical simulations related to solar phenomena, we are using the MHD ZEUS-3D code. The development of this prototype was made using mysql, apache, java and VSO 1.2. based GNU and `open source philosophy'. A graphic user interface (GUI) was created in order to make web-based, remote numerical simulations. For this purpose, Mono was used, because it is provides the necessary software to develop and run .NET client and server applications on Linux. Although this project is still under development, we hope to have access, by means of this portal, to other virtual solar observatories and to be able to count on a database created through numerical simulations or, given the case, perform simulations associated to solar phenomena.
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…
Virtual collaborative environments: programming and controlling robotic devices remotely
NASA Astrophysics Data System (ADS)
Davies, Brady R.; McDonald, Michael J., Jr.; Harrigan, Raymond W.
1995-12-01
This paper describes a technology for remote sharing of intelligent electro-mechanical devices. An architecture and actual system have been developed and tested, based on the proposed National Information Infrastructure (NII) or Information Highway, to facilitate programming and control of intelligent programmable machines (like robots, machine tools, etc.). Using appropriate geometric models, integrated sensors, video systems, and computing hardware; computer controlled resources owned and operated by different (in a geographic sense as well as legal sense) entities can be individually or simultaneously programmed and controlled from one or more remote locations. Remote programming and control of intelligent machines will create significant opportunities for sharing of expensive capital equipment. Using the technology described in this paper, university researchers, manufacturing entities, automation consultants, design entities, and others can directly access robotic and machining facilities located across the country. Disparate electro-mechanical resources will be shared in a manner similar to the way supercomputers are accessed by multiple users. Using this technology, it will be possible for researchers developing new robot control algorithms to validate models and algorithms right from their university labs without ever owning a robot. Manufacturers will be able to model, simulate, and measure the performance of prospective robots before selecting robot hardware optimally suited for their intended application. Designers will be able to access CNC machining centers across the country to fabricate prototypic parts during product design validation. An existing prototype architecture and system has been developed and proven. Programming and control of a large gantry robot located at Sandia National Laboratories in Albuquerque, New Mexico, was demonstrated from such remote locations as Washington D.C., Washington State, and Southern California.
A Standard-Compliant Virtual Meeting System with Active Video Object Tracking
NASA Astrophysics Data System (ADS)
Lin, Chia-Wen; Chang, Yao-Jen; Wang, Chih-Ming; Chen, Yung-Chang; Sun, Ming-Ting
2002-12-01
This paper presents an H.323 standard compliant virtual video conferencing system. The proposed system not only serves as a multipoint control unit (MCU) for multipoint connection but also provides a gateway function between the H.323 LAN (local-area network) and the H.324 WAN (wide-area network) users. The proposed virtual video conferencing system provides user-friendly object compositing and manipulation features including 2D video object scaling, repositioning, rotation, and dynamic bit-allocation in a 3D virtual environment. A reliable, and accurate scheme based on background image mosaics is proposed for real-time extracting and tracking foreground video objects from the video captured with an active camera. Chroma-key insertion is used to facilitate video objects extraction and manipulation. We have implemented a prototype of the virtual conference system with an integrated graphical user interface to demonstrate the feasibility of the proposed methods.
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.
The virtual environment display system
NASA Technical Reports Server (NTRS)
Mcgreevy, Michael W.
1991-01-01
Virtual environment technology is a display and control technology that can surround a person in an interactive computer generated or computer mediated virtual environment. It has evolved at NASA-Ames since 1984 to serve NASA's missions and goals. The exciting potential of this technology, sometimes called Virtual Reality, Artificial Reality, or Cyberspace, has been recognized recently by the popular media, industry, academia, and government organizations. Much research and development will be necessary to bring it to fruition.
Technology infusion of intellectual 3D printers-based prototyping of products into learning process
NASA Astrophysics Data System (ADS)
Boshhenko, T. V.; Chepur, P. V.
2018-03-01
The article considers the prospects for the technologies of intellectual design and prototyping applying 3D printers. It presents basic technologies of 3D printing, currently developed and released for construction. The experience of educational activities in the University to train students for the Academic Competitions on three-dimensional modeling and prototyping is described in the present article. Requirements for the prototyping implementation are given, allowing obtaining a positive effect from the technology infusion released for construction. The results of activities to train students for the Academic Competition are stated. It is established that the proposed approaches to the training of students have led to the highest score in the national contest in Novosibirsk when performing tasks for prototyping a stand for a cell phone and manufacturing the product on a 3D printer at the SLS technology, selective laser sintering. The conclusions about the possibilities and prospects of development of this direction in the industry in the entire country are drawn.
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…
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.
Presence capture cameras - a new challenge to the image quality
NASA Astrophysics Data System (ADS)
Peltoketo, Veli-Tapani
2016-04-01
Commercial presence capture cameras are coming to the markets and a new era of visual entertainment starts to get its shape. Since the true presence capturing is still a very new technology, the real technical solutions are just passed a prototyping phase and they vary a lot. Presence capture cameras have still the same quality issues to tackle as previous phases of digital imaging but also numerous new ones. This work concentrates to the quality challenges of presence capture cameras. A camera system which can record 3D audio-visual reality as it is has to have several camera modules, several microphones and especially technology which can synchronize output of several sources to a seamless and smooth virtual reality experience. Several traditional quality features are still valid in presence capture cameras. Features like color fidelity, noise removal, resolution and dynamic range create the base of virtual reality stream quality. However, co-operation of several cameras brings a new dimension for these quality factors. Also new quality features can be validated. For example, how the camera streams should be stitched together with 3D experience without noticeable errors and how to validate the stitching? The work describes quality factors which are still valid in the presence capture cameras and defines the importance of those. Moreover, new challenges of presence capture cameras are investigated in image and video quality point of view. The work contains considerations how well current measurement methods can be used in presence capture cameras.
Development of real-time motion capture system for 3D on-line games linked with virtual character
NASA Astrophysics Data System (ADS)
Kim, Jong Hyeong; Ryu, Young Kee; Cho, Hyung Suck
2004-10-01
Motion tracking method is being issued as essential part of the entertainment, medical, sports, education and industry with the development of 3-D virtual reality. Virtual human character in the digital animation and game application has been controlled by interfacing devices; mouse, joysticks, midi-slider, and so on. Those devices could not enable virtual human character to move smoothly and naturally. Furthermore, high-end human motion capture systems in commercial market are expensive and complicated. In this paper, we proposed a practical and fast motion capturing system consisting of optic sensors, and linked the data with 3-D game character with real time. The prototype experiment setup is successfully applied to a boxing game which requires very fast movement of human character.
Designing Virtual Museum Using Web3D Technology
NASA Astrophysics Data System (ADS)
Zhao, Jianghai
VRT was born to have the potentiality of constructing an effective learning environment due to its 3I characteristics: Interaction, Immersion and Imagination. It is now applied in education in a more profound way along with the development of VRT. Virtual Museum is one of the applications. The Virtual Museum is based on the WEB3D technology and extensibility is the most important factor. Considering the advantage and disadvantage of each WEB3D technology, VRML, CULT3D AND VIEWPOINT technologies are chosen. A web chatroom based on flash and ASP technology is also been created in order to make the Virtual Museum an interactive learning environment.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Bolotnikov, Aleksey; Cui, Yonggang; Vernon, Emerson
This document presents motivations, goals and the current status of this project; development (fabrication, performance) of position-sensitive virtual Frisch-grid detectors proposed for nanoRaider, an instrument commonly used by nuclear inspectors; ASIC developments for CZT detectors; and the electronics development for the detector prototype..
AI applications to conceptual aircraft design
NASA Technical Reports Server (NTRS)
Chalfan, Kathryn M.
1990-01-01
This paper presents in viewgraph form several applications of artificial intelligence (AI) to the conceptual design of aircraft, including: an access manager for automated data management, AI techniques applied to optimization, and virtual reality for scientific visualization of the design prototype.
ERIC Educational Resources Information Center
Bricken, Meredith; Byrne, Chris M.
The goal of this study was to take a first step in evaluating the potential of virtual reality (VR) as a learning environment. The context of the study was The Technology Academy, a technology-oriented summer day camp for students ages 5-18, where student activities center around hands-on exploration of new technology (e.g., robotics, MIDI digital…
Noncontact Tactile Display Based on Radiation Pressure of Airborne Ultrasound.
Hoshi, T; Takahashi, M; Iwamoto, T; Shinoda, H
2010-01-01
This paper describes a tactile display which provides unrestricted tactile feedback in air without any mechanical contact. It controls ultrasound and produces a stress field in a 3D space. The principle is based on a nonlinear phenomenon of ultrasound: Acoustic radiation pressure. The fabricated prototype consists of 324 airborne ultrasound transducers, and the phase and intensity of each transducer are controlled individually to generate a focal point. The DC output force at the focal point is 16 mN and the diameter of the focal point is 20 mm. The prototype produces vibrations up to 1 kHz. An interaction system including the prototype is also introduced, which enables users to see and touch virtual objects.
Will Anything Useful Come Out of Virtual Reality? Examination of a Naval Application
1993-05-01
The term virtual reality can encompass varying meanings, but some generally accepted attributes of a virtual environment are that it is immersive...technology, but at present there are few practical applications which are utilizing the broad range of virtual reality technology. This paper will discuss an...Operability, operator functions, Virtual reality , Man-machine interface, Decision aids/decision making, Decision support. ASW.
Innovation Education Enabled through a Collaborative Virtual Reality Learning Environment
ERIC Educational Resources Information Center
Thorsteinsson, Gisli; Page, Tom; Lehtonen, Miika; Ha, Joong Gyu
2006-01-01
This article provides a descriptive account of the development of an approach to the support of design and technology education with 3D Virtual Reality (VR) technologies on an open and distance learning basis. This work promotes an understanding of the implications and possibilities of advanced virtual learning technologies in education for…
Research on 3D virtual campus scene modeling based on 3ds Max and VRML
NASA Astrophysics Data System (ADS)
Kang, Chuanli; Zhou, Yanliu; Liang, Xianyue
2015-12-01
With the rapid development of modem technology, the digital information management and the virtual reality simulation technology has become a research hotspot. Virtual campus 3D model can not only express the real world objects of natural, real and vivid, and can expand the campus of the reality of time and space dimension, the combination of school environment and information. This paper mainly uses 3ds Max technology to create three-dimensional model of building and on campus buildings, special land etc. And then, the dynamic interactive function is realized by programming the object model in 3ds Max by VRML .This research focus on virtual campus scene modeling technology and VRML Scene Design, and the scene design process in a variety of real-time processing technology optimization strategy. This paper guarantees texture map image quality and improve the running speed of image texture mapping. According to the features and architecture of Guilin University of Technology, 3ds Max, AutoCAD and VRML were used to model the different objects of the virtual campus. Finally, the result of virtual campus scene is summarized.
Virtual Application of Darul Arif Palace from Serdang Sultanate using Virtual Reality
NASA Astrophysics Data System (ADS)
Syahputra, M. F.; Annisa, T.; Rahmat, R. F.; Muchtar, M. A.
2017-01-01
Serdang Sultanate is one of Malay Sultanate in Sumatera Utara. In the 18th century, many Malay Aristocrats have developed in Sumatera Utara. Social revolution has happened in 1946, many sultanates were overthrown and member of PKI (Communist Party of Indonesia) did mass killing on members of the sultanate families. As the results of this incident, many cultural and historical heritage destroyed. The integration of heritage preservation and the digital technology has become recent trend. The digital technology is not only able to record, preserve detailed documents and information of heritage completely, but also effectively bring the value-added. In this research, polygonal modelling techniques from 3D modelling technology is used to reconstruct Darul Arif Palace of Serdang Sultanate. After modelling the palace, it will be combined with virtual reality technology to allow user to explore the palace and the environment around the palace. Virtual technology is simulation of real objects in virtual world. The results in this research is that virtual reality application can run using Head-Mounted Display.
Virtual reality: teaching tool of the twenty-first century?
Hoffman, H; Vu, D
1997-12-01
Virtual reality (VR) is gaining recognition for its enormous educational potential. While not yet in the mainstream of academic medical training, many prototype and first-generation VR applications are emerging, with target audiences ranging from first- and second-year medical students to residents in advanced clinical training. Visualization tools that take advantage of VR technologies are being designed to provide engaging and intuitive environments for learning visually and spatially complex topics such as human anatomy, biochemistry, and molecular biology. These applications present dynamic, three-dimensional views of structures and their spatial relationships, enabling users to move beyond "real-world" experiences by interacting with or altering virtual objects in ways that would otherwise be difficult or impossible. VR-based procedural and surgical simulations, often compared with flight simulators in aviation, hold significant promise for revolutionizing medical training. Already a wide range of simulations, representing diverse content areas and utilizing a variety of implementation strategies, are either under development or in their early implementation stages. These new systems promise to make broad-based training experiences available for students at all levels, without the risks and ethical concerns typically associated with using animal and human subjects. Medical students could acquire proficiency and gain confidence in the ability to perform a wide variety of techniques long before they need to use them clinically. Surgical residents could rehearse and refine operative procedures, using an unlimited pool of virtual patients manifesting a wide range of anatomic variations, traumatic wounds, and disease states. Those simulated encounters, in combination with existing opportunities to work with real patients, could increase the depth and breadth of learners' exposure to medical problems, ensure uniformity of training experiences, and enhance the acquisition of clinical skills.
Model for Predicting the Performance of Planetary Suit Hip Bearing Designs
NASA Technical Reports Server (NTRS)
Cowley, Matthew S.; Margerum, Sarah; Hharvill, Lauren; Rajulu, Sudhakar
2012-01-01
Designing a space suit is very complex and often requires difficult trade-offs between performance, cost, mass, and system complexity. During the development period of the suit numerous design iterations need to occur before the hardware meets human performance requirements. Using computer models early in the design phase of hardware development is advantageous, by allowing virtual prototyping to take place. A virtual design environment allows designers to think creatively, exhaust design possibilities, and study design impacts on suit and human performance. A model of the rigid components of the Mark III Technology Demonstrator Suit (planetary-type space suit) and a human manikin were created and tested in a virtual environment. The performance of the Mark III hip bearing model was first developed and evaluated virtually by comparing the differences in mobility performance between the nominal bearing configurations and modified bearing configurations. Suited human performance was then simulated with the model and compared to actual suited human performance data using the same bearing configurations. The Mark III hip bearing model was able to visually represent complex bearing rotations and the theoretical volumetric ranges of motion in three dimensions. The model was also able to predict suited human hip flexion and abduction maximums to within 10% of the actual suited human subject data, except for one modified bearing condition in hip flexion which was off by 24%. Differences between the model predictions and the human subject performance data were attributed to the lack of joint moment limits in the model, human subject fitting issues, and the limited suit experience of some of the subjects. The results demonstrate that modeling space suit rigid segments is a feasible design tool for evaluating and optimizing suited human performance. Keywords: space suit, design, modeling, performance
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…
Understanding the Adaptive Use of Virtual World Technology Capabilities and Trust in Virtual Teams
ERIC Educational Resources Information Center
Owens, Dawn
2012-01-01
In an environment of global competition and constant technological change, the use of virtual teams has become commonplace for many organizations. Virtual team members are geographically and temporally dispersed, experience cultural diversity, and lack shared social context and face-to-face encounters considered as irreplaceable for building and…
ERIC Educational Resources Information Center
Ngoma, Ngoma Sylvestre
2013-01-01
Virtual teams are increasingly viewed as a powerful determinant of competitive advantage in geographically distributed organizations. This study was designed to provide insights into the interdependencies between virtual collaboration, collaboration technologies, knowledge transfer, and virtual team performance in an effort to understand whether…
The Study on Virtual Medical Instrument based on LabVIEW.
Chengwei, Li; Limei, Zhang; Xiaoming, Hu
2005-01-01
With the increasing performance of computer, the virtual instrument technology has greatly advanced over the years, and then virtual medical instrument technology becomes available. This paper presents the virtual medical instrument, and then as an example, an application of a signal acquisition, processing and analysis system using LabVIEW is also given.
Toso, Francesco; Zuiani, Chiara; Vergendo, Maurizio; Salvo, Iolanda; Robiony, Massimo; Politi, Massimo; Bazzocchi, Massimo
2005-01-01
To validate a protocol for creating virtual models to be used in the construction of solid prototypes useful for the planning-simulation of maxillo-facial surgery, in particular for very complex anatomic and pathologic problems. To optimize communications between the radiology, engineering and surgical laboratories. We studied 16 patients with different clinical problems of the maxillo-facial district. Exams were performed with multidetector computed tomography (MDCT) and single slice computed tomography (SDCT) with axial scans and collimation of 0.5-2 mm, and reconstruction interval of 1 mm. Subsequently we performed 2D multiplanar reconstructions and 3D volume-rendering reconstructions. We exported the DICOM images to the engineering laboratory, to recognize and isolate the bony structures by software. With these data the solid prototypes were generated using stereolitography. To date, surgery has been preformed on 12 patients after simulation of the procedure on the stereolithographyc model. The solid prototypes constructed in the difficult cases were sufficiently detailed despite problems related to the artefacts generated by dental fillings an d prostheses. In the remaining cases the MPR/3D images were sufficiently detailed for surgical planning. The surgical results were excellent in all patients who underwent surgery, and the surgeons were satisfied with the improvement in quality and the reduction in time required for the procedure. MDCT enables rapid prototyping using solid replication, which was very helpful in maxillo-facial surgery, despite problems related to artifacts due to dental fillings and prosthesis within the acquisition field; solutions for this problem are work in progress. The protocol used for communication between the different laboratories was valid and reproducible.
A game based virtual campus tour
NASA Astrophysics Data System (ADS)
Razia Sulthana, A.; Arokiaraj Jovith, A.; Saveetha, D.; Jaithunbi, A. K.
2018-04-01
The aim of the application is to create a virtual reality game, whose purpose is to showcase the facilities of SRM University, while doing so in an entertaining manner. The virtual prototype of the institution is deployed in a game engine which eases the students to look over the infrastructure, thereby reducing the resources utilization. Time and money are the resources in concern today. The virtual campus application assists the end user even from a remote location. The virtual world simulates the exact location and hence the effect is created. Thus, it virtually transports the user to the university, with the help of a VR Headset. This is a dynamic application wherein the user can move in any direction. The VR headset provides an interface to get gyro input and this is used to start and stop the movement. Virtual Campus is size efficient and occupies minimal space. It is scalable against mobile gadgets. This gaming application helps the end user to explore the campus, while having fun too. It is a user friendly application that supports users worldwide.
Bell, Morris D.; Weinstein, Andrea
2011-01-01
The job interview is an important step toward successful employment and often a significant challenge for people with psychiatric disability. Vocational rehabilitation specialists can benefit from a systematic approach to training job interview skills. The investigators teamed up with a company that specializes in creating simulated job interview training to create software that provides a virtual reality experience with which learners can systematically improve their job interview skills, reduce their fears, and increase their confidence about going on job interviews. The development of this software is described and results are presented from a feasibility and tolerability trial with 10 participants with psychiatric disability referred from their vocational service programs. Results indicate that this representative sample had a strongly positive response to the prototype job interview simulation. They found it easy to use, enjoyed the experience, and thought it realistic and helpful. Almost all described the interview as anxiety provoking but that the anxiety lessened as they became more skilled. They saw the benefit of its special features such as ongoing feedback from a “coach in the corner” and from being able to review a transcript of the interview. They believed that they could learn the skills being taught through these methods. Participants were enthusiastic about wanting to use the final product when it becomes available. The advantages of virtual reality technology for training important skills for rehabilitation are discussed. PMID:21860052
Sharaf, Basel; Sabbagh, M Diya; Vijayasekaran, Aparna; Allen, Mark; Matsumoto, Jane
2018-04-30
Primary sarcomas of the sternum are extremely rare and present the surgical teams involved with unique challenges. Historically, local muscle flaps have been utilized to reconstruct the resulting defect. However, when the resulting oncologic defect is larger than anticipated, local tissues have been radiated, or when preservation of chest wall muscles is necessary to optimize function, local reconstructive options are unsuitable. Virtual surgical planning (VSP) and in house three-dimensional (3D) printing provides the platform for improved understanding of the anatomy of complex tumours, communication amongst surgeons, and meticulous pre-operative planning. We present the novel use of this technology in the multidisciplinary surgical care of a 35 year old male with primary sarcoma of the sternum. Emphasis on minimizing morbidity, maintaining function of chest wall muscles, and preservation of the internal mammary vessels for microvascular anastomosis are discussed. While the majority of patients at our institution receive local or regional flaps for reconstruction of thoracic defects, advances in microvascular surgery allow the reconstructive surgeon the latitude to choose other flap options if necessary. VSP and 3D printing allowed the surgical team involved to utilize free tissue transfer to reconstruct the defect with free tissue transfer from the thigh. Perseveration of the internal mammary vessels was paramount during tumor extirpation. Virtual surgical planning and rapid prototyping is a useful adjunct to standard imaging in complex chest wall resection and reconstruction. Copyright © 2018 The Authors. Published by Elsevier Ltd.. All rights reserved.
Synthetic Vision Displays for Planetary and Lunar Lander Vehicles
NASA Technical Reports Server (NTRS)
Arthur, Jarvis J., III; Prinzel, Lawrence J., III; Williams, Steven P.; Shelton, Kevin J.; Kramer, Lynda J.; Bailey, Randall E.; Norman, Robert M.
2008-01-01
Aviation research has demonstrated that Synthetic Vision (SV) technology can substantially enhance situation awareness, reduce pilot workload, improve aviation safety, and promote flight path control precision. SV, and related flight deck technologies are currently being extended for application in planetary exploration vehicles. SV, in particular, holds significant potential for many planetary missions since the SV presentation provides a computer-generated view for the flight crew of the terrain and other significant environmental characteristics independent of the outside visibility conditions, window locations, or vehicle attributes. SV allows unconstrained control of the computer-generated scene lighting, terrain coloring, and virtual camera angles which may provide invaluable visual cues to pilots/astronauts, not available from other vision technologies. In addition, important vehicle state information may be conformally displayed on the view such as forward and down velocities, altitude, and fuel remaining to enhance trajectory control and vehicle system status. The paper accompanies a conference demonstration that introduced a prototype NASA Synthetic Vision system for lunar lander spacecraft. The paper will describe technical challenges and potential solutions to SV applications for the lunar landing mission, including the requirements for high-resolution lunar terrain maps, accurate positioning and orientation, and lunar cockpit display concepts to support projected mission challenges.
Virtual Reality System Offers a Wide Perspective
NASA Technical Reports Server (NTRS)
2008-01-01
Robot Systems Technology Branch engineers at Johnson Space Center created the remotely controlled Robonaut for use as an additional "set of hands" in extravehicular activities (EVAs) and to allow exploration of environments that would be too dangerous or difficult for humans. One of the problems Robonaut developers encountered was that the robot s interface offered an extremely limited field of vision. Johnson robotics engineer, Darby Magruder, explained that the 40-degree field-of-view (FOV) in initial robotic prototypes provided very narrow tunnel vision, which posed difficulties for Robonaut operators trying to see the robot s surroundings. Because of the narrow FOV, NASA decided to reach out to the private sector for assistance. In addition to a wider FOV, NASA also desired higher resolution in a head-mounted display (HMD) with the added ability to capture and display video.
Urban History in 4 Dimensions - Supporting Research and Education
NASA Astrophysics Data System (ADS)
Münster, S.; Friedrichs, K.; Kröber, C.; Bruschke, J.; Henze, F.; Maiwald, F.; Niebling, F.
2017-08-01
The new research group on the four-dimensional research and communication of urban history (Urban History 4D) aims to investigate and develop methods and technologies to access extensive repositories of historical media and their contextual information in a spatial model, with an additional temporal component. This will make content accessible to different target groups, researchers and the public, via a 4D browser. A location-dependent augmented-reality representation can be used as an information base, research tool, and means of communicating historical knowledge. The data resources for this research include extensive holdings of historical photographs of Dresden, which have documented the city over the decades, and digitized map collections from the Deutsche Fotothek (German photographic collection) platform. These will lay the foundation for a prototype model which will give users a virtual experience of historic parts of Dresden.
Emotion Telepresence: Emotion Augmentation through Affective Haptics and Visual Stimuli
NASA Astrophysics Data System (ADS)
Tsetserukou, D.; Neviarouskaya, A.
2012-03-01
The paper focuses on a novel concept of emotional telepresence. The iFeel_IM! system which is in the vanguard of this technology integrates 3D virtual world Second Life, intelligent component for automatic emotion recognition from text messages, and innovative affective haptic interfaces providing additional nonverbal communication channels through simulation of emotional feedback and social touch (physical co-presence). Users can not only exchange messages but also emotionally and physically feel the presence of the communication partner (e.g., family member, friend, or beloved person). The next prototype of the system will include the tablet computer. The user can realize haptic interaction with avatar, and thus influence its mood and emotion of the partner. The finger gesture language will be designed for communication with avatar. This will bring new level of immersion of on-line communication.
NASA Astrophysics Data System (ADS)
Parfenov, D. I.; Bolodurina, I. P.
2018-05-01
The article presents the results of developing an approach to detecting and protecting against network attacks on the corporate infrastructure deployed on the multi-cloud platform. The proposed approach is based on the combination of two technologies: a softwareconfigurable network and virtualization of network functions. The approach for searching for anomalous traffic is to use a hybrid neural network consisting of a self-organizing Kohonen network and a multilayer perceptron. The study of the work of the prototype of the system for detecting attacks, the method of forming a learning sample, and the course of experiments are described. The study showed that using the proposed approach makes it possible to increase the effectiveness of the obfuscation of various types of attacks and at the same time does not reduce the performance of the network
Approaches for Evaluating the Usability of Assistive Technology Product Prototypes
ERIC Educational Resources Information Center
Choi, Young Mi; Sprigle, Stephen H.
2011-01-01
User input is an important component to help guide designers in producing a more usable product. Evaluation of prototypes is one method of obtaining this input, but methods for evaluating assistive technology prototypes during design have not been adequately described or evaluated. This project aimed to compare different methods of evaluating…
ERIC Educational Resources Information Center
Huang, Hsiu-Mei; Liaw, Shu-Sheng
2018-01-01
Within a constructivist paradigm, the virtual reality technology focuses on the learner's actively interactive learning processes and attempts to reduce the gap between the learner's knowledge and a real-life experience. Recently, virtual reality technologies have been developed for a wide range of applications in education, but further research…
Creating virtual humans for simulation-based training and planning
DOE Office of Scientific and Technical Information (OSTI.GOV)
Stansfield, S.; Sobel, A.
1998-05-12
Sandia National Laboratories has developed a distributed, high fidelity simulation system for training and planning small team Operations. The system provides an immersive environment populated by virtual objects and humans capable of displaying complex behaviors. The work has focused on developing the behaviors required to carry out complex tasks and decision making under stress. Central to this work are techniques for creating behaviors for virtual humans and for dynamically assigning behaviors to CGF to allow scenarios without fixed outcomes. Two prototype systems have been developed that illustrate these capabilities: MediSim, a trainer for battlefield medics and VRaptor, a system formore » planning, rehearsing and training assault operations.« less
Modulation of visually evoked movement responses in moving virtual environments.
Reed-Jones, Rebecca J; Vallis, Lori Ann
2009-01-01
Virtual-reality technology is being increasingly used to understand how humans perceive and act in the moving world around them. What is currently not clear is how virtual reality technology is perceived by human participants and what virtual scenes are effective in evoking movement responses to visual stimuli. We investigated the effect of virtual-scene context on human responses to a virtual visual perturbation. We hypothesised that exposure to a natural scene that matched the visual expectancies of the natural world would create a perceptual set towards presence, and thus visual guidance of body movement in a subsequently presented virtual scene. Results supported this hypothesis; responses to a virtual visual perturbation presented in an ambiguous virtual scene were increased when participants first viewed a scene that consisted of natural landmarks which provided 'real-world' visual motion cues. Further research in this area will provide a basis of knowledge for the effective use of this technology in the study of human movement responses.
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
Factors and Traits Attributed to the Success of Virtual Managers: A Delphi Study
ERIC Educational Resources Information Center
Garrett, Leslie A.
2012-01-01
This study explored the factors and traits impacting the success of virtual managers. It can be argued that given technology's role in working virtually, one would deem technology as the most important factor impacting one's work in a virtual environment, however, there are other factors "including support from the organization and one's personal…
NASA Astrophysics Data System (ADS)
Bada, Adedayo; Alcaraz-Calero, Jose M.; Wang, Qi; Grecos, Christos
2014-05-01
This paper describes a comprehensive empirical performance evaluation of 3D video processing employing the physical/virtual architecture implemented in a cloud environment. Different virtualization technologies, virtual video cards and various 3D benchmarks tools have been utilized in order to analyse the optimal performance in the context of 3D online gaming applications. This study highlights 3D video rendering performance under each type of hypervisors, and other factors including network I/O, disk I/O and memory usage. Comparisons of these factors under well-known virtual display technologies such as VNC, Spice and Virtual 3D adaptors reveal the strengths and weaknesses of the various hypervisors with respect to 3D video rendering and streaming.
de Carvalho, Lilian Regina; Évora, Yolanda Dora Martinez; Zem-Mascarenhas, Silvia Helena
2016-01-01
ABSTRACT Objective: to assess the usability of a digital learning technology prototype as a new method for minimally invasive monitoring of intracranial pressure. Method: descriptive study using a quantitative approach on assessing the usability of a prototype based on Nielsen's ten heuristics. Four experts in the area of Human-Computer interaction participated in the study. Results: the evaluation delivered eight violated heuristics and 31 usability problems in the 32 screens of the prototype. Conclusion: the suggestions of the evaluators were critical for developing an intuitive, user-friendly interface and will be included in the final version of the digital learning technology. PMID:27579932
An investigation of the potential of rapid prototyping technology for image‐guided surgery
Rajon, Didier A.; Bova, Frank J.; Bhasin, R. Rick; Friedman, William A.
2006-01-01
Image‐guided surgery can be broken down into two broad categories: frame‐based guidance and frameless guidance. In order to reduce both the invasive nature of stereotactic guidance and the cost in equipment and time, we have developed a new guidance technique based on rapid prototyping (RP) technology. This new system first builds a computer model of the patient anatomy and then fabricates a physical reference frame that provides a precise and unique fit to the patient anatomy. This frame incorporates a means of guiding the surgeon along a preplanned surgical trajectory. This process involves (1) obtaining a high‐resolution CT or MR scan, (2) building a computer model of the region of interest, (3) developing a surgical plan and physical guide, (4) designing a frame with a unique fit to the patient's anatomy with a physical linkage to the surgical guide, and (5) fabricating the frame using an RP unit. Software was developed to support these processes. To test the accuracy of this process, we first scanned and reproduced a plastic phantom fabricated to validate the system's ability to build an accurate virtual model. A target on the phantom was then identified, a surgical approach planned, a surgical guide designed, and the accuracy and precision of guiding a probe to that target were determined. Steps 1 through 5 were also evaluated using a head phantom. The results show that the RP technology can replicate an object from CT scans with submillimeter resolution. The fabricated reference frames, when positioned on the surface of the phantom and used to guide a surgical probe, can position the probe tip with an accuracy of 1.7 mm at the probe tip. These results demonstrate that the RP technology can be used for the fabrication of customized positioning frames for use in image‐guided surgery. PACS number: 87.57.Gg PMID:17533357
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 Technical Reports Server (NTRS)
Cath, Tzahi Y.; Adams, Dean V.; Childress, Amy; Gormly, Sherwin; Flynn, Michael
2005-01-01
Direct osmotic concentration (DOC) has been identified as a high potential technology for recycling of wastewater to drinking water in advanced life support (ALS) systems. As a result the DOC process has been selected for a NASA Rapid Technology Development Team (RTDT) effort. The existing prototype system has been developed to a Technology Readiness Level (TRL) 3. The current project focuses on advancing the development of this technology from TRL 3 to TRL 6 (appropriate for human rated testing). A new prototype of a DOC system is been designed and fabricated that addresses the deficiencies encountered during the testing of the original system and allowing the new prototype to achieve TRL 6. Background information is provided about the technologies investigated and their capabilities, results from preliminary tests, and the milestones plan and activities for the RTDT program intended to develop a second generation prototype of the DOC system.
What Children Should Know about Technology and the Virtual World
ERIC Educational Resources Information Center
Zhao, Yong
2010-01-01
The dominant view of technology so far has been that it is a tool to help improve the teaching of traditional subjects--knowledge mostly about the local and physical world. But technology has created a new realm: the virtual world. It may not be physical or tangible, but the virtual world is indisputable and has a significant economy. If one…
A study of factors affecting the adoption of server virtualization technology
NASA Astrophysics Data System (ADS)
Lu, Hsin-Ke; Lin, Peng-Chun; Chiang, Chang-Heng; Cho, Chien-An
2018-04-01
It has become a trend that worldwide enterprises and organizations apply new technologies to improve their operations; besides, it has higher cost and less flexibility to construct and manage traditional servers, therefore the current mainstream is to use server virtualization technology. However, from these new technology organizations will not necessarily get the expected benefits because each one has its own level of organizational complexity and abilities to accept changes. The researcher investigated key factors affecting the adoption of virtualization technology through two phases. In phase I, the researcher reviewed literature and then applied the dimensions of "Information Systems Success Model" (ISSM) to generalize the factors affecting the adoption of virtualization technology to be the preliminary theoretical framework and develop a questionnaire; in phase II, a three-round Delphi Method was used to integrate the opinions of experts from related fields which were then gradually converged in order to obtain a stable and objective questionnaire of key factors so that these results were expected to provide references for organizations' adoption of server virtualization technology and future studies.
Application of reverse engineering in the medical industry.
NASA Astrophysics Data System (ADS)
Kaleev, A. A.; Kashapov, L. N.; Kashapov, N. F.; Kashapov, R. N.
2017-09-01
The purpose of this research is to develop on the basis of existing analogs new design of ophthalmologic microsurgical tweezers by using reverse engineering techniques. Virtual model was obtained by using a three-dimensional scanning system Solutionix Rexcan 450 MP. Geomagic Studio program was used to remove defects and inaccuracies of the obtained parametric model. A prototype of the finished model was made on the installation of laser stereolithography Projet 6000. Total time of the creation was 16 hours from the reverse engineering procedure to 3D-printing of the prototype.
ERIC Educational Resources Information Center
Huang, Hsiu-Mei; Liaw, Shu-Sheng; Lai, Chung-Min
2016-01-01
Advanced technologies have been widely applied in medical education, including human-patient simulators, immersive virtual reality Cave Automatic Virtual Environment systems, and video conferencing. Evaluating learner acceptance of such virtual reality (VR) learning environments is a critical issue for ensuring that such technologies are used to…
ERIC Educational Resources Information Center
Lau, Kung Wong
2015-01-01
Purpose: This study aims to deepen understanding of the use of stereoscopic 3D technology (stereo3D) in facilitating organizational learning. The emergence of advanced virtual technologies, in particular to the stereo3D virtual reality, has fundamentally changed the ways in which organizations train their employees. However, in academic or…
Virtual Team Meetings: Reflections on a Class Exercise Exploring Technology Choice
ERIC Educational Resources Information Center
Bull Schaefer, Rebecca A.; Erskine, Laura
2012-01-01
Students find that choosing the appropriate technology for a virtual team meeting is not as simple as it first appears. The authors describe a class exercise used to demonstrate the benefits and drawbacks of using virtual team meetings by requiring students to replace a face-to-face meeting with a virtual meeting. The exercise challenged students'…
Examining Interactivity in Synchronous Virtual Classrooms
ERIC Educational Resources Information Center
Martin, Florence; Parker, Michele A.; Deale, Deborah F.
2012-01-01
Interaction is crucial to student satisfaction in online courses. Adding synchronous components (virtual classroom technologies) to online courses can facilitate interaction. In this study, interaction within a synchronous virtual classroom was investigated by surveying 21 graduate students in an instructional technology program in the…
Agent-based services for B2B electronic commerce
NASA Astrophysics Data System (ADS)
Fong, Elizabeth; Ivezic, Nenad; Rhodes, Tom; Peng, Yun
2000-12-01
The potential of agent-based systems has not been realized yet, in part, because of the lack of understanding of how the agent technology supports industrial needs and emerging standards. The area of business-to-business electronic commerce (b2b e-commerce) is one of the most rapidly developing sectors of industry with huge impact on manufacturing practices. In this paper, we investigate the current state of agent technology and the feasibility of applying agent-based computing to b2b e-commerce in the circuit board manufacturing sector. We identify critical tasks and opportunities in the b2b e-commerce area where agent-based services can best be deployed. We describe an implemented agent-based prototype system to facilitate the bidding process for printed circuit board manufacturing and assembly. These activities are taking place within the Internet Commerce for Manufacturing (ICM) project, the NIST- sponsored project working with industry to create an environment where small manufacturers of mechanical and electronic components may participate competitively in virtual enterprises that manufacture printed circuit assemblies.
Boatin, Adeline A; Wylie, Blair; Goldfarb, Ilona; Azevedo, Robin; Pittel, Elena; Ng, Courtney; Haberer, Jessica
2015-01-01
We tested functionality and acceptability of a wireless fetal monitoring prototype technology in pregnant women in an inpatient labor unit in the United States. Women with full-term singleton pregnancies and no evidence of active labor were asked to wear the prototype technology for 30 minutes. We assessed functionality by evaluating the ability to successfully monitor the fetal heartbeat for 30 minutes, transmit this data to Cloud storage and view the data on a web portal. Three obstetricians also rated fetal cardiotocographs on ease of readability. We assessed acceptability by administering closed and open-ended questions on perceived utility and likeability to pregnant women and clinicians interacting with the prototype technology. Thirty-two women were enrolled, 28 of whom (87.5%) successfully completed 30 minutes of fetal monitoring including transmission of cardiotocographs to the web portal. Four sessions though completed, were not successfully uploaded to the Cloud storage. Six non-study clinicians interacted with the prototype technology. The primary technical problem observed was a delay in data transmission between the prototype and the web portal, which ranged from 2 to 209 minutes. Delays were ascribed to Wi-Fi connectivity problems. Recorded cardiotocographs received a mean score of 4.2/5 (± 1.0) on ease of readability with an interclass correlation of 0.81(95%CI 0.45, 0.96). Both pregnant women and clinicians found the prototype technology likable (81.3% and 66.7% respectively), useful (96.9% and 66.7% respectively), and would either use it again or recommend its use to another pregnant woman (77.4% and 66.7% respectively). In this pilot study we found that this wireless fetal monitoring prototype technology has potential for use in a United States inpatient setting but would benefit from some technology changes. We found it to be acceptable to both pregnant women and clinicians. Further research is needed to assess feasibility of using this technology in busy inpatient settings.
ERIC Educational Resources Information Center
Woodward, John
As part of a 3-year study to identify emerging issues and trends in technology for special education, this paper addresses the possible contributions of virtual reality technology to educational services for students with disabilities. An example of the use of virtual reality in medical imaging introduces the paper and leads to a brief review of…
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…
Manually locating physical and virtual reality objects.
Chen, Karen B; Kimmel, Ryan A; Bartholomew, Aaron; Ponto, Kevin; Gleicher, Michael L; Radwin, Robert G
2014-09-01
In this study, we compared how users locate physical and equivalent three-dimensional images of virtual objects in a cave automatic virtual environment (CAVE) using the hand to examine how human performance (accuracy, time, and approach) is affected by object size, location, and distance. Virtual reality (VR) offers the promise to flexibly simulate arbitrary environments for studying human performance. Previously, VR researchers primarily considered differences between virtual and physical distance estimation rather than reaching for close-up objects. Fourteen participants completed manual targeting tasks that involved reaching for corners on equivalent physical and virtual boxes of three different sizes. Predicted errors were calculated from a geometric model based on user interpupillary distance, eye location, distance from the eyes to the projector screen, and object. Users were 1.64 times less accurate (p < .001) and spent 1.49 times more time (p = .01) targeting virtual versus physical box corners using the hands. Predicted virtual targeting errors were on average 1.53 times (p < .05) greater than the observed errors for farther virtual targets but not significantly different for close-up virtual targets. Target size, location, and distance, in addition to binocular disparity, affected virtual object targeting inaccuracy. Observed virtual box inaccuracy was less than predicted for farther locations, suggesting possible influence of cues other than binocular vision. Human physical interaction with objects in VR for simulation, training, and prototyping involving reaching and manually handling virtual objects in a CAVE are more accurate than predicted when locating farther objects.
Development of excavator training simulator using leap motion controller
NASA Astrophysics Data System (ADS)
Fahmi, F.; Nainggolan, F.; Andayani, U.; Siregar, B.
2018-03-01
Excavator is a heavy machinery that is used for many industries purposes. Controlling the excavator is not easy. Its operator has to be trained well in many skills to make sure it is safe, effective, and efficient while using the excavator. In this research, we proposed a virtual reality excavator simulator supported by a device called Leap Motion Controller that supports finger and hand motions as an input. This prototype will be developed than in the virtual reality environment to give a more real sensing to the user.
NASA Astrophysics Data System (ADS)
Strola, S. A.; Schultz, E.; Allier, C. P.; DesRoches, B.; Lemmonier, J.; Dinten, J.-M.
2013-03-01
In this paper, we report on a compact prototype capable both of lensfree imaging, Raman spectrometry and scattering microscopy from bacteria samples. This instrument allows high-throughput real-time characterization without the need of markers, making it potentially suitable to field label-free biomedical and environmental applications. Samples are illuminated from above with a focused-collimated 532nm laser beam and can be x-y-z scanned. The bacteria detection is based on emerging lensfree imaging technology able to localize cells of interest over a large field-of-view of 24mm2. Raman signal and scattered light are then collected by separate measurement arms simultaneously. In the first arm the emission light is fed by a fiber into a prototype spectrometer, developed by Tornado Spectral System based on Tornado's High Throughput Virtual Slit (HTVS) novel technology. The enhanced light throughput in the spectral region of interest (500-1800 cm-1) reduces Raman acquisition time down to few seconds, thus facilitating experimental protocols and avoiding the bacteria deterioration induced by laser thermal heating. Scattered light impinging in the second arm is collected onto a charge-coupled-device. The reconstructed image allows studying the single bacteria diffraction pattern and their specific structural features. The characterization and identification of different bacteria have been performed to validate and optimize the acquisition system and the component setup. The results obtained demonstrate the benefits of these three techniques combination by providing the precise bacteria localization, their chemical composition and a morphology description. The procedure for a rapid identification of particular pathogen bacteria in a sample is illustrated.
Evaluating and assessing impacts to development is an Agency priority (EPA’s Children’s Environmental Health Research Roadmap); however, the quantity of chemicals needing assessment and challenges of species extrapolation require alternative approaches to traditional animal studi...
Heuts, Samuel; Maessen, Jos G.
2016-01-01
For the past decades, surgeries have become more complex, due to the increasing age of the patient population referred for thoracic surgery, more complex pathology and the emergence of minimally invasive thoracic surgery. Together with the early detection of thoracic disease as a result of innovations in diagnostic possibilities and the paradigm shift to personalized medicine, preoperative planning is becoming an indispensable and crucial aspect of surgery. Several new techniques facilitating this paradigm shift have emerged. Pre-operative marking and staining of lesions are already a widely accepted method of preoperative planning in thoracic surgery. However, three-dimensional (3D) image reconstructions, virtual simulation and rapid prototyping (RP) are still in development phase. These new techniques are expected to become an important part of the standard work-up of patients undergoing thoracic surgery in the future. This review aims at graphically presenting and summarizing these new diagnostic and therapeutic tools PMID:29078505
Reverse engineering--rapid prototyping of the skull in forensic trauma analysis.
Kettner, Mattias; Schmidt, Peter; Potente, Stefan; Ramsthaler, Frank; Schrodt, Michael
2011-07-01
Rapid prototyping (RP) comprises a variety of automated manufacturing techniques such as selective laser sintering (SLS), stereolithography, and three-dimensional printing (3DP), which use virtual 3D data sets to fabricate solid forms in a layer-by-layer technique. Despite a growing demand for (virtual) reconstruction models in daily forensic casework, maceration of the skull is frequently assigned to ensure haptic evidence presentation in the courtroom. Owing to the progress in the field of forensic radiology, 3D data sets of relevant cases are usually available to the forensic expert. Here, we present a first application of RP in forensic medicine using computed tomography scans for the fabrication of an SLS skull model in a case of fatal hammer impacts to the head. The report is intended to show that this method fully respects the dignity of the deceased and is consistent with medical ethics but nevertheless provides an excellent 3D impression of anatomical structures and injuries. © 2011 American Academy of Forensic Sciences.
Knowledge Searching and Sharing on Virtual Networks.
ERIC Educational Resources Information Center
Helokunnas, Tuija; Herrala, Juha
2001-01-01
Describes searching and sharing of knowledge on virtual networks, based on experiences gained when hosting virtual knowledge networks at Tampere University of Technology in Finland. Discusses information and knowledge management studies; role of information technology in knowledge searching and sharing; implementation and experiences of the…
Virtual Reality: A Strategy for Training in Cross-Cultural Communication.
ERIC Educational Resources Information Center
Meyer, Catherine; Dunn-Roberts, Richard
1992-01-01
Defines virtual reality and explains terminology, theoretical concepts, and enabling technologies. Research and applications are described; limitations of current technology are considered; and future possibilities are discussed, including the use of virtual reality in training for cross-cultural communication. (22 references) (LRW)
Lawrence, Daphne
2009-03-01
Blade servers and virtualization can reduce infrastructure, maintenance, heating, electric, cooling and equipment costs. Blade server technology is evolving and some elements may become obsolete. There is very little interoperability between blades. Hospitals can virtualize 40 to 60 percent of their servers, and old servers can be reused for testing. Not all applications lend themselves to virtualization--especially those with high memory requirements. CIOs should engage their vendors in virtualization discussions.
Chen, T N; Yin, X T; Li, X G; Zhao, J; Wang, L; Mu, N; Ma, K; Huo, K; Liu, D; Gao, B Y; Feng, H; Li, F
2018-05-08
Objective: To explore the clinical and teaching application value of virtual reality technology in preoperative planning and intraoperative guide of glioma located in central sulcus region. Method: Ten patients with glioma in the central sulcus region were proposed to surgical treatment. The neuro-imaging data, including CT, CTA, DSA, MRI, fMRI were input to 3dgo sczhry workstation for image fusion and 3D reconstruction. Spatial relationships between the lesions and the surrounding structures on the virtual reality image were obtained. These images were applied to the operative approach design, operation process simulation, intraoperative auxiliary decision and the training of specialist physician. Results: Intraoperative founding of 10 patients were highly consistent with preoperative simulation with virtual reality technology. Preoperative 3D reconstruction virtual reality images improved the feasibility of operation planning and operation accuracy. This technology had not only shown the advantages for neurological function protection and lesion resection during surgery, but also improved the training efficiency and effectiveness of dedicated physician by turning the abstract comprehension to virtual reality. Conclusion: Image fusion and 3D reconstruction based virtual reality technology in glioma resection is helpful for formulating the operation plan, improving the operation safety, increasing the total resection rate, and facilitating the teaching and training of the specialist physician.
Ferraz, Eduardo Gomes; Andrade, Lucio Costa Safira; dos Santos, Aline Rode; Torregrossa, Vinicius Rabelo; Rubira-Bullen, Izabel Regina Fischer; Sarmento, Viviane Almeida
2013-12-01
The aim of this study was to evaluate the accuracy of virtual three-dimensional (3D) reconstructions of human dry mandibles, produced from two segmentation protocols ("outline only" and "all-boundary lines"). Twenty virtual three-dimensional (3D) images were built from computed tomography exam (CT) of 10 dry mandibles, in which linear measurements between anatomical landmarks were obtained and compared to an error probability of 5 %. The results showed no statistically significant difference among the dry mandibles and the virtual 3D reconstructions produced from segmentation protocols tested (p = 0,24). During the designing of a virtual 3D reconstruction, both "outline only" and "all-boundary lines" segmentation protocols can be used. Virtual processing of CT images is the most complex stage during the manufacture of the biomodel. Establishing a better protocol during this phase allows the construction of a biomodel with characteristics that are closer to the original anatomical structures. This is essential to ensure a correct preoperative planning and a suitable treatment.
The WEBD project: a research of new methodologies for a distant-learning 3D system prototype.
Cemenasco, A F; Bianchi, C C; Tornincasa, S; Bianchi, S D
2004-11-01
To create and to spread a new interactive multimedia instrument, based upon virtual reality technologies, that allows both the running simulation of machines and equipment and the reproduction via Web of complex three-dimensional (3D) anatomical models such as the skull. There were two main aspects of the project, one of design engineering and the other biomedical engineering, for the creation of "artificial" and anatomical objects. The former were made with 3D Studio Max R4 by Autodesk, San Rafael, CA, while the latter were created starting from real bones scanned with a CT system or a surface scanner and elaborated with different programs (3D Studio Max R4, Scenebuilder by Viewpoint, New York, NY and Spinfire by Actify, San Francisco, CA). The 3D models were to be integrated into web modules and had to respect file limits while preserving a sufficient definition. Two systems of evaluation were used, a questionnaire on a selected sample and an external evaluation by a different university. The Viewpoint format offers the best interactivity and size reduction (up to 96% from the original 3D model). The created modules included production of radiological images, rapid prototyping, and anatomy. The complete "3D Distant Learning Prototype" is available at www.webd.etsii.upm.es. The software currently available permits the construction of interactive modules. The verification on the selected sample and the evaluation by the University of Naples show that the structure is well organized and that the integration of the 3D models meets the requirements.
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.
Virtual Technologies Trends in Education
ERIC Educational Resources Information Center
Martín-Gutiérrez, Jorge; Mora, Carlos Efrén; Añorbe-Díaz, Beatriz; González-Marrero, Antonio
2017-01-01
Virtual reality captures people's attention. This technology has been applied in many sectors such as medicine, industry, education, video games, or tourism. Perhaps its biggest area of interest has been leisure and entertainment. Regardless the sector, the introduction of virtual or augmented reality had several constraints: it was expensive, it…
Curricular Implications of Virtual World Technology: A Review of Business Applications
ERIC Educational Resources Information Center
Cyphert, Dale; Wurtz, M. Susan; Duclos, Leslie K.
2013-01-01
As business organizations grow increasingly virtual, traditional principles of organizational communication require examination and modification. This article considers the curricular implications of the growing business uses of virtual world technology through three different lenses--students as employee-users, students as strategic designers and…
Virtual Team Effectiveness: An Empirical Study Using SEM
ERIC Educational Resources Information Center
Bhat, Swati Kaul; Pande, Neerja; Ahuja, Vandana
2016-01-01
Advances in communication and information technology create new opportunities for organizations to build and manage virtual teams. Virtual teams have become a norm for organizations whose members work across disparate geographical locations, relying primarily or exclusively, on the usage of Information and Communications Technology (ICT) for the…
Evolutionary Multiobjective Query Workload Optimization of Cloud Data Warehouses
Dokeroglu, Tansel; Sert, Seyyit Alper; Cinar, Muhammet Serkan
2014-01-01
With the advent of Cloud databases, query optimizers need to find paretooptimal solutions in terms of response time and monetary cost. Our novel approach minimizes both objectives by deploying alternative virtual resources and query plans making use of the virtual resource elasticity of the Cloud. We propose an exact multiobjective branch-and-bound and a robust multiobjective genetic algorithm for the optimization of distributed data warehouse query workloads on the Cloud. In order to investigate the effectiveness of our approach, we incorporate the devised algorithms into a prototype system. Finally, through several experiments that we have conducted with different workloads and virtual resource configurations, we conclude remarkable findings of alternative deployments as well as the advantages and disadvantages of the multiobjective algorithms we propose. PMID:24892048
DOE Office of Scientific and Technical Information (OSTI.GOV)
Drouhard, Margaret MEG G; Steed, Chad A; Hahn, Steven E
In this paper, we propose strategies and objectives for immersive data visualization with applications in materials science using the Oculus Rift virtual reality headset. We provide background on currently available analysis tools for neutron scattering data and other large-scale materials science projects. In the context of the current challenges facing scientists, we discuss immersive virtual reality visualization as a potentially powerful solution. We introduce a prototype immersive visual- ization system, developed in conjunction with materials scientists at the Spallation Neutron Source, which we have used to explore large crystal structures and neutron scattering data. Finally, we offer our perspective onmore » the greatest challenges that must be addressed to build effective and intuitive virtual reality analysis tools that will be useful for scientists in a wide range of fields.« less
NASA Astrophysics Data System (ADS)
Smorodin, A. I.; Red'kin, V. V.; Frolov, Y. D.; Korobkov, A. A.; Kemaev, O. V.; Kulik, M. V.; Shabalin, O. V.
2015-07-01
A set of technologies and prototype systems for eco-friendly shutdown of the power-generating, process, capacitive, and transport equipment is offered. The following technologies are regarded as core technologies for the complex: cryogenic technology nitrogen for displacement of hydrogen from the cooling circuit of turbine generators, cryo blasting of the power units by dioxide granules, preservation of the shutdown power units by dehydrated air, and dismantling and severing of equipment and structural materials of power units. Four prototype systems for eco-friendly shutdown of the power units may be built on the basis of selected technologies: Multimode nitrogen cryogenic system with four subsystems, cryo blasting system with CO2 granules for thermal-mechanical and electrical equipment of power units, and compressionless air-drainage systems for drying and storage of the shutdown power units and cryo-gas system for general severing of the steam-turbine power units. Results of the research and pilot and demonstration tests of the operational units of the considered technological systems allow applying the proposed technologies and systems in the prototype systems for shutdown of the power-generating, process, capacitive, and transport equipment.
NASA Technical Reports Server (NTRS)
Ewell, Robert N.
1994-01-01
The U.S. Space Foundation displayed its prototype Space Technology Hall of Fame exhibit design at the Technology 2003 conference in Anaheim, CA, December 7-9, 1993. In order to sample public opinion on space technology in general and the exhibit in particular, a computer-based survey was set up as a part of the display. The data collected was analyzed.
Kleinert, Robert; Heiermann, Nadine; Wahba, Roger; Chang, De-Huan; Hölscher, Arnulf H; Stippel, Dirk L
2015-01-01
Immersive patient simulators (IPS) allow an illusionary immersion into a synthetic world where the user can freely navigate through a 3-dimensional environment similar to computer games. Playful learning with IPS allows internalization of medical workflows without harming real patients. Ideally, IPS show high student acceptance and can have positive effect on knowledge gain. Development of IPS with high technical quality is resource intensive. Therefore most of the "high-fidelity" IPS are commercially driven. Usage of IPS in the daily curriculum is still rare. There is no academic-driven simulator that is freely accessible to every student and combines high immersion grade with a profound amount of medical content. Therefore it was our aim to develop an academic-driven IPS prototype that is free to use and combines a high immersion grade with profound medical content. In addition, a first validation of the prototype was conducted. The conceptual design included definition of the following parameters: amount of curricular content, grade of technical quality, availability, and level of validation. A preliminary validation was done with 25 students. Students' opinion about acceptance was evaluated by a Likert-scale questionnaire. Effect on knowledge gain was determined by testing concordance and predictive validity. A custom-made simulator prototype (Artificial learning interface for clinical education [ALICE]) displays a virtual clinic environment that can be explored from a first-person view similar to a video game. By controlling an avatar, the user navigates through the environment, is able to treat virtual patients, and faces the consequence of different decisions. ALICE showed high students' acceptance. There was positive correlation for concordance validity and predictive validity. Simulator usage had positive effect on reproduction of trained content and declarative knowledge. We successfully developed a university-based, IPS prototype (ALICE) with profound medical content. ALICE is a nonprofit simulator, easy to use, and showed high students' acceptance; thus it potentially provides an additional tool for supporting student teaching in the daily clinical curriculum. Copyright © 2015 Association of Program Directors in Surgery. Published by Elsevier Inc. All rights reserved.
NASA Technical Reports Server (NTRS)
Hornstein, Rhoda S.; Wunderlich, Dana A.; Willoughby, John K.
1992-01-01
New and innovative software technology is presented that provides a cost effective bridge for smoothly transitioning prototype software, in the field of planning and scheduling, into an operational environment. Specifically, this technology mixes the flexibility and human design efficiency of dynamic data typing with the rigor and run-time efficiencies of static data typing. This new technology provides a very valuable tool for conducting the extensive, up-front system prototyping that leads to specifying the correct system and producing a reliable, efficient version that will be operationally effective and will be accepted by the intended users.
Ketelhut, Diane Jass; Niemi, Steven M
2007-01-01
This article examines several new and exciting communication technologies. Many of the technologies were developed by the entertainment industry; however, other industries are adopting and modifying them for their own needs. These new technologies allow people to collaborate across distance and time and to learn in simulated work contexts. The article explores the potential utility of these technologies for advancing laboratory animal care and use through better education and training. Descriptions include emerging technologies such as augmented reality and multi-user virtual environments, which offer new approaches with different capabilities. Augmented reality interfaces, characterized by the use of handheld computers to infuse the virtual world into the real one, result in deeply immersive simulations. In these simulations, users can access virtual resources and communicate with real and virtual participants. Multi-user virtual environments enable multiple participants to simultaneously access computer-based three-dimensional virtual spaces, called "worlds," and to interact with digital tools. They allow for authentic experiences that promote collaboration, mentoring, and communication. Because individuals may learn or train differently, it is advantageous to combine the capabilities of these technologies and applications with more traditional methods to increase the number of students who are served by using current methods alone. The use of these technologies in animal care and use programs can create detailed training and education environments that allow students to learn the procedures more effectively, teachers to assess their progress more objectively, and researchers to gain insights into animal care.
The structure of recreation behavior
Thomas A. More; James R. Averill
2003-01-01
We present a meta-theoretical analysis of recreation concepts as an argument about organizing and explaining recreation behavior. Recreation activities are behavioral constructions that people build from both prototypic subsystems (those present in virtually all instances of the activity) and design subsystems (optional subsystems that adapt the activity to serve...
First Stage of a Highly Reliable Reusable Launch System
NASA Technical Reports Server (NTRS)
Kloesel, Kurt J.; Pickrel, Jonathan B.; Sayles, Emily L.; Wright, Michael; Marriott, Darin; Holland, Leo; Kuznetsov, Stephen
2009-01-01
Electromagnetic launch assist has the potential to provide a highly reliable reusable first stage to a space access system infrastructure at a lower overall cost. This paper explores the benefits of a smaller system that adds the advantages of a high specific impulse air-breathing stage and supersonic launch speeds. The method of virtual specific impulse is introduced as a tool to emphasize the gains afforded by launch assist. Analysis shows launch assist can provide a 278-s virtual specific impulse for a first-stage solid rocket. Additional trajectory analysis demonstrates that a system composed of a launch-assisted first-stage ramjet plus a bipropellant second stage can provide a 48-percent gross lift-off weight reduction versus an all-rocket system. The combination of high-speed linear induction motors and ramjets is identified, as the enabling technologies and benchtop prototypes are investigated. The high-speed response of a standard 60 Hz linear induction motor was tested with a pulse width modulated variable frequency drive to 150 Hz using a 10-lb load, achieving 150 mph. A 300-Hz stator-compensated linear induction motor was constructed and static-tested to 1900 lbf average. A matching ramjet design was developed for use on the 300-Hz linear induction motor.
Selecting a Virtual World Platform for Learning
ERIC Educational Resources Information Center
Robbins, Russell W.; Butler, Brian S.
2009-01-01
Like any infrastructure technology, Virtual World (VW) platforms provide affordances that facilitate some activities and hinder others. Although it is theoretically possible for a VW platform to support all types of activities, designers make choices that lead technologies to be more or less suited for different learning objectives. Virtual World…
The World's the Limit in the Virtual High School.
ERIC Educational Resources Information Center
Berman, Sheldon; Tinker, Robert
1997-01-01
Assisted by a U.S. Department of Education Technology Innovation Challenge Grant, the Hudson (Massachusetts) Public Schools, the Concord Consortium Educational Technology Lab, and 30 collaborating high schools across the nation have developed a virtual high school over the Internet. Through Internet-based courses, Virtual High School significantly…
Virtual Teams and Synchronous Presentations: An Online Class Experience
ERIC Educational Resources Information Center
Adkins, Joni K.
2013-01-01
Global expansion, cost containment, and technology advances have all played a role in the increase of virtual teams in today's workplace. Virtual teams in an online graduate information technology management class prepared and presented synchronous presentations over a business or non-profit sector case. This paper includes a brief literature…
Are We Ready for the Virtual Library? Technology Push, Market Pull and Organisational Response.
ERIC Educational Resources Information Center
Gilbert, J. D.
1993-01-01
Discusses virtual libraries, i.e., library services available to users via personal computers; considers the issues of technological development, user demands, and organizational response; and describes progress toward virtual libraries in the Netherlands, including networks, online systems, navigation tools, subject classification, coordination…
Virtual Field Sites: Losses and Gains in Authenticity with Semantic Technologies
ERIC Educational Resources Information Center
Litherland, Kate; Stott, Tim A.
2012-01-01
The authors investigate the potential of semantic web technologies to enhance "Virtual Fieldwork" resources and learning activities in the Geosciences. They consider the difficulties inherent in the concept of Virtual Fieldwork and how these might be reconciled with the desire to provide students with "authentic" tools for…
NASA Technical Reports Server (NTRS)
Cooper, Ken; Gordon, Gail (Technical Monitor)
2001-01-01
This article offers an unfiltered look at a large cross section of the different rapid prototyping technologies available today; from a guy with one of the biggest RP toy boxes in the world as the manager of the Rapid Prototyping Laboratory at NASA's Marshall Space Flight Center (MSFC) in Huntsville, AL, USA. NASA's current operation capacity is nine RP machines, representing eight actual technologies. The article presents a realistic, unbiased look at the technologies and offers advice on what to do and where to go for the best solution to your rapid prototyping needs.
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.
A video-based real-time adaptive vehicle-counting system for urban roads.
Liu, Fei; Zeng, Zhiyuan; Jiang, Rong
2017-01-01
In developing nations, many expanding cities are facing challenges that result from the overwhelming numbers of people and vehicles. Collecting real-time, reliable and precise traffic flow information is crucial for urban traffic management. The main purpose of this paper is to develop an adaptive model that can assess the real-time vehicle counts on urban roads using computer vision technologies. This paper proposes an automatic real-time background update algorithm for vehicle detection and an adaptive pattern for vehicle counting based on the virtual loop and detection line methods. In addition, a new robust detection method is introduced to monitor the real-time traffic congestion state of road section. A prototype system has been developed and installed on an urban road for testing. The results show that the system is robust, with a real-time counting accuracy exceeding 99% in most field scenarios.
Electrically-Assisted Turbocharger Development for Performance and Emissions
DOE Office of Scientific and Technical Information (OSTI.GOV)
Bailey, Milton
2000-08-20
Turbocharger transient lag inherently imposes a tradeoff between a robust engine response to transient load shifts and exhaust emissions. By itself, a well matched turbocharger for an engine has limited flexibility in improving this transient response. Electrically-assisted turbocharging has been seen as an attractive option to improve response and lower transient emissions. This paper presents the results of a multi-year joint CRADA between DDC and ORNL. Virtual lab diesel simulation models characterized the performance improvement potential of an electrically assisted turbocharger technology. Operating requirements to reduce transient duration between load shift time by up to 50% were determined. A turbomachinemore » has been conceptualized with an integrated motor-generator, providing transient burst boost plus energy recovery capability. Numerous electric motor designs were considered, and a prototype motor was developed, fabricated, and is undergoing tests. Power controls have been designed and fabricated.« less
Leveraging M and S in Soft Skills Training for the DoD
NASA Technical Reports Server (NTRS)
Cimino, James D.
2011-01-01
Soft skills, also called "people skills," are typically hard to observe, quantify and measure. These skills have to do with how we relate to each other; communicating, listening, engaging in dialogue, giving feedback, cooperating as a team member, solving problems and resolving conflicts. Most of the soft skills training is scenario based, utilizing written or video-based scenarios. with limited or no branching, as well as quantitative feedback. This paper will outline a game-based approach to configurable, scenario-based, soft skills training. The paper will discuss the application of realistic visual behavior cues (e.g. body language, vocal inflection, facial expressions) and how these can benefit the learner. Using the concept of a "virtual vignette" this paper will discuss a prototype system intended to leach suicide prevention and provide qualitative feedback to the learner. The paper will also explore other soft skills training applications for this technology
A video-based real-time adaptive vehicle-counting system for urban roads
2017-01-01
In developing nations, many expanding cities are facing challenges that result from the overwhelming numbers of people and vehicles. Collecting real-time, reliable and precise traffic flow information is crucial for urban traffic management. The main purpose of this paper is to develop an adaptive model that can assess the real-time vehicle counts on urban roads using computer vision technologies. This paper proposes an automatic real-time background update algorithm for vehicle detection and an adaptive pattern for vehicle counting based on the virtual loop and detection line methods. In addition, a new robust detection method is introduced to monitor the real-time traffic congestion state of road section. A prototype system has been developed and installed on an urban road for testing. The results show that the system is robust, with a real-time counting accuracy exceeding 99% in most field scenarios. PMID:29135984
Accessing Multi-Dimensional Images and Data Cubes in the Virtual Observatory
NASA Astrophysics Data System (ADS)
Tody, Douglas; Plante, R. L.; Berriman, G. B.; Cresitello-Dittmar, M.; Good, J.; Graham, M.; Greene, G.; Hanisch, R. J.; Jenness, T.; Lazio, J.; Norris, P.; Pevunova, O.; Rots, A. H.
2014-01-01
Telescopes across the spectrum are routinely producing multi-dimensional images and datasets, such as Doppler velocity cubes, polarization datasets, and time-resolved “movies.” Examples of current telescopes producing such multi-dimensional images include the JVLA, ALMA, and the IFU instruments on large optical and near-infrared wavelength telescopes. In the near future, both the LSST and JWST will also produce such multi-dimensional images routinely. High-energy instruments such as Chandra produce event datasets that are also a form of multi-dimensional data, in effect being a very sparse multi-dimensional image. Ensuring that the data sets produced by these telescopes can be both discovered and accessed by the community is essential and is part of the mission of the Virtual Observatory (VO). The Virtual Astronomical Observatory (VAO, http://www.usvao.org/), in conjunction with its international partners in the International Virtual Observatory Alliance (IVOA), has developed a protocol and an initial demonstration service designed for the publication, discovery, and access of arbitrarily large multi-dimensional images. The protocol describing multi-dimensional images is the Simple Image Access Protocol, version 2, which provides the minimal set of metadata required to characterize a multi-dimensional image for its discovery and access. A companion Image Data Model formally defines the semantics and structure of multi-dimensional images independently of how they are serialized, while providing capabilities such as support for sparse data that are essential to deal effectively with large cubes. A prototype data access service has been deployed and tested, using a suite of multi-dimensional images from a variety of telescopes. The prototype has demonstrated the capability to discover and remotely access multi-dimensional data via standard VO protocols. The prototype informs the specification of a protocol that will be submitted to the IVOA for approval, with an operational data cube service to be delivered in mid-2014. An associated user-installable VO data service framework will provide the capabilities required to publish VO-compatible multi-dimensional images or data cubes.
ERIC Educational Resources Information Center
Beverly, James E.; Xue, Lan; Lee, Chung-Shing
1996-01-01
Reports on the use of the Internet and World Wide Web as a virtual technology market (VTM) for information and technology transfer. The project focuses on creating awareness of technology demand (problems) and linking it to technology supply (solutions) in the field of particle technology and multiphase processes in the chemical industry. Benefits…
Educational Uses of Virtual Reality Technology.
1998-01-01
technology. It is affordable in that a basic level of technology can be achieved on most existing personal computers at either no cost or some minimal...actually present in a virtual environment is termed "presence" and is an artifact of being visually immersed in the computer -generated virtual world...Carolina University, VREL Teachers 1996 onward £ CO ■3 u VR in Education University of Illinois, National Center for Super- computing Applications
Utilization of virtual learning environments in the allied health professions.
Butina, Michelle; Brooks, Donna; Dominguez, Paul J; Mahon, Gwendolyn M
2013-01-01
Multiple technology based tools have been used to enhance skill development in allied health education, which now includes virtual learning environments. The purpose of this study was to explore whether, and how, this latest instructional technology is being adapted in allied health education. An online survey was circulated to all Association of Schools of Allied Health Professions (ASAHP) member institutions and focused on three broad areas of virtual learning environments: the uses of, the perceived pros and cons of, and the outcomes of utilizing them. Results show 40% (17 of 42) of the respondent use some form of the technology. The use of virtual learning technology in other healthcare professions (e.g., medicine) demonstrates the potential benefits to allied health education.
Merlin - Massively parallel heterogeneous computing
NASA Technical Reports Server (NTRS)
Wittie, Larry; Maples, Creve
1989-01-01
Hardware and software for Merlin, a new kind of massively parallel computing system, are described. Eight computers are linked as a 300-MIPS prototype to develop system software for a larger Merlin network with 16 to 64 nodes, totaling 600 to 3000 MIPS. These working prototypes help refine a mapped reflective memory technique that offers a new, very general way of linking many types of computer to form supercomputers. Processors share data selectively and rapidly on a word-by-word basis. Fast firmware virtual circuits are reconfigured to match topological needs of individual application programs. Merlin's low-latency memory-sharing interfaces solve many problems in the design of high-performance computing systems. The Merlin prototypes are intended to run parallel programs for scientific applications and to determine hardware and software needs for a future Teraflops Merlin network.
Virtual Reality Cerebral Aneurysm Clipping Simulation With Real-time Haptic Feedback
Alaraj, Ali; Luciano, Cristian J.; Bailey, Daniel P.; Elsenousi, Abdussalam; Roitberg, Ben Z.; Bernardo, Antonio; Banerjee, P. Pat; Charbel, Fady T.
2014-01-01
Background With the decrease in the number of cerebral aneurysms treated surgically and the increase of complexity of those treated surgically, there is a need for simulation-based tools to teach future neurosurgeons the operative techniques of aneurysm clipping. Objective To develop and evaluate the usefulness of a new haptic-based virtual reality (VR) simulator in the training of neurosurgical residents. Methods A real-time sensory haptic feedback virtual reality aneurysm clipping simulator was developed using the Immersive Touch platform. A prototype middle cerebral artery aneurysm simulation was created from a computed tomography angiogram. Aneurysm and vessel volume deformation and haptic feedback are provided in a 3-D immersive VR environment. Intraoperative aneurysm rupture was also simulated. Seventeen neurosurgery residents from three residency programs tested the simulator and provided feedback on its usefulness and resemblance to real aneurysm clipping surgery. Results Residents felt that the simulation would be useful in preparing for real-life surgery. About two thirds of the residents felt that the 3-D immersive anatomical details provided a very close resemblance to real operative anatomy and accurate guidance for deciding surgical approaches. They believed the simulation is useful for preoperative surgical rehearsal and neurosurgical training. One third of the residents felt that the technology in its current form provided very realistic haptic feedback for aneurysm surgery. Conclusion Neurosurgical residents felt that the novel immersive VR simulator is helpful in their training especially since they do not get a chance to perform aneurysm clippings until very late in their residency programs. PMID:25599200
Providing Interactive Access to Cave Geology for All Students, Regardless of Physical Ability
NASA Astrophysics Data System (ADS)
Atchison, C. `; Stredney, D.; Hittle, B.; Irving, K.; Toomey, R. S., III; Lemon, N. N.; Price, A.; Kerwin, T.
2013-12-01
Based on an identified need to accommodate students with mobility impairments in field-based instructional experiences, this presentation will discuss current efforts to promote participation, broaden diversity, and impart a historical perspective in the geosciences through the use of an interactive virtual environment. Developed through the integration of emerging simulation technologies, this prototypical virtual environment is created from LIDAR data of the Historic Tour route of Mammoth Cave National Park. The educational objectives of the simulation focus on four primary locations within the tour route that provide evidence of the hydrologic impact on the cave and karst formation. The overall objective is to provide a rich experience of a geological field-based learning for all students, regardless of their physical abilities. Employing a virtual environment that interchangeably uses two and three-dimensional representation of geoscience content, this synthetic field-based cave and karst module will provide an opportunity to assess the effectiveness in engaging the student community, and its efficacy in the curriculum when used as an alternative representation of a traditional field experience. The expected outcome is that based on the level of interactivity, the simulated environment will provide adequate pedagogical representation for content transfer without the need for physical experience in the uncontrolled field environment. Additionally, creating such an environment will impact all able-bodied students by providing supplemental resources that can both precede a traditional field experience and allow for students to re-examine a field site long after a the field experience, in both current formal and informal educational settings.
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.
ERIC Educational Resources Information Center
Yildirim, Gürkan
2017-01-01
Today, it is seen that developing technologies are tried to be used continuously in the learning environments. These technologies have rapidly been diversifying and changing. Recently, virtual reality technology has become one of the technologies that experts have often been dwelling on. The present research tries to determine users' opinions and…
Virtual reality in a children's hospital.
Nihei, K; Shirakawa, K; Isshiki, N; Hirose, M; Iwata, H; Kobayashi, N
1999-01-01
We used virtual reality technology to improve the quality of life and amenity of in-patients in a children's hospital. Children in the hospital could enjoy a zoo, amusement park, and aquarium, in virtual. They played soccer, skiing and horse riding in virtual. They could communicate with persons who were out of the hospital and attend the school which they had gone to before entering hospital. They played music with children who had been admitted to other children's hospitals. By using this virtual technology, the quality of life of children who suffered from psychological and physiological stress in the hospital greatly improved. It is not only useful for their QOL but also for the healing of illness. However, these methods are very rare. Our systemic in our children's hospital is the first to be reported in Japan both software and hardware of virtual reality technology to increase the QOL of sick children need further development.
EVA Suit R and D for Performance Optimization
NASA Technical Reports Server (NTRS)
Cowley, Matthew S.; Harvill, Lauren; Benson, Elizabeth; Rajulu, Sudhakar
2014-01-01
Designing a planetary suit is very complex and often requires difficult trade-offs between performance, cost, mass, and system complexity. To verify that new suit designs meet requirements, full prototypes must be built and tested with human subjects. However, numerous design iterations will occur before the hardware meets those requirements. Traditional draw-prototype-test paradigms for R&D are prohibitively expensive with today's shrinking Government budgets. Personnel at NASA are developing modern simulation techniques which focus on human-centric designs by creating virtual prototype simulations and fully adjustable physical prototypes of suit hardware. During the R&D design phase, these easily modifiable representations of an EVA suit's hard components will allow designers to think creatively and exhaust design possibilities before they build and test working prototypes with human subjects. It allows scientists to comprehensively benchmark current suit capabilities and limitations for existing suit sizes and sizes that do not exist. This is extremely advantageous and enables comprehensive design down-selections to be made early in the design process, enables the use of human performance as design criteria, and enables designs to target specific populations
Agile Development of Advanced Prototypes
2014-11-01
prostheses: retinal implants, cochlear implants, and neuroprosthetics (EEG controlled artificial limbs); an interactive, virtual experience...demonstrations allowing users to experience, from a patient’s perspective life with three different prostheses: retinal implants, cochlear implants...three experiences were researched and developed. The applications are interactive demonstrations of retinal implants, cochlear implants, and
Prototypage virtuel pour les programmes navals (Virtual Prototyping in Naval Ships)
2003-03-01
Par ailleurs, I’am~nagement int~rieur 6tant repr~sent, il est facile d’examiner les aspects facteurs humains : - ergonomie - accessibilit6...techniques de r~alit6 virtuelle en prenant en compte les aspects facteurs humains (accessibilit6, ergonomie , maintenabilit6, validation de procedures
VLEs, Social Stories and Children with Autism: A Prototype Implementation and Evaluation
ERIC Educational Resources Information Center
Volioti, C.; Tsiatsos, T.; Mavropoulou, S.; Karagiannidis, C.
2016-01-01
Virtual Learning Environments (VLEs) have been successfully used in educational interventions for children with Autism Spectrum Conditions (ASC) for overcoming their persistent differences related to social communication and imagination. This paper investigates the potential of VLEs presenting Social Stories, as an advantageous pathway for the…
Interactive Virtual and Physical Manipulatives for Improving Students' Spatial Skills
ERIC Educational Resources Information Center
Ha, Oai; Fang, Ning
2018-01-01
An innovative educational technology called interactive virtual and physical manipulatives (VPM) is developed to improve students' spatial skills. With VPM technology, not only can students touch and play with real-world physical manipulatives in their hands but also they can see how the corresponding virtual manipulatives (i.e., computer…
Application of Virtual World Technologies to Undersea Warfare Learning
2009-08-20
Prescribed by ANSI Std Z39-18 Virtual World Technologies (VWTs) “Using Virtual Worlds To Shape the Future” by Dr. Susan U. Stucky, IBM Almaden Research...JUAN HSI US MIL ANDS AIR FORCE USS SKIPJACK11 Beavertail Lighthouse iTP TP ObsF ObsE Coordinated Military Presence NAVY AIR FORCE ARMYMARINES & OTHER
Virtual reality and physical rehabilitation: a new toy or a new research and rehabilitation tool?
Keshner, Emily A
2004-01-01
Virtual reality (VR) technology is rapidly becoming a popular application for physical rehabilitation and motor control research. But questions remain about whether this technology really extends our ability to influence the nervous system or whether moving within a virtual environment just motivates the individual to perform. I served as guest editor of this month's issue of the Journal of NeuroEngineering and Rehabilitation (JNER) for a group of papers on augmented and virtual reality in rehabilitation. These papers demonstrate a variety of approaches taken for applying VR technology to physical rehabilitation. The papers by Kenyon et al. and Sparto et al. address critical questions about how this technology can be applied to physical rehabilitation and research. The papers by Sveistrup and Viau et al. explore whether action within a virtual environment is equivalent to motor performance within the physical environment. Finally, papers by Riva et al. and Weiss et al. discuss the important characteristics of a virtual environment that will be most effective for obtaining changes in the motor system. PMID:15679943
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.
Using SecondLife Online Virtual World Technology to Introduce Educators to the Digital Culture
NASA Technical Reports Server (NTRS)
Jamison, John
2008-01-01
The rapidly changing culture resulting from new technologies and digital gaming has created an increasing language gap between traditional educators and today's learners (Natkin, 2006; Seely-Brown, 2000). This study seeks to use the online virtual world of SecondLife.com as a tool to introduce educators to this new environment for learning. This study observes the activities and perceptions of a group of educators given unscripted access to this virtual environment. The results 'suggest that although serious technology limitations do currently exist, the potential of this virtual world environment as a learning experience for educators is strong.
Zhao, Linping; Patel, Pravin K; Cohen, Mimis
2012-07-01
Computer aided design and manufacturing (CAD/CAM) technology today is the standard in manufacturing industry. The application of the CAD/CAM technology, together with the emerging 3D medical images based virtual surgical planning (VSP) technology, to craniomaxillofacial reconstruction has been gaining increasing attention to reconstructive surgeons. This article illustrates the components, system and clinical management of the VSP and CAD/CAM technology including: data acquisition, virtual surgical and treatment planning, individual implant design and fabrication, and outcome assessment. It focuses primarily on the technical aspects of the VSP and CAD/CAM system to improve the predictability of the planning and outcome.
Augusto, Ingrid; Monteiro, Douglas; Girard-Dias, Wendell; Dos Santos, Thaisa Oliveira; Rosa Belmonte, Simone Letícia; Pinto de Oliveira, Jairo; Mauad, Helder; da Silva Pacheco, Marcos; Lenz, Dominik; Stefanon Bittencourt, Athelson; Valentim Nogueira, Breno; Lopes Dos Santos, Jorge Roberto; Miranda, Kildare; Guimarães, Marco Cesar Cunegundes
2016-01-01
The cell biology discipline constitutes a highly dynamic field whose concepts take a long time to be incorporated into the educational system, especially in developing countries. Amongst the main obstacles to the introduction of new cell biology concepts to students is their general lack of identification with most teaching methods. The introduction of elaborated figures, movies and animations to textbooks has given a tremendous contribution to the learning process and the search for novel teaching methods has been a central goal in cell biology education. Some specialized tools, however, are usually only available in advanced research centers or in institutions that are traditionally involved with the development of novel teaching/learning processes, and are far from becoming reality in the majority of life sciences schools. When combined with the known declining interest in science among young people, a critical scenario may result. This is especially important in the field of electron microscopy and associated techniques, methods that have greatly contributed to the current knowledge on the structure and function of different cell biology models but are rarely made accessible to most students. In this work, we propose a strategy to increase the engagement of students into the world of cell and structural biology by combining 3D electron microscopy techniques and 3D prototyping technology (3D printing) to generate 3D physical models that accurately and realistically reproduce a close-to-the native structure of the cell and serve as a tool for students and teachers outside the main centers. We introduce three strategies for 3D imaging, modeling and prototyping of cells and propose the establishment of a virtual platform where different digital models can be deposited by EM groups and subsequently downloaded and printed in different schools, universities, research centers and museums, thereby modernizing teaching of cell biology and increasing the accessibility to modern approaches in basic science.
Girard-Dias, Wendell; dos Santos, Thaisa Oliveira; Rosa Belmonte, Simone Letícia; Pinto de Oliveira, Jairo; Mauad, Helder; da Silva Pacheco, Marcos; Lenz, Dominik; Stefanon Bittencourt, Athelson; Valentim Nogueira, Breno; Lopes dos Santos, Jorge Roberto; Miranda, Kildare; Guimarães, Marco Cesar Cunegundes
2016-01-01
The cell biology discipline constitutes a highly dynamic field whose concepts take a long time to be incorporated into the educational system, especially in developing countries. Amongst the main obstacles to the introduction of new cell biology concepts to students is their general lack of identification with most teaching methods. The introduction of elaborated figures, movies and animations to textbooks has given a tremendous contribution to the learning process and the search for novel teaching methods has been a central goal in cell biology education. Some specialized tools, however, are usually only available in advanced research centers or in institutions that are traditionally involved with the development of novel teaching/learning processes, and are far from becoming reality in the majority of life sciences schools. When combined with the known declining interest in science among young people, a critical scenario may result. This is especially important in the field of electron microscopy and associated techniques, methods that have greatly contributed to the current knowledge on the structure and function of different cell biology models but are rarely made accessible to most students. In this work, we propose a strategy to increase the engagement of students into the world of cell and structural biology by combining 3D electron microscopy techniques and 3D prototyping technology (3D printing) to generate 3D physical models that accurately and realistically reproduce a close-to-the native structure of the cell and serve as a tool for students and teachers outside the main centers. We introduce three strategies for 3D imaging, modeling and prototyping of cells and propose the establishment of a virtual platform where different digital models can be deposited by EM groups and subsequently downloaded and printed in different schools, universities, research centers and museums, thereby modernizing teaching of cell biology and increasing the accessibility to modern approaches in basic science. PMID:27526196
Darras, Kathryn E; de Bruin, Anique B H; Nicolaou, Savvas; Dahlström, Nils; Persson, Anders; van Merriënboer, Jeroen; Forster, Bruce B
2018-03-23
Educators must select the best tools to teach anatomy to future physicians and traditionally, cadavers have always been considered the "gold standard" simulator for living anatomy. However, new advances in technology and radiology have created new teaching tools, such as virtual dissection, which provide students with new learning opportunities. Virtual dissection is a novel way of studying human anatomy through patient computed tomography (CT) scans. Through touchscreen technology, students can work together in groups to "virtually dissect" the CT scans to better understand complex anatomic relationships. This article presents the anatomic and pedagogic limitations of cadaveric dissection and explains what virtual dissection is and how this new technology may be used to overcome these limitations.
Impact of Collaborative Work on Technology Acceptance: A Case Study from Virtual Computing
ERIC Educational Resources Information Center
Konak, Abdullah; Kulturel-Konak, Sadan; Nasereddin, Mahdi; Bartolacci, Michael R.
2017-01-01
Aim/Purpose: This paper utilizes the Technology Acceptance Model (TAM) to examine the extent to which acceptance of Remote Virtual Computer Laboratories (RVCLs) is affected by students' technological backgrounds and the role of collaborative work. Background: RVCLs are widely used in information technology and cyber security education to provide…
Simulation-based Testing of Control Software
DOE Office of Scientific and Technical Information (OSTI.GOV)
Ozmen, Ozgur; Nutaro, James J.; Sanyal, Jibonananda
It is impossible to adequately test complex software by examining its operation in a physical prototype of the system monitored. Adequate test coverage can require millions of test cases, and the cost of equipment prototypes combined with the real-time constraints of testing with them makes it infeasible to sample more than a small number of these tests. Model based testing seeks to avoid this problem by allowing for large numbers of relatively inexpensive virtual prototypes that operate in simulation time at a speed limited only by the available computing resources. In this report, we describe how a computer system emulatormore » can be used as part of a model based testing environment; specifically, we show that a complete software stack including operating system and application software - can be deployed within a simulated environment, and that these simulations can proceed as fast as possible. To illustrate this approach to model based testing, we describe how it is being used to test several building control systems that act to coordinate air conditioning loads for the purpose of reducing peak demand. These tests involve the use of ADEVS (A Discrete Event System Simulator) and QEMU (Quick Emulator) to host the operational software within the simulation, and a building model developed with the MODELICA programming language using Buildings Library and packaged as an FMU (Functional Mock-up Unit) that serves as the virtual test environment.« less
Optoelectronics technologies for Virtual Reality systems
NASA Astrophysics Data System (ADS)
Piszczek, Marek; Maciejewski, Marcin; Pomianek, Mateusz; Szustakowski, Mieczysław
2017-08-01
Solutions in the field of virtual reality are very strongly associated with optoelectronic technologies. This applies to both process design and operation of VR applications. Technologies such as 360 cameras and 3D scanners significantly improve the design work. What is more, HMD displays with high field of view or optoelectronic Motion Capture systems and 3D cameras guarantee an extraordinary experience in immersive VR applications. This article reviews selected technologies from the perspective of their use in a broadly defined process of creating and implementing solutions for virtual reality. There is also the ability to create, modify and adapt new approaches that show team own work (SteamVR tracker). Most of the introduced examples are effectively used by authors to create different VR applications. The use of optoelectronic technology in virtual reality is presented in terms of design and operation of the system as well as referring to specific applications. Designers and users of VR systems should take a close look on new optoelectronics solutions, as they can significantly contribute to increased work efficiency and offer completely new opportunities for virtual world reception.
3D Medical Collaboration Technology to Enhance Emergency Healthcare
Welch, Greg; Sonnenwald, Diane H; Fuchs, Henry; Cairns, Bruce; Mayer-Patel, Ketan; Söderholm, Hanna M.; Yang, Ruigang; State, Andrei; Towles, Herman; Ilie, Adrian; Ampalam, Manoj; Krishnan, Srinivas; Noel, Vincent; Noland, Michael; Manning, James E.
2009-01-01
Two-dimensional (2D) videoconferencing has been explored widely in the past 15–20 years to support collaboration in healthcare. Two issues that arise in most evaluations of 2D videoconferencing in telemedicine are the difficulty obtaining optimal camera views and poor depth perception. To address these problems, we are exploring the use of a small array of cameras to reconstruct dynamic three-dimensional (3D) views of a remote environment and of events taking place within. The 3D views could be sent across wired or wireless networks to remote healthcare professionals equipped with fixed displays or with mobile devices such as personal digital assistants (PDAs). The remote professionals’ viewpoints could be specified manually or automatically (continuously) via user head or PDA tracking, giving the remote viewers head-slaved or hand-slaved virtual cameras for monoscopic or stereoscopic viewing of the dynamic reconstructions. We call this idea remote 3D medical collaboration. In this article we motivate and explain the vision for 3D medical collaboration technology; we describe the relevant computer vision, computer graphics, display, and networking research; we present a proof-of-concept prototype system; and we present evaluation results supporting the general hypothesis that 3D remote medical collaboration technology could offer benefits over conventional 2D videoconferencing in emergency healthcare. PMID:19521951
3D medical collaboration technology to enhance emergency healthcare.
Welch, Gregory F; Sonnenwald, Diane H; Fuchs, Henry; Cairns, Bruce; Mayer-Patel, Ketan; Söderholm, Hanna M; Yang, Ruigang; State, Andrei; Towles, Herman; Ilie, Adrian; Ampalam, Manoj K; Krishnan, Srinivas; Noel, Vincent; Noland, Michael; Manning, James E
2009-04-19
Two-dimensional (2D) videoconferencing has been explored widely in the past 15-20 years to support collaboration in healthcare. Two issues that arise in most evaluations of 2D videoconferencing in telemedicine are the difficulty obtaining optimal camera views and poor depth perception. To address these problems, we are exploring the use of a small array of cameras to reconstruct dynamic three-dimensional (3D) views of a remote environment and of events taking place within. The 3D views could be sent across wired or wireless networks to remote healthcare professionals equipped with fixed displays or with mobile devices such as personal digital assistants (PDAs). The remote professionals' viewpoints could be specified manually or automatically (continuously) via user head or PDA tracking, giving the remote viewers head-slaved or hand-slaved virtual cameras for monoscopic or stereoscopic viewing of the dynamic reconstructions. We call this idea remote 3D medical collaboration. In this article we motivate and explain the vision for 3D medical collaboration technology; we describe the relevant computer vision, computer graphics, display, and networking research; we present a proof-of-concept prototype system; and we present evaluation results supporting the general hypothesis that 3D remote medical collaboration technology could offer benefits over conventional 2D videoconferencing in emergency healthcare.
Designing communication and remote controlling of virtual instrument network system
NASA Astrophysics Data System (ADS)
Lei, Lin; Wang, Houjun; Zhou, Xue; Zhou, Wenjian
2005-01-01
In this paper, a virtual instrument network through the LAN and finally remote control of virtual instruments is realized based on virtual instrument and LabWindows/CVI software platform. The virtual instrument network system is made up of three subsystems. There are server subsystem, telnet client subsystem and local instrument control subsystem. This paper introduced virtual instrument network structure in detail based on LabWindows. Application procedure design of virtual instrument network communication, the Client/the programming mode of the server, remote PC and server communication far realizing, the control power of the workstation is transmitted, server program and so on essential technical were introduced. And virtual instruments network may connect to entire Internet on. Above-mentioned technology, through measuring the application in the electronic measurement virtual instrument network that is already built up, has verified the actual using value of the technology. Experiment and application validate that this design is resultful.
Health care globalization: a need for virtual leadership.
Holland, J Brian; Malvey, Donna; Fottler, Myron D
2009-01-01
As health care organizations expand and move into global markets, they face many leadership challenges, including the difficulty of leading individuals who are geographically dispersed. This article provides global managers with guidelines for leading and motivating individuals or teams from a distance while overcoming the typical challenges that "virtual leaders" and "virtual teams" face: employee isolation, confusion, language barriers, cultural differences, and technological breakdowns. Fortunately, technological advances in communications have provided various methods to accommodate geographically dispersed or "global virtual teams." Health care leaders now have the ability to lead global teams from afar by becoming "virtual leaders" with a responsibility to lead a "virtual team." Three models of globalization presented and discussed are outsourcing of health care services, medical tourism, and telerobotics. These models require global managers to lead virtually, and a positive relationship between the virtual leader and the virtual team member is vital in the success of global health care organizations.
ERIC Educational Resources Information Center
Murphrey, Theresa Pesl; Rutherford, Tracy A.; Doerfert, David L.; Edgar, Leslie D.; Edgar, Don W.
2014-01-01
Educational technology continues to expand with multi-user virtual environments (e.g., Second Life™) being the latest technology. Understanding a virtual environment's usability can enhance educational planning and effective use. Usability includes the interaction quality between an individual and the item being assessed. The purpose was to assess…
ERIC Educational Resources Information Center
Akpan, Sylvester J.; Etim, Paulinus J.; Udom, Stella Ogechi
2016-01-01
The virtual classroom and distance education have created new teaching pedagogy. This study was carried out to investigate Virtual Classroom Instruction on Academic Performance of Educational Technology Students in Distance Education, Enugu State. The population for this study was limited to the Students in National Open University, Enugu study…
The Blended Classroom Revolution: Virtual Technology Goes to School
ERIC Educational Resources Information Center
Weil, Marty
2009-01-01
While virtual schools, which currently serve only a tiny fraction of the nation's 48 million K-12 students, get all the buzz, a much bigger, largely untold story of online learning is unfolding in America's brick-and-mortar classrooms: a simple yet profound merger of virtual-school technology and the traditional classroom is taking place. This…
Knowledge Navigation for Virtual Vehicles
NASA Technical Reports Server (NTRS)
Gomez, Julian E.
2004-01-01
A virtual vehicle is a digital model of the knowledge surrounding a potentially real vehicle. Knowledge consists not only of the tangible information, such as CAD, but also what is known about the knowledge - its metadata. This paper is an overview of technologies relevant to building a virtual vehicle, and an assessment of how to bring those technologies together.
ERIC Educational Resources Information Center
Taylor, Michael J.; Taylor, Dave; Vlaev, Ivo; Elkin, Sarah
2017-01-01
Recent advances in communication technologies enable potential provision of remote education for patients using computer-generated environments known as virtual worlds. Previous research has revealed highly variable levels of patient receptiveness to using information technologies for healthcare-related purposes. This preliminary study involved…
Enabling technologies for space exploration systems: The STEPS project results and perspectives
NASA Astrophysics Data System (ADS)
Messidoro, Piero; Perino, Maria Antonietta; Boggiatto, Dario
2013-05-01
The project STEPS (Sistemi e Tecnologie per l'EsPlorazione Spaziale) is a joint development of technologies and systems for Space Exploration supported by Regione Piemonte, the European Regional Development Fund (E.R.D.F.) 2007-2013, Thales Alenia Space Italia (TAS-I), SMEs, Universities and public Research Centres belonging to the network "Comitato Distretto Aerospaziale del Piemonte" the Piedmont Aerospace District (PAD) in Italy. The project first part terminated in May 2012 with a final demonstration event that summarizes the technological results of research activities carried-out during a period the three years and half. The project developed virtual and hardware demonstrators for a range of technologies for the descent, soft landing and surface mobility of robotic and manned equipment for Moon and Mars exploration. The two key hardware demonstrators—a Mars Lander and a Lunar Rover—fit in a context of international cooperation for the exploration of Moon and Mars, as envisaged by Space Agencies worldwide. The STEPS project included also the development and utilization of a system of laboratories equipped for technology validation, teleoperations, concurrent design environments, and virtual reality simulation of the Exploration Systems in typical Moon and Mars environments. This paper presents the reached results in several technology domains like: vision-based GNC for the last portion of Mars Entry, Descent and Landing sequence, Hazard avoidance and complete spacecraft autonomy; Autonomous Rover Navigation, based on the determination of the terrain morphology by a stereo camera; Mobility and Mechanisms providing an Integrated Ground Mobility System, Rendezvous and Docking equipment, and protection from Environment effects; innovative Structures such as Inflatable, Smart and Multifunction Structures, an Active Shock Absorber for safe landing, balance restoring and walking; Composite materials Modelling and Monitoring; Human-machine interface features of a predictive Command and Control System; Energy Management systems based on Regenerative Fuel Cells; aerothermodynamic solutions for Atmospheric Re-entry of Commercial Transportation Systems; novel Design and Development Tools, such as a Rover S/W simulator and prototypes of the DEM viewer and of a S/W Rock Creator/visualizator. The paper also provides perspectives on the proposed STEPS 2 project that will likely continue the development of a subset of the above technologies in view of their possible in-flight validation within next five years.
All-sky brightness monitoring of light pollution with astronomical methods.
Rabaza, O; Galadí-Enríquez, D; Estrella, A Espín; Dols, F Aznar
2010-06-01
This paper describes a mobile prototype and a protocol to measure light pollution based on astronomical methods. The prototype takes three all-sky images using BVR filters of the Johnson-Cousins astronomical photometric system. The stars are then identified in the images of the Hipparcos and General Catalogue of Photometric Data II astronomical catalogues, and are used as calibration sources. This method permits the measurement of night-sky brightness and facilitates an estimate of which fraction is due to the light up-scattered in the atmosphere by a wide variety of man-made sources. This is achieved by our software, which compares the sky background flux to that of many stars of known brightness. The reduced weight and dimensions of the prototype allow the user to make measurements from virtually any location. This prototype is capable of measuring the sky distribution of light pollution, and also provides an accurate estimate of the background flux at each photometric band. (c) 2010 Elsevier Ltd. All rights reserved.
48 CFR 234.005-1 - Competition.
Code of Federal Regulations, 2010 CFR
2010-10-01
... development or prototype of technology developed under the contract or the delivery of initial or additional prototype items if the item or a prototype thereof is created as the result of work performed under the... shall be limited to the minimal amount of initial or additional prototype items that will allow for...
Djangirova, T V; Shabalova, I P; Pronichev, A N; Polyakov, E V
2015-08-01
The article considers application of technology of analysis of cytological slides in external quality control of clinical diagnostic laboratories. The advantages of virtual slides are demonstrated against other applied technologies of external evaluation of quality i.e. slide plate and digital micro-photography. The conditions of formation of virtual slides for external evaluation of quality of clinical diagnostic laboratories. The technology of their application is described. The success of practical application of considered technology in the Federal system of external evaluation of quality is emphasized.
Encarnação, L Miguel; Bimber, Oliver
2002-01-01
Collaborative virtual environments for diagnosis and treatment planning are increasingly gaining importance in our global society. Virtual and Augmented Reality approaches promised to provide valuable means for the involved interactive data analysis, but the underlying technologies still create a cumbersome work environment that is inadequate for clinical employment. This paper addresses two of the shortcomings of such technology: Intuitive interaction with multi-dimensional data in immersive and semi-immersive environments as well as stereoscopic multi-user displays combining the advantages of Virtual and Augmented Reality technology.
Neikter, Susanna Allgurin; Rehnqvist, Nina; Rosén, Måns; Dahlgren, Helena
2009-12-01
The aim of this study was to facilitate effective internal and external communication of an international network and to explore how to support communication and work processes in health technology assessment (HTA). STRUCTURE AND METHODS: European network for Health Technology Assessment (EUnetHTA) connected sixty-four HTA Partner organizations from thirty-three countries. User needs in the different steps of the HTA process were the starting point for developing an information system. A step-wise, interdisciplinary, creative approach was used in developing practical tools. An Information Platform facilitated the exchange of scientific information between Partners and with external target groups. More than 200 virtual meetings were set up during the project using an e-meeting tool. A Clearinghouse prototype was developed with the intent to offering a single point of access to HTA relevant information. This evolved into a next step not planned from the outset: Developing a running HTA Information System including several Web-based tools to support communication and daily HTA processes. A communication strategy guided the communication effort, focusing on practical tools, creating added value, involving stakeholders, and avoiding duplication of effort. Modern technology enables a new information infrastructure for HTA. The potential of information and communication technology was used as a strategic tool. Several target groups were represented among the Partners, which supported collaboration and made it easier to identify user needs. A distinctive visual identity made it easier to gain and maintain visibility on a limited budget.
ERIC Educational Resources Information Center
Ladyshewsky, Richard; Pettapiece, Ronald G.
2015-01-01
The purpose of this study was to explore how post-graduate students in a fully online business course used information communication technology during a virtual peer coaching experience. In this exploration of technology use it was found students required additional guidance in the use of technologies such as email, telephone calling, and more…
Rapid prototyping technology and its application in bone tissue engineering*
YUAN, Bo; ZHOU, Sheng-yuan; CHEN, Xiong-sheng
2017-01-01
Bone defects arising from a variety of reasons cannot be treated effectively without bone tissue reconstruction. Autografts and allografts have been used in clinical application for some time, but they have disadvantages. With the inherent drawback in the precision and reproducibility of conventional scaffold fabrication techniques, the results of bone surgery may not be ideal. This is despite the introduction of bone tissue engineering which provides a powerful approach for bone repair. Rapid prototyping technologies have emerged as an alternative and have been widely used in bone tissue engineering, enhancing bone tissue regeneration in terms of mechanical strength, pore geometry, and bioactive factors, and overcoming some of the disadvantages of conventional technologies. This review focuses on the basic principles and characteristics of various fabrication technologies, such as stereolithography, selective laser sintering, and fused deposition modeling, and reviews the application of rapid prototyping techniques to scaffolds for bone tissue engineering. In the near future, the use of scaffolds for bone tissue engineering prepared by rapid prototyping technology might be an effective therapeutic strategy for bone defects. PMID:28378568
Rapid prototyping technology and its application in bone tissue engineering.
Yuan, Bo; Zhou, Sheng-Yuan; Chen, Xiong-Sheng
Bone defects arising from a variety of reasons cannot be treated effectively without bone tissue reconstruction. Autografts and allografts have been used in clinical application for some time, but they have disadvantages. With the inherent drawback in the precision and reproducibility of conventional scaffold fabrication techniques, the results of bone surgery may not be ideal. This is despite the introduction of bone tissue engineering which provides a powerful approach for bone repair. Rapid prototyping technologies have emerged as an alternative and have been widely used in bone tissue engineering, enhancing bone tissue regeneration in terms of mechanical strength, pore geometry, and bioactive factors, and overcoming some of the disadvantages of conventional technologies. This review focuses on the basic principles and characteristics of various fabrication technologies, such as stereolithography, selective laser sintering, and fused deposition modeling, and reviews the application of rapid prototyping techniques to scaffolds for bone tissue engineering. In the near future, the use of scaffolds for bone tissue engineering prepared by rapid prototyping technology might be an effective therapeutic strategy for bone defects.
Virtual reality simulation: using three-dimensional technology to teach nursing students.
Jenson, Carole E; Forsyth, Diane McNally
2012-06-01
The use of computerized technology is rapidly growing in the classroom and in healthcare. An emerging computer technology strategy for nursing education is the use of virtual reality simulation. This computer-based three-dimensional educational tool simulates real-life patient experiences in a risk-free environment, allows for repeated practice sessions, requires clinical decision making, exposes students to diverse patient conditions, provides immediate feedback, and is portable. The purpose of this article was to review the importance of virtual reality simulation as a computerized teaching strategy. In addition, a project to explore readiness of nursing faculty at one major Midwestern university for the use of virtual reality simulation as a computerized teaching strategy is described where faculty thought virtual reality simulation would increase students' knowledge of an intravenous line insertion procedure. Faculty who practiced intravenous catheter insertion via virtual reality simulation expressed a wide range of learning experiences from using virtual reality simulation that is congruent with the literature regarding the barriers to student learning. Innovative teaching strategies, such as virtual reality simulation, address barriers of increasing patient acuity, high student-to-faculty ratio, patient safety concerns from faculty, and student anxiety and can offer rapid feedback to students.
Novel interactive virtual showcase based on 3D multitouch technology
NASA Astrophysics Data System (ADS)
Yang, Tao; Liu, Yue; Lu, You; Wang, Yongtian
2009-11-01
A new interactive virtual showcase is proposed in this paper. With the help of virtual reality technology, the user of the proposed system can watch the virtual objects floating in the air from all four sides and interact with the virtual objects by touching the four surfaces of the virtual showcase. Unlike traditional multitouch system, this system cannot only realize multi-touch on a plane to implement 2D translation, 2D scaling, and 2D rotation of the objects; it can also realize the 3D interaction of the virtual objects by recognizing and analyzing the multi-touch that can be simultaneously captured from the four planes. Experimental results show the potential of the proposed system to be applied in the exhibition of historical relics and other precious goods.
Huang, Yukun; Chen, Rong; Wei, Jingbo; Pei, Xilong; Cao, Jing; Prakash Jayaraman, Prem; Ranjan, Rajiv
2014-01-01
JNI in the Android platform is often observed with low efficiency and high coding complexity. Although many researchers have investigated the JNI mechanism, few of them solve the efficiency and the complexity problems of JNI in the Android platform simultaneously. In this paper, a hybrid polylingual object (HPO) model is proposed to allow a CAR object being accessed as a Java object and as vice in the Dalvik virtual machine. It is an acceptable substitute for JNI to reuse the CAR-compliant components in Android applications in a seamless and efficient way. The metadata injection mechanism is designed to support the automatic mapping and reflection between CAR objects and Java objects. A prototype virtual machine, called HPO-Dalvik, is implemented by extending the Dalvik virtual machine to support the HPO model. Lifespan management, garbage collection, and data type transformation of HPO objects are also handled in the HPO-Dalvik virtual machine automatically. The experimental result shows that the HPO model outweighs the standard JNI in lower overhead on native side, better executing performance with no JNI bridging code being demanded.
Naval Science & Technology: Enabling the Future Force
2013-04-01
corn for disruptive technologies Laser Cooling Spintronics Bz 1st U.S. Intel satellite GRAB Semiconductors GaAs, GaN, SiC GPS...Payoff • Innovative and game-changing • Approved by Corporate Board • Delivers prototype Innovative Naval Prototypes (5-10 Year) Disruptive ... Technologies Free Electron Laser Integrated Topside EM Railgun Sea Base Enablers Tactical Satellite Large Displacement UUV AACUS Directed
Factors Affecting Training Effectiveness in Synchronous, Dispersed Virtual Environments
2014-06-01
technology to its technical training programs. Specifically, a distance learning model with instruction provided through 3-D virtual worlds could...ABSTRACT The U.S. Navy is investigating the feasibility of incorporating distance learning technology to its technical training programs. Specifically...15 A. TECHNOLOGY ACCEPTANCE MODEL
ERIC Educational Resources Information Center
Carlson, Scott
2006-01-01
This article describes how researchers work with military to create the next generation of training technology. This article also describes the features of Flatworld, a virtual military training technology. Flatworld is one of many projects under development at the Institute for Creative Technologies, a research group that is supported primarily…
ERIC Educational Resources Information Center
Miseviciene, Regina; Ambraziene, Danute; Tuminauskas, Raimundas; Pažereckas, Nerijus
2012-01-01
Many factors influence education nowadays. Educational institutions are faced with budget cuttings, outdated IT, data security management and the willingness to integrate remote learning at home. Virtualization technologies provide innovative solutions to the problems. The paper presents an original educational infrastructure using virtualization…
Zenner, Andre; Kruger, Antonio
2017-04-01
We define the concept of Dynamic Passive Haptic Feedback (DPHF) for virtual reality by introducing the weight-shifting physical DPHF proxy object Shifty. This concept combines actuators known from active haptics and physical proxies known from passive haptics to construct proxies that automatically adapt their passive haptic feedback. We describe the concept behind our ungrounded weight-shifting DPHF proxy Shifty and the implementation of our prototype. We then investigate how Shifty can, by automatically changing its internal weight distribution, enhance the user's perception of virtual objects interacted with in two experiments. In a first experiment, we show that Shifty can enhance the perception of virtual objects changing in shape, especially in length and thickness. Here, Shifty was shown to increase the user's fun and perceived realism significantly, compared to an equivalent passive haptic proxy. In a second experiment, Shifty is used to pick up virtual objects of different virtual weights. The results show that Shifty enhances the perception of weight and thus the perceived realism by adapting its kinesthetic feedback to the picked-up virtual object. In the same experiment, we additionally show that specific combinations of haptic, visual and auditory feedback during the pick-up interaction help to compensate for visual-haptic mismatch perceived during the shifting process.
Patient-controlled sharing of medical imaging data across unaffiliated healthcare organizations
Ahn, David K; Unde, Bhagyashree; Gage, H Donald; Carr, J Jeffrey
2013-01-01
Background Current image sharing is carried out by manual transportation of CDs by patients or organization-coordinated sharing networks. The former places a significant burden on patients and providers. The latter faces challenges to patient privacy. Objective To allow healthcare providers efficient access to medical imaging data acquired at other unaffiliated healthcare facilities while ensuring strong protection of patient privacy and minimizing burden on patients, providers, and the information technology infrastructure. Methods An image sharing framework is described that involves patients as an integral part of, and with full control of, the image sharing process. Central to this framework is the Patient Controlled Access-key REgistry (PCARE) which manages the access keys issued by image source facilities. When digitally signed by patients, the access keys are used by any requesting facility to retrieve the associated imaging data from the source facility. A centralized patient portal, called a PCARE patient control portal, allows patients to manage all the access keys in PCARE. Results A prototype of the PCARE framework has been developed by extending open-source technology. The results for feasibility, performance, and user assessments are encouraging and demonstrate the benefits of patient-controlled image sharing. Discussion The PCARE framework is effective in many important clinical cases of image sharing and can be used to integrate organization-coordinated sharing networks. The same framework can also be used to realize a longitudinal virtual electronic health record. Conclusion The PCARE framework allows prior imaging data to be shared among unaffiliated healthcare facilities while protecting patient privacy with minimal burden on patients, providers, and infrastructure. A prototype has been implemented to demonstrate the feasibility and benefits of this approach. PMID:22886546
Travels towards Problem Based Learning in Medical Education (VPBL).
ERIC Educational Resources Information Center
Bowdish, Bruce E.; Chauvin, Sheila W.; Kreisman, Norman; Britt, Mike
2003-01-01
Reports results of an investigation of the effectiveness of a prototype virtual problem-based learning (VPBL) exercise delivered via the World Wide Web to first year medical students. Compares the VPBL and a text-based version of the same exercise on students' achievement and examines instructional design issues including learner control and…
Teaching Note-Teaching Student Interviewing Competencies through Second Life
ERIC Educational Resources Information Center
Tandy, Cynthia; Vernon, Robert; Lynch, Darlene
2017-01-01
A prototype standardized client was created and programmed to respond to students in the 3D virtual world of Second Life. This automaton, called a "chatbot," was repeatedly interviewed by beginning MSW students in a practice course as a learning exercise. Initial results were positive and suggest the use of simulated clients in virtual…
A First Step Towards Network Security Virtualization: From Concept to Prototype
2015-10-01
ec2 security groups. http://docs.aws.amazon.com/AWSEC2/latest/UserGuide/using-network- security.html. [3] Jeffrey R. Ballard, Ian Rae, and Aditya...20] Matthew L. Meola Michael J. Freedman Jennifer Rexford Nate Foster, Rob Harrison and David Walker. Frenetic: A High-Level Langauge for OpenFlow
Gao, Quan-Wen; Song, Hui-Feng; Xu, Ming-Huo; Liu, Chun-Ming; Chai, Jia-Ke
2013-11-01
To explore the clinical application of mandibular-driven simultaneous maxillo-mandihular distraction to correct hemifacial microsomia with rapid prototyping technology. The patient' s skull resin model was manufactured with rapid prototyping technology. The osteotomy was designed on skull resin model. According to the preoperative design, the patients underwent Le Fort I osteotomy and mandibular ramus osteotomy. The internal mandible distractor was embedded onto the osteotomy position. The occlusal titanium pin was implanted. Distraction were carried out by mandibular-driven simultaneous maxillo-mandihular distraction 5 days after operation. The distraction in five patients was complete as designed. No infection and dysosteogenesis happened. The longest distance of distraction was 28 mm, and the shortest distance was 16 mm. The facial asymmetry deformity was significantly improved at the end of distraction. The ocelusal plane of patients obviously improved. Rapid prototyping technology is helpful to design precisely osteotomy before operation. Mandibular-driven simultaneous maxillo-mandibular distraction can correct hemifacial microsomia. It is worth to clinical application.
NASA Astrophysics Data System (ADS)
Cheng, Meng-Tzu; Annetta, Leonard; Folta, Elizabeth; Holmes, Shawn Y.
2011-01-01
Drugs and the Brain: A Serious Game, a prototype museum exhibit, was designed to employ virtual models of the brain into a video game format. It was done to create a fun and engaging way of conveying knowledge and concepts about neuroscience, as well as the impact of methamphetamine abuse on the brain. The purpose of this study is to evaluate this prototype exhibit that promises to educate participants from various age, ethnicity, and gender backgrounds, and to establish a stronger concept of drug abuse prevention among children. A quantitative methodology using the pre- and post-experimental designs was conducted on 175 museum visitors. A series of two-sample paired t-tests and subsequent ANOVAs were performed to examine the difference between pre- and post-tests and to determine if there was a difference in the results in age, gender, ethnicity, and race. Results showed that both the understanding and attitudes of the participants toward the impact of methamphetamine abuse on the brain improved significantly (p < 0.01).
Validation and verification of a virtual environment for training naval submarine officers
NASA Astrophysics Data System (ADS)
Zeltzer, David L.; Pioch, Nicholas J.
1996-04-01
A prototype virtual environment (VE) has been developed for training a submarine officer of the desk (OOD) to perform in-harbor navigation on a surfaced submarine. The OOD, stationed on the conning tower of the vessel, is responsible for monitoring the progress of the boat as it negotiates a marked channel, as well as verifying the navigational suggestions of the below- deck piloting team. The VE system allows an OOD trainee to view a particular harbor and associated waterway through a head-mounted display, receive spoken reports from a simulated piloting team, give spoken commands to the helmsman, and receive verbal confirmation of command execution from the helm. The task analysis of in-harbor navigation, and the derivation of application requirements are briefly described. This is followed by a discussion of the implementation of the prototype. This implementation underwent a series of validation and verification assessment activities, including operational validation, data validation, and software verification of individual software modules as well as the integrated system. Validation and verification procedures are discussed with respect to the OOD application in particular, and with respect to VE applications in general.
Olszewski, R; Tranduy, K; Reychler, H
2010-07-01
The authors present a new procedure of computer-assisted genioplasty. They determined the anterior, posterior and inferior limits of the chin in relation to the skull and face with the newly developed and validated three-dimensional cephalometric planar analysis (ACRO 3D). Virtual planning of the osteotomy lines was carried out with Mimics (Materialize) software. The authors built a three-dimensional rapid-prototyping multi-position model of the chin area from a medical low-dose CT scan. The transfer of virtual information to the operating room consisted of two elements. First, the titanium plates on the 3D RP model were pre-bent. Second, a surgical guide for the transfer of the osteotomy lines and the positions of the screws to the operating room was manufactured. The authors present the first case of the use of this model on a patient. The postoperative results are promising, and the technique is fast and easy-to-use. More patients are needed for a definitive clinical validation of this procedure. Copyright 2010 International Association of Oral and Maxillofacial Surgeons. Published by Elsevier Ltd. All rights reserved.
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
Augmenting the Thermal Flux Experiment: A Mixed Reality Approach with the HoloLens
ERIC Educational Resources Information Center
Strzys, M. P.; Kapp, S.; Thees, M.; Kuhn, J.; Lukowicz, P.; Knierim, P.; Schmidt, A.
2017-01-01
In the field of Virtual Reality (VR) and Augmented Reality (AR), technologies have made huge progress during the last years and also reached the field of education. The virtuality continuum, ranging from pure virtuality on one side to the real world on the other, has been successfully covered by the use of immersive technologies like head-mounted…
Web 2.0 and Virtual World Technologies: A Growing Impact on IS Education
ERIC Educational Resources Information Center
Harris, Albert L.; Rea, Alan
2009-01-01
Web 2.0 and virtual world technologies are here to stay. Today, our students come to our classroom with a presence on Facebook, the latest concert as a podcast on their MP3 player, and experience playing games in virtual worlds. In some respects, students are more tech-savvy than their Information Systems professors. Research showing the benefits…
ERIC Educational Resources Information Center
Parker, Denise L.
2017-01-01
Virtual teams are comprised of members from various locations who use Information and Communication Technology (ICT) for member interaction. Many organizations have accepted virtual teams as an alternative to face-to-face teams. With the acceptance comes many challenges, one of those challenges is supporting team sharing in the virtual…
Methods and systems for rapid prototyping of high density circuits
Palmer, Jeremy A [Albuquerque, NM; Davis, Donald W [Albuquerque, NM; Chavez, Bart D [Albuquerque, NM; Gallegos, Phillip L [Albuquerque, NM; Wicker, Ryan B [El Paso, TX; Medina, Francisco R [El Paso, TX
2008-09-02
A preferred embodiment provides, for example, a system and method of integrating fluid media dispensing technology such as direct-write (DW) technologies with rapid prototyping (RP) technologies such as stereolithography (SL) to provide increased micro-fabrication and micro-stereolithography. A preferred embodiment of the present invention also provides, for example, a system and method for Rapid Prototyping High Density Circuit (RPHDC) manufacturing of solderless connectors and pilot devices with terminal geometries that are compatible with DW mechanisms and reduce contact resistance where the electrical system is encapsulated within structural members and manual electrical connections are eliminated in favor of automated DW traces. A preferred embodiment further provides, for example, a method of rapid prototyping comprising: fabricating a part layer using stereolithography and depositing thermally curable media onto the part layer using a fluid dispensing apparatus.
Demonstration of three gorges archaeological relics based on 3D-visualization technology
NASA Astrophysics Data System (ADS)
Xu, Wenli
2015-12-01
This paper mainly focuses on the digital demonstration of three gorges archeological relics to exhibit the achievements of the protective measures. A novel and effective method based on 3D-visualization technology, which includes large-scaled landscape reconstruction, virtual studio, and virtual panoramic roaming, etc, is proposed to create a digitized interactive demonstration system. The method contains three stages: pre-processing, 3D modeling and integration. Firstly, abundant archaeological information is classified according to its history and geographical information. Secondly, build up a 3D-model library with the technology of digital images processing and 3D modeling. Thirdly, use virtual reality technology to display the archaeological scenes and cultural relics vividly and realistically. The present work promotes the application of virtual reality to digital projects and enriches the content of digital archaeology.
Evaluation of a novel multi-articulated endoscope: proof of concept through a virtual simulation.
Karvonen, Tuukka; Muranishi, Yusuke; Yamamoto, Goshiro; Kuroda, Tomohiro; Sato, Toshihiko
2017-07-01
In endoscopic surgery such as video-assisted thoracoscopic surgery and laparoscopic surgery, providing the surgeon a good view of the target is important. Rigid endoscope has for years been the go-to tool for this purpose, but it has certain limitations like the inability to work around obstacles. To improve on current tools, a novel multi-articulated endoscope (MAE) is currently under development. To investigate its feasibility and possible value, we performed a user test using virtual prototype of the MAE with the intent to show that it outperforms the conventional endoscope while bringing minimal additional burden to the operator. To evaluate the prototype, we built a virtual model of the MAE and a rigid oblique-viewing endoscope. Through a comparative user study we evaluate the ability of each device to visualize certain targets placed inside the virtual chest cavity by the angle between the visual axis of the scope and the normal of the plane of the target, while accounting for the usability of each endoscope by recording the time taken for each task. In addition, we collected a questionnaire from each participant to obtain feedback. The angles obtained using the MAE were smaller on average ([Formula: see text]), indicating that better visualization can be achieved through the proposed method. A nonsignificant difference in mean time taken for each task in favor of the rigid endoscope was also found ([Formula: see text]). We have demonstrated that better visualization for endoscopic surgery can be achieved through our novel MAE. The scope may bring about a paradigm shift in the field of minimally invasive surgery by providing more freedom in viewpoint selection, enabling surgeons to perform more elaborate procedures in minimally invasive settings.
Virtual Realities and the Future of Text.
ERIC Educational Resources Information Center
Marcus, Stephen
1992-01-01
Discusses issues surrounding virtual reality and "virtual books." Suggests that those who are exploring the territory of virtual realities are already helping to expand and enrich expectations and visions for integrating technology into reading and writing. (RS)
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…
ERIC Educational Resources Information Center
Thomas, Valerie Brown
2010-01-01
Ubiquitous technology and agile organizational structures have enabled a strategic response to increasingly competitive, complex, and unpredictable challenges faced by many organizations. Using cyberinfrastructure, which is primarily the network of information, computers, communication technologies, and people, traditional organizations have…
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…
NASA Technical Reports Server (NTRS)
Russo, Massimo; Tadros, Alfred; Flowers, Woodie; Zeltzer, David
1991-01-01
The advent of high resolution, physical model based computer graphics has left a gap in the design of input/output technology appropriate for interacting with such complex virtual world models. Since virtual worlds consist of physical models, it is appropriate to output the inherent force information necessary for the simulation to the user. The detailed design, construction, and control of a three degree freedom force output joystick will be presented. A novel kinematic design allows all three axes to be uncoupled, so that the system inertia matrix is diagonal. The two planar axes are actuated through an offset gimbal, and the third through a sleeved cable. To compensate for friction and inertia effects, this transmission is controlled by a force feedforward and a closed force feedback proportional loop. Workspace volume is a cone of 512 cubic inches, and the device bandwidth is maximized at 60 Hz for the two planar and 30 Hz for the third axis. Each axis is controlled by a motor/proportional magnetic particle brake combination fixed to the base. The innovative use of motors and brakes allows objects with high resistive torque requirements to be simulated without the stability and related safety issues involved with high torque, energy storing motors alone. Position, velocity, and applied endpoint force are sensed directly. Different control strategies are discussed and implemented, with an emphasis on how virtual environment force information, generated by the MIT Media Lab Computer Graphics and Animation Group BOLIO system, is transmitted to the device controller. The design constraints for a kinesthetic force feedback device can be summarized as: How can the symbiosis between the sense of presence in the virtual environment be maximized without compromising the interaction task under the constraints of the mechanical device limitations? Research in this field will yield insights to the optimal human sensory feedback mix for a wide spectrum of control and interaction problems. A flexible research tool that is designed as an easily reproducible product prototype has been constructed to explore the variety of possible force interaction.
Modeling and simulation of five-axis virtual machine based on NX
NASA Astrophysics Data System (ADS)
Li, Xiaoda; Zhan, Xianghui
2018-04-01
Virtual technology in the machinery manufacturing industry has shown the role of growing. In this paper, the Siemens NX software is used to model the virtual CNC machine tool, and the parameters of the virtual machine are defined according to the actual parameters of the machine tool so that the virtual simulation can be carried out without loss of the accuracy of the simulation. How to use the machine builder of the CAM module to define the kinematic chain and machine components of the machine is described. The simulation of virtual machine can provide alarm information of tool collision and over cutting during the process to users, and can evaluate and forecast the rationality of the technological process.
Integrating Rapid Prototyping into Graphic Communications
ERIC Educational Resources Information Center
Xu, Renmei; Flowers, Jim
2015-01-01
Integrating different science, technology, engineering, and mathematics (STEM) areas can help students learn and leverage both the equipment and expertise at a single school. In comparing graphic communications classes with classes that involve rapid prototyping (RP) technologies like 3D printing, there are sufficient similarities between goals,…
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.
Design Virtual Reality Scene Roam for Tour Animations Base on VRML and Java
NASA Astrophysics Data System (ADS)
Cao, Zaihui; hu, Zhongyan
Virtual reality has been involved in a wide range of academic and commercial applications. It can give users a natural feeling of the environment by creating realistic virtual worlds. Implementing a virtual tour through a model of a tourist area on the web has become fashionable. In this paper, we present a web-based application that allows a user to, walk through, see, and interact with a fully three-dimensional model of the tourist area. Issues regarding navigation and disorientation areaddressed and we suggest a combination of the metro map and an intuitive navigation system. Finally we present a prototype which implements our ideas. The application of VR techniques integrates the visualization and animation of the three dimensional modelling to landscape analysis. The use of the VRML format produces the possibility to obtain some views of the 3D model and to explore it in real time. It is an important goal for the spatial information sciences.
Implementing digital technology to enhance student learning of pathology.
Farah, C S; Maybury, T
2009-08-01
The introduction of digital technologies into the dental curriculum is an ongoing feature of broader changes going on in tertiary education. This report examines the introduction of digital virtual microscopy technology into the curriculum of the School of Dentistry at the University of Queensland (UQ) in Brisbane, Australia. Sixty students studying a course in pathology in 2005 were introduced to virtual microscopy technology alongside the more traditional light microscope and then asked to evaluate their own learning outcomes from this technology via a structured 5-point LIKART survey. A wide variety of questions dealing the pedagogic implications of the introduction of virtual microscopy into pathology were asked of students with the overall result being that it positively enhanced their learning of pathology via digital microscopic means. The success of virtual microscopy in dentistry at UQ is then discussed in the larger context of changes going on in tertiary education. In particular, the change from the print-literate tradition to the electronic one, that is from 'literacy to electracy'. Virtual microscopy is designated as a component of this transformation to electracy. Whilst traditional microscopic skills may still be valued in dental curricula, the move to virtual microscopy and computer-assisted, student-centred learning of pathology appears to enhance the learning experience in relation to its effectiveness in helping students engage and interact with the course material.
Application of new technologies in the virtual library: Seminars in Turkey, Portugal, and Spain
NASA Technical Reports Server (NTRS)
Hunter, Judy F.; Cotter, Gladys A.
1994-01-01
This paper focuses on the technologies that are available today to support the concept of a virtual library. The concept of a 'virtual library' or a 'library without walls' is meant to convey the idea that information in any format should be available to the end-user from the desktop as if it were located on the local workstation. Discussed here are the background, trends, technology enablers, end-user requirements, and the NASA Access Mechanism (NAM) system, one example of how it is possible to apply existing technologies to the client server architecture to logically centralize geographically distributed applications and information.
76 FR 64360 - National Heart, Lung, and Blood Institute; Notice of Closed Meetings
Federal Register 2010, 2011, 2012, 2013, 2014
2011-10-18
... Institute Special Emphasis Panel, Virtual Reality Technologies for Research and Education in Obesity and..., Virtual Reality Technologies for Research and Education in Obesity and Diabetes. Date: November 7, 2011...
Electronic Design Automation: Integrating the Design and Manufacturing Functions
NASA Technical Reports Server (NTRS)
Bachnak, Rafic; Salkowski, Charles
1997-01-01
As the complexity of electronic systems grows, the traditional design practice, a sequential process, is replaced by concurrent design methodologies. A major advantage of concurrent design is that the feedback from software and manufacturing engineers can be easily incorporated into the design. The implementation of concurrent engineering methodologies is greatly facilitated by employing the latest Electronic Design Automation (EDA) tools. These tools offer integrated simulation of the electrical, mechanical, and manufacturing functions and support virtual prototyping, rapid prototyping, and hardware-software co-design. This report presents recommendations for enhancing the electronic design and manufacturing capabilities and procedures at JSC based on a concurrent design methodology that employs EDA tools.
A DBMS-based medical teleconferencing system.
Chun, J; Kim, H; Lee, S; Choi, J; Cho, H
2001-01-01
This article presents the design of a medical teleconferencing system that is integrated with a multimedia patient database and incorporates easy-to-use tools and functions to effectively support collaborative work between physicians in remote locations. The design provides a virtual workspace that allows physicians to collectively view various kinds of patient data. By integrating the teleconferencing function into this workspace, physicians are able to conduct conferences using the same interface and have real-time access to the database during conference sessions. The authors have implemented a prototype based on this design. The prototype uses a high-speed network test bed and a manually created substitute for the integrated patient database.
A DBMS-based Medical Teleconferencing System
Chun, Jonghoon; Kim, Hanjoon; Lee, Sang-goo; Choi, Jinwook; Cho, Hanik
2001-01-01
This article presents the design of a medical teleconferencing system that is integrated with a multimedia patient database and incorporates easy-to-use tools and functions to effectively support collaborative work between physicians in remote locations. The design provides a virtual workspace that allows physicians to collectively view various kinds of patient data. By integrating the teleconferencing function into this workspace, physicians are able to conduct conferences using the same interface and have real-time access to the database during conference sessions. The authors have implemented a prototype based on this design. The prototype uses a high-speed network test bed and a manually created substitute for the integrated patient database. PMID:11522766
Virtual Collaboration Readiness Measurement a Case Study in the Automobile Industry
NASA Astrophysics Data System (ADS)
Ziarati, Koorush; Khayami, Raouf; Parvinnia, Elham; Afroozi Milani, Ghazal
In end of the last century information and communication technology caused a veritable evolution in the world of business and commerce. Globalization has changed all the commerce equations and business plans. Old companies have to change their strategies if they want to survive after this technological revolution. A new form of collaboration between the distributed and networked organizations has emerged as the "Virtual Organization" paradigm. A company can not join a virtual organization before obtaining a virtual maturity. This maturity shows the readiness of the company to begin a virtual collaboration. In this paper, based on the coherent and formal definition of virtual organizations, the criteria for measuring the readiness of companies are proposed. Our criteria are confirmed, modified or combined by using the factor analysis method on a sufficient number of virtual companies in the automobile manufacturing industry.
Integration of real-time 3D capture, reconstruction, and light-field display
NASA Astrophysics Data System (ADS)
Zhang, Zhaoxing; Geng, Zheng; Li, Tuotuo; Pei, Renjing; Liu, Yongchun; Zhang, Xiao
2015-03-01
Effective integration of 3D acquisition, reconstruction (modeling) and display technologies into a seamless systems provides augmented experience of visualizing and analyzing real objects and scenes with realistic 3D sensation. Applications can be found in medical imaging, gaming, virtual or augmented reality and hybrid simulations. Although 3D acquisition, reconstruction, and display technologies have gained significant momentum in recent years, there seems a lack of attention on synergistically combining these components into a "end-to-end" 3D visualization system. We designed, built and tested an integrated 3D visualization system that is able to capture in real-time 3D light-field images, perform 3D reconstruction to build 3D model of the objects, and display the 3D model on a large autostereoscopic screen. In this article, we will present our system architecture and component designs, hardware/software implementations, and experimental results. We will elaborate on our recent progress on sparse camera array light-field 3D acquisition, real-time dense 3D reconstruction, and autostereoscopic multi-view 3D display. A prototype is finally presented with test results to illustrate the effectiveness of our proposed integrated 3D visualization system.
NASA Astrophysics Data System (ADS)
Rengganis, Y. A.; Safrodin, M.; Sukaridhoto, S.
2018-01-01
Virtual Reality Laboratory (VR Lab) is an innovation for conventional learning media which show us whole learning process in laboratory. There are many tools and materials are needed by user for doing practical in it, so user could feel new learning atmosphere by using this innovation. Nowadays, technologies more sophisticated than before. So it would carry in education and it will be more effective, efficient. The Supported technologies are needed us for making VR Lab such as head mounted display device and hand motion gesture device. The integration among them will be used us for making this research. Head mounted display device for viewing 3D environment of virtual reality laboratory. Hand motion gesture device for catching user real hand and it will be visualized in virtual reality laboratory. Virtual Reality will show us, if using the newest technologies in learning process it could make more interesting and easy to understand.
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.
Virtual reality and telepresence for military medicine.
Satava, R M
1995-03-01
The profound changes brought about by technology in the past few decades are leading to a total revolution in medicine. The advanced technologies of telepresence and virtual reality are but two of the manifestations emerging from our new information age; now all of medicine can be empowered because of this digital technology. The leading edge is on the digital battlefield, where an entire new concept in military medicine is evolving. Using remote sensors, intelligent systems, telepresence surgery and virtual reality surgical simulations, combat casualty care is prepared for the 21st century.
ERIC Educational Resources Information Center
Schatz, Curt; Schaefer, Susan
1997-01-01
A finding that environmental educators are eager to accept Virtual Reality (VR) as a teaching tool prompts two responses: one claims that students cannot critically analyze VR information to determine what is relevant because the VR programmer has already done that; the other points out that corporate propaganda taints the technology and that…
Yitzhak, Neta; Giladi, Nir; Gurevich, Tanya; Messinger, Daniel S; Prince, Emily B; Martin, Katherine; Aviezer, Hillel
2017-12-01
According to dominant theories of affect, humans innately and universally express a set of emotions using specific configurations of prototypical facial activity. Accordingly, thousands of studies have tested emotion recognition using sets of highly intense and stereotypical facial expressions, yet their incidence in real life is virtually unknown. In fact, a commonplace experience is that emotions are expressed in subtle and nonprototypical forms. Such facial expressions are at the focus of the current study. In Experiment 1, we present the development and validation of a novel stimulus set consisting of dynamic and subtle emotional facial displays conveyed without constraining expressers to using prototypical configurations. Although these subtle expressions were more challenging to recognize than prototypical dynamic expressions, they were still well recognized by human raters, and perhaps most importantly, they were rated as more ecological and naturalistic than the prototypical expressions. In Experiment 2, we examined the characteristics of subtle versus prototypical expressions by subjecting them to a software classifier, which used prototypical basic emotion criteria. Although the software was highly successful at classifying prototypical expressions, it performed very poorly at classifying the subtle expressions. Further validation was obtained from human expert face coders: Subtle stimuli did not contain many of the key facial movements present in prototypical expressions. Together, these findings suggest that emotions may be successfully conveyed to human viewers using subtle nonprototypical expressions. Although classic prototypical facial expressions are well recognized, they appear less naturalistic and may not capture the richness of everyday emotional communication. (PsycINFO Database Record (c) 2017 APA, all rights reserved).
The development of a virtual camera system for astronaut-rover planetary exploration.
Platt, Donald W; Boy, Guy A
2012-01-01
A virtual assistant is being developed for use by astronauts as they use rovers to explore the surface of other planets. This interactive database, called the Virtual Camera (VC), is an interactive database that allows the user to have better situational awareness for exploration. It can be used for training, data analysis and augmentation of actual surface exploration. This paper describes the development efforts and Human-Computer Interaction considerations for implementing a first-generation VC on a tablet mobile computer device. Scenarios for use will be presented. Evaluation and success criteria such as efficiency in terms of processing time and precision situational awareness, learnability, usability, and robustness will also be presented. Initial testing and the impact of HCI design considerations of manipulation and improvement in situational awareness using a prototype VC will be discussed.
A strategic map for high-impact virtual experience design
NASA Astrophysics Data System (ADS)
Faste, Haakon; Bergamasco, Massimo
2009-02-01
We have employed methodologies of human centered design to inspire and guide the engineering of a definitive low-cost aesthetic multimodal experience intended to stimulate cultural growth. Using a combination of design research, trend analysis and the programming of immersive virtual 3D worlds, over 250 innovative concepts have been brainstormed, prototyped, evaluated and refined. These concepts have been used to create a strategic map for the development of highimpact virtual art experiences, the most promising of which have been incorporated into a multimodal environment programmed in the online interactive 3D platform XVR. A group of test users have evaluated the experience as it has evolved, using a multimodal interface with stereo vision, 3D audio and haptic feedback. This paper discusses the process, content, results, and impact on our engineering laboratory that this research has produced.
Ruppert, Barb
2011-03-01
Virtual reality is used in marketing research to shape food selection and purchase decisions. Could it be used to counteract the marketing of less-nutritious foods and teach healthier food selection? This article presents interviews with Raymond Burke, Ph.D., of Indiana University Bloomington, and Rachel Jones, M.P.H., of the University of Utah College of Health. Topics covered include new marketing research technologies, including virtual reality simulations; retailing and shopper behavior; and the use of virtual grocery stores to help students explore quality of diet and food/nutrient relationships. The interviewees discuss how the technologies they have developed fit into research and behavior change related to obesity and diabetes. © 2011 Diabetes Technology Society.
NASA Astrophysics Data System (ADS)
Freund, Eckhard; Rossmann, Juergen
2002-02-01
In 2004, the European COLUMBUS Module is to be attached to the International Space Station. On the way to the successful planning, deployment and operation of the module, computer generated and animated models are being used to optimize performance. Under contract of the German Space Agency DLR, it has become IRF's task to provide a Projective Virtual Reality System to provide a virtual world built after the planned layout of the COLUMBUS module let astronauts and experimentators practice operational procedures and the handling of experiments. The key features of the system currently being realized comprise the possibility for distributed multi-user access to the virtual lab and the visualization of real-world experiment data. Through the capabilities to share the virtual world, cooperative operations can be practiced easily, but also trainers and trainees can work together more effectively sharing the virtual environment. The capability to visualize real-world data will be used to introduce measured data of experiments into the virtual world online in order to realistically interact with the science-reference model hardware: The user's actions in the virtual world are translated into corresponding changes of the inputs of the science reference model hardware; the measured data is than in turn fed back into the virtual world. During the operation of COLUMBUS, the capabilities for distributed access and the capabilities to visualize measured data through the use of metaphors and augmentations of the virtual world may be used to provide virtual access to the COLUMBUS module, e.g. via Internet. Currently, finishing touches are being put to the system. In November 2001 the virtual world shall be operational, so that besides the design and the key ideas, first experimental results can be presented.
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.
ERIC Educational Resources Information Center
Jou, Min; Liu, Chi-Chia
2012-01-01
This article describes an implementation of interactive virtual environments that have been designed for supporting the education of technical skills in material processing technology. The developed web-based systems provide the capability to train students in the technical skills of material processing technology without the need to work on…
The Future of Virtual Reality in the Classroom
ERIC Educational Resources Information Center
Vance, Amelia
2016-01-01
As state boards of education and other state policymakers consider the future of schools, sorting fad technology from technology that accelerates learning is key. Virtual reality (VR) is one such technology with promise that seems unlikely to fizzle. Hailed as potentially transformative for education and still in the early stages of application,…
Development of a bio-inspired UAV perching system
NASA Astrophysics Data System (ADS)
Xie, Pu
Although technologies of unmanned aerial vehicles (UAVs) including micro air vehicles (MAVs) have been greatly advanced in the recent years, it is still very difficult for a UAV to perform some very challenging tasks such as perching to any desired spot reliably and agilely like a bird. Unlike the UAVs, the biological control mechanism of birds has been optimized through millions of year evolution and hence, they can perform many extremely maneuverability tasks, such as perching or grasping accurately and robustly. Therefore, we have good reason to learn from the nature in order to significantly improve the capabilities of UAVs. The development of a UAV perching system is becoming feasible, especially after a lot of research contributions in ornithology which involve the analysis of the bird's functionalities. Meanwhile, as technology advances in many engineering fields, such as airframes, propulsion, sensors, batteries, micro-electromechanical-system (MEMS), and UAV technology is also advancing rapidly. All of these research efforts in ornithology and the fast growing development technologies in UAV applications are motivating further interests and development in the area of UAV perching and grasping research. During the last decade, the research contributions about UAV perching and grasping were mainly based on fixed-wing, flapping-wing, and rotorcraft UAVs. However, most of the current researches in UAV systems with perching and grasping capability are focusing on either active (powered) grasping and perching or passive (unpowered) perching. Although birds do have both active and passive perching capabilities depending on their needs, there is no UAV perching system with both capabilities. In this project, we focused on filling this gap. Inspired by the anatomy analysis of bird legs and feet, a novel perching system has been developed to implement the bionics action for both active grasping and passive perching. In addition, for developing a robust and autonomous perching system, the following objectives were included for this project. The statics model was derived through both quasi-static and analytical method. The grasping stable condition and grasping target of the mechanical gripper were studied through the static analysis. Furthermore, the contact behavior between each foot and the perched object was modeled and evaluated on SimMechanics based on the contact force model derived through virtual principle. The kinematics modeling of UAV perching system was governed with Euler angles and quaternions. Also the propulsion model of the brushless motors was introduced and calibrated. In addition, the flight dynamics model of the UAV system was developed for simulation-based analysis prior to developing a hardware prototype and flight experiment. A special inertial measurement unit (IMU) was designed which has the capability of indirectly calculating the angular acceleration from the angular velocity and the linear acceleration readings. Moreover, a commercial-of-the-shelf (COTS) autopilot-APM 2.6 was selected for the autonomous flight control of the quadrotor. The APM 2.6 is a complete open source autopilot system, which allows the user to turn any fixed, rotary wing or multi-rotor vehicle into a fully autonomous vehicle and capable of performing programmed GPS missions with pre-programed waypoints. In addition, algorithms for inverted pendulum control and autonomous perching control was introduced. The proportion-integrate-differential (PID) controller was used for the simplified UAV perching with inverted pendulum model for horizontal balance. The performance of the controller was verified through both simulation and experiment. In addition, for the purpose of achieving the autonomous perching, guidance and control algorithms were developed the UAV perching system. For guidance, the desired flight trajectory was developed based on a bio-behavioral tau theory which was established from studying the natural motion patterns of animals and human arms approaching to a fixed or moving target for grasping or capturing. The autonomous flight control was also implemented through a PID controller. Autonomous flight performance was proved through simulation in SimMechanics. Finally, the prototyping of our designs were conducted in different generations of our bio-inspired UAV perching system, which include the leg prototype, gripper prototype, and system prototype. Both the machined prototype and 3D printed prototype were tried. The performance of these prototypes was tested through experiments.
ERIC Educational Resources Information Center
Ullman, Ellen
2009-01-01
From using virtualization technology to accepting lunch payments online, school districts are seeking money-saving methods. In this article, the author discusses some methods used by school districts that allow them to save money from using virtualization technology to accepting lunch payments online.
Augmented Reality Tower Technology Assessment
NASA Technical Reports Server (NTRS)
Reisman, Ronald J.; Brown, David M.
2009-01-01
Augmented Reality technology may help improve Air Traffic Control Tower efficiency and safety during low-visibility conditions. This paper presents the assessments of five off-duty controllers who shadow-controlled' with an augmented reality prototype in their own facility. Initial studies indicated unanimous agreement that this technology is potentially beneficial, though the prototype used in the study was not adequate for operational use. Some controllers agreed that augmented reality technology improved situational awareness, had potential to benefit clearance, control, and coordination tasks and duties and could be very useful for acquiring aircraft and weather information, particularly aircraft location, heading, and identification. The strongest objections to the prototype used in this study were directed at aircraft registration errors, unacceptable optical transparency, insufficient display performance in sunlight, inadequate representation of the static environment and insufficient symbology.
Taylor, Michael J; Taylor, Dave; Vlaev, Ivo; Elkin, Sarah
2017-01-01
Recent advances in communication technologies enable potential provision of remote education for patients using computer-generated environments known as virtual worlds. Previous research has revealed highly variable levels of patient receptiveness to using information technologies for healthcare-related purposes. This preliminary study involved implementing a questionnaire investigating attitudes and access to computer technologies of respiratory outpatients, in order to assess potential for use of virtual worlds to facilitate health-related education for this sample. Ninety-four patients with a chronic respiratory condition completed surveys, which were distributed at a Chest Clinic. In accordance with our prediction, younger participants were more likely to be able to use, and have access to a computer and some patients were keen to explore use virtual worlds for healthcare-related purposes: Of those with access to computer facilities, 14.50% expressed a willingness to attend a virtual world focus group. Results indicate future virtual world health education facilities should be designed to cater for younger patients, because this group are most likely to accept and use such facilities. Within the study sample, this is likely to comprise of people diagnosed with asthma. Future work could investigate the potential of creating a virtual world asthma education facility.
Taylor, Michael J.; Taylor, Dave; Vlaev, Ivo; Elkin, Sarah
2015-01-01
Recent advances in communication technologies enable potential provision of remote education for patients using computer-generated environments known as virtual worlds. Previous research has revealed highly variable levels of patient receptiveness to using information technologies for healthcare-related purposes. This preliminary study involved implementing a questionnaire investigating attitudes and access to computer technologies of respiratory outpatients, in order to assess potential for use of virtual worlds to facilitate health-related education for this sample. Ninety-four patients with a chronic respiratory condition completed surveys, which were distributed at a Chest Clinic. In accordance with our prediction, younger participants were more likely to be able to use, and have access to a computer and some patients were keen to explore use virtual worlds for healthcare-related purposes: Of those with access to computer facilities, 14.50% expressed a willingness to attend a virtual world focus group. Results indicate future virtual world health education facilities should be designed to cater for younger patients, because this group are most likely to accept and use such facilities. Within the study sample, this is likely to comprise of people diagnosed with asthma. Future work could investigate the potential of creating a virtual world asthma education facility. PMID:28239187
[Use of hypertext as information and training tools in the prevention of occupational risk].
Franco, G
1998-01-01
Modern medical education is based on a variety of teaching techniques, by means of which individuals learn most effectively. The availability of the new technologies together with the diffusion of personal computers is favouring the spreading of the use of hypertexts through the World Wide Web. This contribution describes 2 hypertexts ("Human Activities and Health Risk"; "Occupation, Risk and Disease. A Problem-Oriented Hypertext-Tool to Learn Occupational Medicine") and the prototype "Virtual Hospital". Assuming that prevention of health risks is based upon their knowledge, they have been created with the aim of providing users with problem-oriented tools, whose retorical aspects (content, information organization, user interface) are analysed. The "Human Activities and Health Risk" deals with the description of working activities and allows user to recognize health risks. The "Occupation, Risk and Disease. A Problem-Oriented Hypertext-Tool to Learn Occupational Medicine" embodies a case report containing the clustered information about the patient and the library including educational material (risk factors, symptoms and signs, organ system diseases, jobs, occupational risk factors, environment related diseases. The "Virtual Hospital" has been conceived assuming that an appropriate information can change workers' behaviour in hospital, where health risks can be often underevaluated. It consists of a variety of structured and unstructured information, which can be browsed by users, allowing the discovery of links and providing the awareness of the semantic relationship between related information elements (including environment, instruments, drugs, job analysis, situations at risk for health, preventive means). The "Virtual Hospital" aims making the understanding of the working situations at risk easier and more interesting, stimulating the awareness of the relationship between jobs and risks.
Uklejewski, Ryszard; Winiecki, Mariusz; Rogala, Piotr; Patalas, Adam
2017-01-01
The multispiked connecting scaffold (MSC-Scaffold) prototype, inspired by the biological system of anchorage of the articular cartilage in the periarticular trabecular bone by means of subchondral bone interdigitations, is the essential innovation in fixation of the bone in resurfacing arthroplasty (RA) endoprostheses. The biomimetic MSC-Scaffold, due to its complex geometric structure, can be manufactured only using additive technology, for example, selective laser melting (SLM). The major purpose of this work is determination of constructional possibilities for the structural-geometric functionalization of SLM-manufactured MSC-Scaffold prototype, compensating the reduced ability-due to the SLM technological limitations-to accommodate the ingrowing bone filling the interspike space of the prototype, which is important for the prototype bioengineering design. Confocal microscopy scanning of components of the SLM-manufactured prototype of total hip resurfacing arthroplasty (THRA) endoprosthesis with the MSC-Scaffold was performed. It was followed by the geometric measurements of a variety of specimens designed as the fragments of the MSC-Scaffold of both THRA endoprosthesis components. The reduced ability to accommodate the ingrowing bone tissue in the SLM-manufactured prototypes versus that in the corresponding CAD models has been quantitatively determined. Obtained results enabled to establish a way of compensatory structural-geometric functionalization, allowing the MSC-Scaffold adequate redesigning and manufacturing in additive SLM technology.
Rogala, Piotr; Patalas, Adam
2017-01-01
The multispiked connecting scaffold (MSC-Scaffold) prototype, inspired by the biological system of anchorage of the articular cartilage in the periarticular trabecular bone by means of subchondral bone interdigitations, is the essential innovation in fixation of the bone in resurfacing arthroplasty (RA) endoprostheses. The biomimetic MSC‐Scaffold, due to its complex geometric structure, can be manufactured only using additive technology, for example, selective laser melting (SLM). The major purpose of this work is determination of constructional possibilities for the structural-geometric functionalization of SLM‐manufactured MSC‐Scaffold prototype, compensating the reduced ability—due to the SLM technological limitations—to accommodate the ingrowing bone filling the interspike space of the prototype, which is important for the prototype bioengineering design. Confocal microscopy scanning of components of the SLM‐manufactured prototype of total hip resurfacing arthroplasty (THRA) endoprosthesis with the MSC‐Scaffold was performed. It was followed by the geometric measurements of a variety of specimens designed as the fragments of the MSC-Scaffold of both THRA endoprosthesis components. The reduced ability to accommodate the ingrowing bone tissue in the SLM‐manufactured prototypes versus that in the corresponding CAD models has been quantitatively determined. Obtained results enabled to establish a way of compensatory structural‐geometric functionalization, allowing the MSC‐Scaffold adequate redesigning and manufacturing in additive SLM technology. PMID:28785159
Distributed collaborative environments for virtual capability-based planning
NASA Astrophysics Data System (ADS)
McQuay, William K.
2003-09-01
Distributed collaboration is an emerging technology that will significantly change how decisions are made in the 21st century. Collaboration involves two or more geographically dispersed individuals working together to share and exchange data, information, knowledge, and actions. The marriage of information, collaboration, and simulation technologies provides the decision maker with a collaborative virtual environment for planning and decision support. This paper reviews research that is focusing on the applying open standards agent-based framework with integrated modeling and simulation to a new Air Force initiative in capability-based planning and the ability to implement it in a distributed virtual environment. Virtual Capability Planning effort will provide decision-quality knowledge for Air Force resource allocation and investment planning including examining proposed capabilities and cost of alternative approaches, the impact of technologies, identification of primary risk drivers, and creation of executable acquisition strategies. The transformed Air Force business processes are enabled by iterative use of constructive and virtual modeling, simulation, and analysis together with information technology. These tools are applied collaboratively via a technical framework by all the affected stakeholders - warfighter, laboratory, product center, logistics center, test center, and primary contractor.
Nelson, Danielle; Ziv, Amitai; Bandali, Karim S
2012-10-01
The recent technological advance of digital high resolution imaging has allowed the field of pathology and medical laboratory science to undergo a dramatic transformation with the incorporation of virtual microscopy as a simulation-based educational and diagnostic tool. This transformation has correlated with an overall increase in the use of simulation in medicine in an effort to address dwindling clinical resource availability and patient safety issues currently facing the modern healthcare system. Virtual microscopy represents one such simulation-based technology that has the potential to enhance student learning and readiness to practice while revolutionising the ability to clinically diagnose pathology collaboratively across the world. While understanding that a substantial amount of literature already exists on virtual microscopy, much more research is still required to elucidate the full capabilities of this technology. This review explores the use of virtual microscopy in medical education and disease diagnosis with a unique focus on key requirements needed to take this technology to the next level in its use in medical education and clinical practice.
E-Learning Application of Tarsier with Virtual Reality using Android Platform
NASA Astrophysics Data System (ADS)
Oroh, H. N.; Munir, R.; Paseru, D.
2017-01-01
Spectral Tarsier is a primitive primate that can only be found in the province of North Sulawesi. To study these primates can be used an e-learning application with Augmented Reality technology that uses a marker to confronted the camera computer to interact with three dimensions Tarsier object. But that application only shows tarsier object in three dimensions without habitat and requires a lot of resources because it runs on a Personal Computer. The same technology can be shown three dimensions’ objects is Virtual Reality to excess can make the user like venturing into the virtual world with Android platform that requires fewer resources. So, put on Virtual Reality technology using the Android platform that can make users not only to view and interact with the tarsiers but also the habitat. The results of this research indicate that the user can learn the Tarsier and habitat with good. Thus, the use of Virtual Reality technology in the e-learning application of tarsiers can help people to see, know, and learn about Spectral Tarsier.
Nelson, Danielle; Ziv, Amitai; Bandali, Karim S
2013-10-01
The recent technological advance of digital high resolution imaging has allowed the field of pathology and medical laboratory science to undergo a dramatic transformation with the incorporation of virtual microscopy as a simulation-based educational and diagnostic tool. This transformation has correlated with an overall increase in the use of simulation in medicine in an effort to address dwindling clinical resource availability and patient safety issues currently facing the modern healthcare system. Virtual microscopy represents one such simulation-based technology that has the potential to enhance student learning and readiness to practice while revolutionising the ability to clinically diagnose pathology collaboratively across the world. While understanding that a substantial amount of literature already exists on virtual microscopy, much more research is still required to elucidate the full capabilities of this technology. This review explores the use of virtual microscopy in medical education and disease diagnosis with a unique focus on key requirements needed to take this technology to the next level in its use in medical education and clinical practice.
Virtualizing Resources for the Application Services and Framework Team
NASA Technical Reports Server (NTRS)
Varner, Justin T.; Crawford, Linda K.
2010-01-01
Virtualization is an emerging technology that will undoubtedly have a major impact on the future of Information Technology. It allows for the centralization of resources in an enterprise system without the need to make any changes to the host operating system, file system, or registry. In turn, this significantly reduces cost and administration, and provides a much greater level of security, compatibility, and efficiency. This experiment examined the practicality, methodology, challenges, and benefits of implementing the technology for the Launch Control System (LCS), and more specifically the Application Services (AS) group of the National Aeronautics and Space Administration (NASA) at the Kennedy Space Center (KSC). In order to carry out this experiment, I used several tools from the virtualization company known as VMWare; these programs included VMWare ThinApp, VMWare Workstation, and VMWare ACE. Used in conjunction, these utilities provided the engine necessary to virtualize and deploy applications in a desktop environment on any Windows platform available. The results clearly show that virtualization is a viable technology that can, when implemented properly, dramatically cut costs, enhance stability and security, and provide easier management for administrators.
Virtual DRI dataset development
NASA Astrophysics Data System (ADS)
Hixson, Jonathan G.; Teaney, Brian P.; May, Christopher; Maurer, Tana; Nelson, Michael B.; Pham, Justin R.
2017-05-01
The U.S. Army RDECOM CERDEC NVESD MSD's target acquisition models have been used for many years by the military analysis community for sensor design, trade studies, and field performance prediction. This paper analyzes the results of perception tests performed to compare the results of a field DRI (Detection, Recognition, and Identification Test) performed in 2009 to current Soldier performance viewing the same imagery in a laboratory environment and simulated imagery of the same data set. The purpose of the experiment is to build a robust data set for use in the virtual prototyping of infrared sensors. This data set will provide a strong foundation relating, model predictions, field DRI results and simulated imagery.
A telescope with augmented reality functions
NASA Astrophysics Data System (ADS)
Hou, Qichao; Cheng, Dewen; Wang, Qiwei; Wang, Yongtian
2016-10-01
This study introduces a telescope with virtual reality (VR) and augmented reality (AR) functions. In this telescope, information on the micro-display screen is integrated to the reticule of telescope through a beam splitter and is then received by the observer. The design and analysis of telescope optical system with AR and VR ability is accomplished and the opto-mechanical structure is designed. Finally, a proof-of-concept prototype is fabricated and demonstrated. The telescope has an exit pupil diameter of 6 mm at an eye relief of 19 mm, 6° field of view, 5 to 8 times visual magnification , and a 30° field of view of the virtual image.
35t Prototype Detector for Experiment at Long Base Line Neutrino Facility (ELBNF) Far Detector
NASA Astrophysics Data System (ADS)
Santucci, Gabriel; Elbnf Collaboration
2015-04-01
The 35ton prototype detector is a Liquid Argon Time Projection Chamber (LAr TPC) utilizing a membrane cryostat. It serves as a prototype for testing technology proposed for the ELBNF far detector. The construction of the prototype is an essential part of the ELBNF project due to the large amount of new technologies introduced for the far detector. In early 2014, it was shown that the membrane cryostat technology was able to reach and maintain the required LAr purity and an electron lifetime of 2.5 ms was achieved. The goals for the next phase include the installation of a fully functional TPC using the novel designs for the ELBNF far detector as much as possible. This includes the installation of the cold electronics, scintillation photon detectors and multiple Anode Plane Arrays with wrapped wires. In this talk I will review the status of the 35t prototype detector and describe what has been accomplished during 2014 and early 2015, including the commissioning phase and the early stages of data taking from cosmic-rays.
NASA Technical Reports Server (NTRS)
Begault, Durand R.; Null, Cynthia H. (Technical Monitor)
1997-01-01
This talk will overview the basic technologies related to the creation of virtual acoustic images, and the potential of including spatial auditory displays in human-machine interfaces. Research into the perceptual error inherent in both natural and virtual spatial hearing is reviewed, since the formation of improved technologies is tied to psychoacoustic research. This includes a discussion of Head Related Transfer Function (HRTF) measurement techniques (the HRTF provides important perceptual cues within a virtual acoustic display). Many commercial applications of virtual acoustics have so far focused on games and entertainment ; in this review, other types of applications are examined, including aeronautic safety, voice communications, virtual reality, and room acoustic simulation. In particular, the notion that realistic simulation is optimized within a virtual acoustic display when head motion and reverberation cues are included within a perceptual model.
The moving-ring field-reversed mirror prototype reactor
NASA Astrophysics Data System (ADS)
Smith, A. C., Jr.; Carlson, G. A.; Fleischmann, H. H.; Grossman, W., Jr.; Kammash, T.; Schultz, K. R.; Woodall, D. M.
1981-03-01
A prototype fusion reactor was designed based on magnetic field reversed plasma confinement. A set of physics, technology, and mechanical design criteria were developed in order to make this concept attractive. Six major criteria guide the commercial prototype design. The prototype must: (1) produce net electricity decisively P sub net 70% of P sub gross; (2) scale to an economical commercial plant and have small physical size; (3) have all features required of a correcial upgrade plant (H-3 breeding, etc.); (4) minimize exotic technology and maintenance complexity; (5) promise significantly lower safety hazards than fission plants (environmentally and socially acceptable); and (6) be modular in design to permit repetitive production of components.
ERIC Educational Resources Information Center
Holden, Lynn; And Others
1992-01-01
Explains the STUDIO for Creative Inquiry, an interdisciplinary center at Carnegie Mellon University that supports experimental activities in the arts, and its Interdisciplinary Teaching Network. Three STUDIO projects are described: the Ancient Egypt Prototype application of the network; an interactive fiction system based on artificial…
Medical Robotic and Telesurgical Simulation and Education Research
2014-09-01
versions of the device for sale . A B 13 C D Figure 6: The Computer Aided Design of the Dome (A-B) and the last High Fidelity Prototype (C...FRxS Advanced Etc. Etc. Virtual Worlds for Robotic Surgery 31 HumanSim Preview for iPad is available on iTunes VIRTURLHEROES OMS ION O F
The Use of a Parametric Feature Based CAD System to Teach Introductory Engineering Graphics.
ERIC Educational Resources Information Center
Howell, Steven K.
1995-01-01
Describes the use of a parametric-feature-based computer-aided design (CAD) System, AutoCAD Designer, in teaching concepts of three dimensional geometrical modeling and design. Allows engineering graphics to go beyond the role of documentation and communication and allows an engineer to actually build a virtual prototype of a design idea and…
2016-01-01
Guild Awards: Videogame Nominees,” Writer’s Guild of America, 2015. [Online]. Available: http://www.wga.org/wga-awards/nominees- winners.aspx... videogame . [Accessed 2015]. [22] S. Jackson, “Amazing Errors in Prototyping,” in Kobold Guide to Board Game Design, Open Design LLC / Wolfgang Baur, 2011
Rapid prototype fabrication processes for high-performance thrust cells
NASA Technical Reports Server (NTRS)
Hunt, K.; Chwiedor, T.; Diab, J.; Williams, R.
1994-01-01
The Thrust Cell Technologies Program (Air Force Phillips Laboratory Contract No. F04611-92-C-0050) is currently being performed by Rocketdyne to demonstrate advanced materials and fabrication technologies which can be utilized to produce low-cost, high-performance thrust cells for launch and space transportation rocket engines. Under Phase 2 of the Thrust Cell Technologies Program (TCTP), rapid prototyping and investment casting techniques are being employed to fabricate a 12,000-lbf thrust class combustion chamber for delivery and hot-fire testing at Phillips Lab. The integrated process of investment casting directly from rapid prototype patterns dramatically reduces design-to-delivery cycle time, and greatly enhances design flexibility over conventionally processed cast or machined parts.
Shaw, James; Jamieson, Trevor; Agarwal, Payal; Griffin, Bailey; Wong, Ivy; Bhatia, R Sacha
2017-01-01
Background The development of new virtual care technologies (including telehealth and telemedicine) is growing rapidly, leading to a number of challenges related to health policy and planning for health systems around the world. Methods We brought together a diverse group of health system stakeholders, including patient representatives, to engage in policy dialogue to set health system priorities for the application of virtual care in the primary care sector in the Province of Ontario, Canada. We applied a nominal group technique (NGT) process to determine key priorities, and synthesized these priorities with group discussion to develop recommendations for virtual care policy. Methods included a structured priority ranking process, open-ended note-taking, and thematic analysis to identify priorities. Results Recommendations were summarized under the following themes: (a) identify clear health system leadership to embed virtual care strategies into all aspects of primary and community care; (b) make patients the focal point of health system decision-making; (c) leverage incentives to achieve meaningful health system improvements; and (d) building virtual care into streamlined workflows. Two key implications of our policy dialogue are especially relevant for an international audience. First, shifting the dialogue away from technology toward more meaningful patient engagement will enable policy planning for applications of technology that better meet patients' needs. Second, a strong conceptual framework on guiding the meaningful use of technology in health care settings is essential for intelligent planning of virtual care policy. Conclusions Policy planning for virtual care needs to shift toward a stronger focus on patient engagement to understand patients' needs.
[Scientific significance and prospective application of digitized virtual human].
Zhong, Shi-zhen
2003-03-01
As a cutting-edge research project, digitization of human anatomical information combines conventional medicine with information technology, computer technology, and virtual reality technology. Recent years have seen the establishment of, or the ongoing effort to establish various virtual human models in many countries, on the basis of continuous sections of human body that are digitized by means of computational medicine incorporating information technology to quantitatively simulate human physiological and pathological conditions, and to provide wide prospective applications in the fields of medicine and other disciplines. This article addresses 4 issues concerning the progress in virtual human model researches as the following: (1) Worldwide survey of sectioning and modeling of visible human. American visible human database was completed in 1994, which contains both a male and a female datasets, and has found wide application internationally. South Korea also finished the data collection for a male visible Korean human dataset in 2000. (2) Application of the dataset of Visible Human Project (VHP). This dataset has yielded plentiful fruits in medical education and clinical research, and further plans are proposed and practiced to construct a Physical Human and Physiological Human . (3) Scientific significance and prospect of virtual human studies. Digitized human dataset may eventually contribute to the development of many new high-tech industries. (4) Progress of virtual Chinese human project. The 174th session of Xiangshang Science Conferences held in 2001 marked the initiation of digitized virtual human project in China, and some key techniques have been explored. By now the data-collection process for 4 Chinese virtual human datasets have been successfully completed.
Surgery applications of virtual reality
NASA Technical Reports Server (NTRS)
Rosen, Joseph
1994-01-01
Virtual reality is a computer-generated technology which allows information to be displayed in a simulated, bus lifelike, environment. In this simulated 'world', users can move and interact as if they were actually a part of that world. This new technology will be useful in many different fields, including the field of surgery. Virtual reality systems can be used to teach surgical anatomy, diagnose surgical problems, plan operations, simulate and perform surgical procedures (telesurgery), and predict the outcomes of surgery. The authors of this paper describe the basic components of a virtual reality surgical system. These components include: the virtual world, the virtual tools, the anatomical model, the software platform, the host computer, the interface, and the head-coupled display. In the chapter they also review the progress towards using virtual reality for surgical training, planning, telesurgery, and predicting outcomes. Finally, the authors present a training system being developed for the practice of new procedures in abdominal surgery.
Future Evolution of Virtual Worlds as Communication Environments
NASA Astrophysics Data System (ADS)
Prisco, Giulio
Extensive experience creating locations and activities inside virtual worlds provides the basis for contemplating their future. Users of virtual worlds are diverse in their goals for these online environments; for example, immersionists want them to be alternative realities disconnected from real life, whereas augmentationists want them to be communication media supporting real-life activities. As the technology improves, the diversity of virtual worlds will increase along with their significance. Many will incorporate more advanced virtual reality, or serve as major media for long-distance collaboration, or become the venues for futurist social movements. Key issues are how people can create their own virtual worlds, travel across worlds, and experience a variety of multimedia immersive environments. This chapter concludes by noting the view among some computer scientists that future technologies will permit uploading human personalities to artificial intelligence avatars, thereby enhancing human beings and rendering the virtual worlds entirely real.
Virtual Laboratory Enabling Collaborative Research in Applied Vehicle Technologies
NASA Technical Reports Server (NTRS)
Lamar, John E.; Cronin, Catherine K.; Scott, Laura E.
2005-01-01
The virtual laboratory is a new technology, based on the internet, that has had wide usage in a variety of technical fields because of its inherent ability to allow many users to participate simultaneously in instruction (education) or in the collaborative study of a common problem (real-world application). The leadership in the Applied Vehicle Technology panel has encouraged the utilization of this technology in its task groups for some time and its parent organization, the Research and Technology Agency, has done the same for its own administrative use. This paper outlines the application of the virtual laboratory to those fields important to applied vehicle technologies, gives the status of the effort, and identifies the benefit it can have on collaborative research. The latter is done, in part, through a specific example, i.e. the experience of one task group.
Virtual Conversation Partner for Adults with Autism
Trepagnier, Cheryl Y.; Olsen, Dale E.; Bell, Corinne A.
2011-01-01
Abstract Autistic Spectrum Disorder (ASD) is notable for severely impaired reciprocal social interaction skills relative to language and intellectual abilities, presenting a major barrier to social integration and vocational success. Evidence-based interventions to address these needs are lacking. We report on the development of a small, prototype conversation simulation to teach conversational skills to adolescents and adults with ASD and average to superior intellectual abilities. We also report on a test of the feasibility and acceptability of the simulation approach with a sample of the target population. The simulation engages the user in a virtual conversation with an on-screen partner whose reactions provide naturalistic feedback geared to the appropriateness of the learner's response choices. The prototype simulation, which provides for up to 12 potentially unique multi-turn conversations, was used over a period of 2 weeks by 16 adolescents and adults who then rated statements about the system on a linear scale of 1 (disagreement) to 5 (high agreement). The participants highly endorsed the majority of positive statements about the quality and credibility of the interaction and the virtual conversation partner. In contrast, agreement with positive statements about instructional features external to the conversation was moderate. Unexpectedly, most participants strongly agreed that using the simulation had been helpful to them. Further development and testing in the context of a controlled study with randomized assignment to control and experimental groups are needed to determine whether this approach is effective in improving real-world pragmatic language behavior of high-functioning adults with ASD. PMID:21329439
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.
Comparison of student achievement among two science laboratory types: traditional and virtual
NASA Astrophysics Data System (ADS)
Reese, Mary Celeste
Technology has changed almost every aspect of our daily lives. It is not surprising then that technology has made its way into the classroom. More and more educators are utilizing technological resources in creative ways with the intent to enhance learning, including using virtual laboratories in the sciences in place of the "traditional" science laboratories. This has generated much discussion as to the influence on student achievement when online learning replaces the face-to-face contact between instructor and student. The purpose of this study was to discern differences in achievement of two laboratory instruction types: virtual laboratory and a traditional laboratory. Results of this study indicate statistical significant differences in student achievement defined by averages on quiz scores in virtual labs compared with traditional face-to-face laboratories and traditional laboratories result in greater student learning gains than virtual labs. Lecture exam averages were also greater for students enrolled in the traditional laboratories compared to students enrolled in the virtual laboratories. To account for possible differences in ability among students, a potential extraneous variable, GPA and ACT scores were used as covariates.
IMMR Phase 1 Prototyping Plan Inputs
NASA Technical Reports Server (NTRS)
Vowell, C. W.; Johnson-Throop, Kathy; Smith, Bryon; Darcy, Jeannette
2006-01-01
This viewgraph presentation reviews the phase I plan of the prototype of the IMMR by the Multilateral Medical Operations Panel (MMOP) Medical Informatics & Technology (MIT) Working Group. It reviews the Purpose of IMMR Prototype Phase 1 (IPP1); the IPP1 Plan Overview, the IMMR Prototype Phase 1 Plan for PDDs and MIC and MIC-DDs, Plan for MICs, a nd the IPP1 objectives
Comparison of Student Achievement among Two Science Laboratory Types: Traditional and Virtual
ERIC Educational Resources Information Center
Reese, Mary Celeste
2013-01-01
Technology has changed almost every aspect of our daily lives. It is not surprising then that technology has made its way into the classroom. More and more educators are utilizing technological resources in creative ways with the intent to enhance learning, including using virtual laboratories in the sciences in place of the…
Web3D Technologies in Learning, Education and Training: Motivations, Issues, Opportunities
ERIC Educational Resources Information Center
Chittaro, Luca; Ranon, Roberto
2007-01-01
Web3D open standards allow the delivery of interactive 3D virtual learning environments through the Internet, reaching potentially large numbers of learners worldwide, at any time. This paper introduces the educational use of virtual reality based on Web3D technologies. After briefly presenting the main Web3D technologies, we summarize the…
3D/Additive Printing Manufacturing: A Brief History and Purchasing Guide
ERIC Educational Resources Information Center
Hughes, Bill; Wilson, Greg
2016-01-01
3D printing is recognized as a collection of technologies known as rapid prototyping, solid freeform fabrication, and most commonly, additive manufacturing (AM). With these emerging technologies it is possible to print (but not limited to): architectural models, discontinued car-part foundry patterns, industry-wide prototypes, human tissues, the…
Using Imperceptible Digital Watermarking Technologies To Transform Educational Media: A Prototype.
ERIC Educational Resources Information Center
McGraw, Tammy M.; Burdette, Krista; Seale, Virginia B.; Ross, John D.
The Institute for the Advancement of Emerging Technologies in Education (IAETE) at AEL recently explored the potential benefits and limitations of traditional print-based textbooks and many e-book alternatives. Having considered these media, IAETE created prototype interactive textbook pages that retain the salient aspects of print media while…
Can virtual reality be used to conduct mass prophylaxis clinic training? A pilot program.
Yellowlees, Peter; Cook, James N; Marks, Shayna L; Wolfe, Daniel; Mangin, Elanor
2008-03-01
To create and evaluate a pilot bioterrorism defense training environment using virtual reality technology. The present pilot project used Second Life, an internet-based virtual world system, to construct a virtual reality environment to mimic an actual setting that might be used as a Strategic National Stockpile (SNS) distribution site for northern California in the event of a bioterrorist attack. Scripted characters were integrated into the system as mock patients to analyze various clinic workflow scenarios. Users tested the virtual environment over two sessions. Thirteen users who toured the environment were asked to complete an evaluation survey. Respondents reported that the virtual reality system was relevant to their practice and had potential as a method of bioterrorism defense training. Computer simulations of bioterrorism defense training scenarios are feasible with existing personal computer technology. The use of internet-connected virtual environments holds promise for bioterrorism defense training. Recommendations are made for public health agencies regarding the implementation and benefits of using virtual reality for mass prophylaxis clinic training.
Shared virtual environments for aerospace training
NASA Technical Reports Server (NTRS)
Loftin, R. Bowen; Voss, Mark
1994-01-01
Virtual environments have the potential to significantly enhance the training of NASA astronauts and ground-based personnel for a variety of activities. A critical requirement is the need to share virtual environments, in real or near real time, between remote sites. It has been hypothesized that the training of international astronaut crews could be done more cheaply and effectively by utilizing such shared virtual environments in the early stages of mission preparation. The Software Technology Branch at NASA's Johnson Space Center has developed the capability for multiple users to simultaneously share the same virtual environment. Each user generates the graphics needed to create the virtual environment. All changes of object position and state are communicated to all users so that each virtual environment maintains its 'currency.' Examples of these shared environments will be discussed and plans for the utilization of the Department of Defense's Distributed Interactive Simulation (DIS) protocols for shared virtual environments will be presented. Finally, the impact of this technology on training and education in general will be explored.
The ability of ewes with lambs to learn a virtual fencing system.
Brunberg, E I; Bergslid, I K; Bøe, K E; Sørheim, K M
2017-11-01
The Nofence technology is a GPS-based virtual fencing system designed to keep sheep within predefined borders, without using physical fences. Sheep wearing a Nofence collar receive a sound signal when crossing the virtual border and a weak electric shock if continuing to walk out from the virtual enclosure. Two experiments testing the functionality of the Nofence system and a new learning protocol is described. In Experiment 1, nine ewes with their lambs were divided into groups of three and placed in an experimental enclosure with one Nofence border. During 2 days, there was a physical fence outside the border, during Day 3 the physical fence was removed and on Day 4, the border was moved to the other end of the enclosure. The sheep received between 6 and 20 shocks with an average of 10.9±2.0 (mean±SE) per ewe during all 4 days. The number of shocks decreased from 4.38±0.63 on Day 3 (when the physical fence was removed) to 1.5±0.71 on Day 4 (when the border was moved). The ewes spent on average 3%, 6%, 46% and 9% of their time outside the border on Days 1, 2, 3 and 4, respectively. In Experiment 2, 32 ewes, with and without lambs, were divided into groups of eight and placed in an experimental enclosure. On Day 1, the enclosure was fenced with three physical fences and one virtual border, which was then increased to two virtual borders on Day 2. To continue to Day 3, when there was supposed to be three virtual borders on the enclosure, at least 50% of the ewes in a group should have received a maximum of four shocks on Day 2. None of the groups reached this learning criterion and the experiment ended after Day 2. The sheep received 4.1±0.32 shocks on Day 1 and 4.7±0.28 shocks on Day 2. In total, 71% of the ewes received the maximum number of five shocks on Day 1 and 77% on Day 2. The individual ewes spent between 0% and 69.5% of Day 1 in the exclusion zone and between 0% and 64% on Day 2. In conclusion, it is too challenging to ensure an efficient learning and hence, animal welfare cannot be secured. There were technical challenges with the collars that may have affected the results. The Nofence prototype was unable to keep the sheep within the intended borders, and thus cannot replace physical fencing for sheep.