Perturbed Communication in a Virtual Environment to Train Medical Team Leaders.
Huguet, Lauriane; Lourdeaux, Domitile; Sabouret, Nicolas; Ferrer, Marie-Hélène
2016-01-01
The VICTEAMS project aims at designing a virtual environment for training medical team leaders to non-technical skills. The virtual environment is populated with autonomous virtual agents who are able to make mistakes (in action or communication) in order to train rescue team leaders and to make them adaptive with all kinds of situations or teams.
Perfecting Scientists' Collaboration and Problem-Solving Skills in the Virtual Team Environment
NASA Astrophysics Data System (ADS)
Jabro, A.; Jabro, J.
2012-04-01
PPerfecting Scientists' Collaboration and Problem-Solving Skills in the Virtual Team Environment Numerous factors have contributed to the proliferation of conducting work in virtual teams at the domestic, national, and global levels: innovations in technology, critical developments in software, co-located research partners and diverse funding sources, dynamic economic and political environments, and a changing workforce. Today's scientists must be prepared to not only perform work in the virtual team environment, but to work effectively and efficiently despite physical and cultural barriers. Research supports that students who have been exposed to virtual team experiences are desirable in the professional and academic arenas. Research supports establishing and maintaining established protocols for communication behavior prior to task discussion provides for successful team outcomes. Research conducted on graduate and undergraduate virtual teams' behaviors led to the development of successful pedagogic practices and assessment strategies.
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.
Perfecting scientists’ collaboration and problem-solving skills in the virtual team environment
USDA-ARS?s Scientific Manuscript database
Perfecting Scientists’ Collaboration and Problem-Solving Skills in the Virtual Team Environment Numerous factors have contributed to the proliferation of conducting work in virtual teams at the domestic, national, and global levels: innovations in technology, critical developments in software, co-lo...
Impact of Virtual Work Environment on Traditional Team Domains.
ERIC Educational Resources Information Center
Geroy, Gary D.; Olson, Joel; Hartman, Jackie
2002-01-01
Examines a virtual work team to determine the domains of the team and the effect the virtual work environment had on the domains. Discusses results of a literature review and a phenomenological heuristic case study, including the effects of post-modern philosophy and postindustrial society on changes in the marketplace. (Contains 79 references.)…
Tools for Teaching Virtual Teams: A Comparative Resource Review
ERIC Educational Resources Information Center
Larson, Barbara; Leung, Opal; Mullane, Kenneth
2017-01-01
As the ubiquity of virtual work--and particularly virtual project teams--increases in the professional environment, management and other professional programs are increasingly teaching students skills related to virtual work. One of the most common forms of teaching virtual work skills is a virtual team project, in which students collaborate with…
Examining the Critical Factors of Success in Virtual Team Performance
ERIC Educational Resources Information Center
Booth, Brent
2011-01-01
Virtual teams are a burgeoning presence in the corporate environment today. Research shows that virtual teams have begun to surpass conventional teams in meeting the demands of organizations that are increasingly called on to apply and respond to new technologies that support, and in some cases, require a virtual teamwork approach. In order to…
ERIC Educational Resources Information Center
Chen, Charlie C.; Wu, Jiinpo; Yang, Samuel C.; Tsou, Hsin-Yi
2008-01-01
Virtual teams enabled by information and communications technologies (ICT) are increasingly being adopted not only by for-profit organizations but also by education institutions as well. This study investigates what contributes to the success of virtual learning teams. Specifically, we examine the issue of leadership in virtual learning teams. The…
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…
Improving Virtual Teams through Knowledge Management: A Case Study
ERIC Educational Resources Information Center
Laughridge, James F.
2012-01-01
Within the dynamic globalized operating environment, organizations are increasingly relying on virtual teams to solve their most difficult problems, leverage their expertise and expand their presence. The use of virtual teams by organizations continues to increase greatly as the technologies supporting them evolve. Despite improvements in…
Power, Influence Tactics, and Influence Processes in Virtual Teams
ERIC Educational Resources Information Center
Boughton, Marla
2011-01-01
Current studies of power, influence tactics, and influence processes in virtual teams assume that these constructs operate in a similar manner as they do in the face-to-face (FtF) environment. However, the virtual context differs from the FtF environment on a variety of dimensions, such as the availability of status cues. The differences between…
ERIC Educational Resources Information Center
Mattison, Theresa
2011-01-01
The purpose of this study was to determine to what extent the use of e-collaboration tools when used as a primary channel of communication affected virtual team members' trust and motivation, in a spatially dispersed environment. Structured interviews were conducted with 18 project managers, who were responsible for leading virtual projects…
Developing Trust in Virtual Teams
ERIC Educational Resources Information Center
Germain, Marie-Line
2011-01-01
Rapid globalization, advances in technology, flatter organizational structures, synergistic cooperation among firms, and a shift to knowledge work environments have led to the increasing use of virtual teams in organizations. Selecting, training, and socializing employees in virtual teamwork has therefore become an important human resource…
Effective factor of virtual team: Resolving communication breakdown in IBS construction project
NASA Astrophysics Data System (ADS)
Pozin, Mohd Affendi Ahmad; Nawi, Mohd. Nasrun Mohd.
2016-08-01
Currently, rapid development of information technology has provided new opportunities to organisation toward increasing the effectiveness of collaboration and teamwork management. Thus the virtual team approach has been implemented in numerous of field. However, there is limited study of virtual team in construction project management. Currently IBS project is still based on traditional construction process which is isolation team working environment. Therefore this approach has been declared as a main barrier to ensure cooperative working relation in term of communication and information in between project stakeholders. Thus, this paper through literature review is attempted to present a discussion of the virtual team approach toward IBS project in developing effective team communication during construction project.
ERIC Educational Resources Information Center
Andrews, Dee H.; Dineen, Toni; Bell, Herbert H.
1999-01-01
Discusses the use of constructive modeling and virtual simulation in team training; describes a military application of constructive modeling, including technology issues and communication protocols; considers possible improvements; and discusses applications in team-learning environments other than military, including industry and education. (LRW)
Enhancing Mathematical Communication for Virtual Math Teams
ERIC Educational Resources Information Center
Stahl, Gerry; Çakir, Murat Perit; Weimar, Stephen; Weusijana, Baba Kofi; Ou, Jimmy Xiantong
2010-01-01
The Math Forum is an online resource center for pre-algebra, algebra, geometry and pre-calculus. Its Virtual Math Teams (VMT) service provides an integrated web-based environment for small teams of people to discuss math and to work collaboratively on math problems or explore interesting mathematical micro-worlds together. The VMT Project studies…
De Leo, Gianluca; Diggs, Leigh A; Radici, Elena; Mastaglio, Thomas W
2014-02-01
Virtual-reality solutions have successfully been used to train distributed teams. This study aimed to investigate the correlation between user characteristics and sense of presence in an online virtual-reality environment where distributed teams are trained. A greater sense of presence has the potential to make training in the virtual environment more effective, leading to the formation of teams that perform better in a real environment. Being able to identify, before starting online training, those user characteristics that are predictors of a greater sense of presence can lead to the selection of trainees who would benefit most from the online simulated training. This is an observational study with a retrospective postsurvey of participants' user characteristics and degree of sense of presence. Twenty-nine members from 3 Air Force National Guard Medical Service expeditionary medical support teams participated in an online virtual environment training exercise and completed the Independent Television Commission-Sense of Presence Inventory survey, which measures sense of presence and user characteristics. Nonparametric statistics were applied to determine the statistical significance of user characteristics to sense of presence. Comparing user characteristics to the 4 scales of the Independent Television Commission-Sense of Presence Inventory using Kendall τ test gave the following results: the user characteristics "how often you play video games" (τ(26)=-0.458, P<0.01) and "television/film production knowledge" (τ(27)=-0.516, P<0.01) were significantly related to negative effects. Negative effects refer to adverse physiologic reactions owing to the virtual environment experience such as dizziness, nausea, headache, and eyestrain. The user characteristic "knowledge of virtual reality" was significantly related to engagement (τ(26)=0.463, P<0.01) and negative effects (τ(26)=-0.404, P<0.05). Individuals who have knowledge about virtual environments and experience with gaming environments report a higher sense of presence that indicates that they will likely benefit more from online virtual training. Future research studies could include a larger population of expeditionary medical support, and the results obtained could be used to create a model that predicts the level of presence based on the user characteristics. To maximize results and minimize costs, only those individuals who, based on their characteristics, are supposed to have a higher sense of presence and less negative effects could be selected for online simulated virtual environment training.
The communication in industrialised building system (IBS) construction project: Virtual environment
NASA Astrophysics Data System (ADS)
Pozin, Mohd Affendi Ahmad; Nawi, Mohd Nasrun Mohd
2017-10-01
Large portion of numbers team organization in the IBS construction sector is known are being fragmented. That is contributed from a segregation of construction activity thus create team working in virtually. Virtual team are the nature when teams are working in distributed area, across culture and time. Therefore, teams can be respond to the task without relocating to the site project and settle down a problem through information and communication technology (ICT). The emergence of virtual team are carry out by advancements in communication technologies as a medium to improve project team communication in project delivery process on IBS construction. Based on literature review from previous study and data collected from interviewing, this paper aim to identified communication challenges among project team members according to current project development practices in IBS construction project. Hence, in attempt to develop effective communication through the advantages of virtual team approach for IBS construction project. In order to ensure the data is gathered comprehensively and accurately, the data was collected from project managers by using semi structured interview method. It was found that virtual team approach could be enable competitive challenges on complexity in the construction project management process.
Youngblood, Patricia; Harter, Phillip M; Srivastava, Sakti; Moffett, Shannon; Heinrichs, Wm LeRoy; Dev, Parvati
2008-01-01
Training interdisciplinary trauma teams to work effectively together using simulation technology has led to a reduction in medical errors in emergency department, operating room, and delivery room contexts. High-fidelity patient simulators (PSs)-the predominant method for training healthcare teams-are expensive to develop and implement and require that trainees be present in the same place at the same time. In contrast, online computer-based simulators are more cost effective and allow simultaneous participation by students in different locations and time zones. In this pilot study, the researchers created an online virtual emergency department (Virtual ED) for team training in crisis management, and compared the effectiveness of the Virtual ED with the PS. We hypothesized that there would be no difference in learning outcomes for graduating medical students trained with each method. In this pilot study, we used a pretest-posttest control group, experimental design in which 30 subjects were randomly assigned to either the Virtual ED or the PS system. In the Virtual ED each subject logged into the online environment and took the role of a team member. Four-person teams worked together in the Virtual ED, communicating in real time with live voice over Internet protocol, to manage computer-controlled patients who exhibited signs and symptoms of physical trauma. Each subject had the opportunity to be the team leader. The subjects' leadership behavior as demonstrated in both a pretest case and a posttest case was assessed by 3 raters, using a behaviorally anchored scale. In the PS environment, 4-person teams followed the same research protocol, using the same clinical scenarios in a Simulation Center. Guided by the Emergency Medicine Crisis Resource Management curriculum, both the Virtual ED and the PS groups applied the basic principles of team leadership and trauma management (Advanced Trauma Life Support) to manage 6 trauma cases-a pretest case, 4 training cases, and a posttest case. The subjects in each group were assessed individually with the same simulation method that they used for the training cases. Subjects who used either the Virtual ED or the PS showed significant improvement in performance between pretest and posttest cases (P < 0.05). In addition, there was no significant difference in subjects' performance between the 2 types of simulation, suggesting that the online Virtual ED may be as effective for learning team skills as the PS, the method widely used in Simulation Centers. Data on usability and attitudes toward both simulation methods as learning tools were equally positive. This study shows the potential value of using virtual learning environments for developing medical students' and resident physicians' team leadership and crisis management skills.
ERIC Educational Resources Information Center
Cummings, Jeffrey
2012-01-01
The introduction of social media has changed the way individuals communicate and collaborate both within and outside the organization. While social media has the potential to change how organizations interact internally, minimal research has examined the impact this media may have within a virtual team environment. This dissertation examines a…
ERIC Educational Resources Information Center
Standard Smith, Kristy
2008-01-01
The purpose of this qualitative study was to explore the influence a simulated virtual team learning experience had on business school students' leadership competencies. The researcher sought to discover the relationship between filling the leadership role in the simulated virtual environment and developing leadership competencies. A…
SHARED VIRTUAL ENVIRONMENTS FOR COLLECTIVE TRAINING
NASA Technical Reports Server (NTRS)
Loftin, R. Bowen
2000-01-01
Historically NASA has trained teams of astronauts by bringing them to the Johnson Space Center in Houston to undergo generic training, followed by mission-specific training. This latter training begins after a crew has been selected for a mission (perhaps two years before the launch of that mission). While some Space Shuttle flights have included an astronaut from a foreign country, the International Space Station will be consistently crewed by teams comprised of astronauts from two or more of the partner nations. The cost of training these international teams continues to grow in both monetary and personal terms. Thus, NASA has been seeking alternative training approaches for the International Space Station program. Since 1994 we have been developing, testing, and refining shared virtual environments for astronaut team training, including the use of virtual environments for use while in or in transit to the task location. In parallel with this effort, we have also been preparing applications for training teams of military personnel engaged in peacekeeping missions. This paper will describe the applications developed to date, some of the technological challenges that have been overcome in their development, and the research performed to guide the development and to measure the efficacy of these shared environments as training tools.
NASA Astrophysics Data System (ADS)
Masetti, Margaret; Bowers, S.
2011-01-01
Students around the country are becoming experts on the James Webb Space Telescope by designing solutions to two of the design challenges presented by this complex mission. RealWorld-InWorld has two parts; the first (the Real World portion) has high-school students working face to face in their classroom as engineers and scientists. The InWorld phase starts December 15, 2010 as interested teachers and their teams of high school students register to move their work into a 3D multi-user virtual world environment. At the start of this phase, college students from all over the country choose a registered team to lead InWorld. Each InWorld team is also assigned an engineer or scientist mentor. In this virtual world setting, each team refines their design solutions and creates a 3D model of the Webb telescope. InWorld teams will use 21st century tools to collaborate and build in the virtual world environment. Each team will learn, not only from their own team members, but will have the opportunity to interact with James Webb Space Telescope researchers through the virtual world setting, which allows for synchronous interactions. Halfway through the challenge, design solutions will be critiqued and a mystery problem will be introduced for each team. The top five teams will be invited to present their work during a synchronous Education Forum April 14, 2011. The top team will earn scholarships and technology. This is an excellent opportunity for professionals in both astronomy and associated engineering disciplines to become involved with a unique educational program. Besides the chance to mentor a group of interested students, there are many opportunities to interact with the students as a guest, via chats and presentations.
Flying Cassini with Virtual Operations Teams
NASA Technical Reports Server (NTRS)
Dodd, Suzanne; Gustavson, Robert
1998-01-01
The Cassini Program's challenge is to fly a large, complex mission with a reduced operations budget. A consequence of the reduced budget is elimination of the large, centrally located group traditionally used for uplink operations. Instead, responsibility for completing parts of the uplink function is distributed throughout the Program. A critical strategy employed to handle this challenge is the use of Virtual Uplink Operations Teams. A Virtual Team is comprised of a group of people with the necessary mix of engineering and science expertise who come together for the purpose of building a specific uplink product. These people are drawn from throughout the Cassini Program and participate across a large geographical area (from Germany to the West coast of the USA), covering ten time zones. The participants will often split their time between participating in the Virtual Team and accomplishing their core responsibilities, requiring significant planning and time management. When the particular uplink product task is complete, the Virtual Team disbands and the members turn back to their home organization element for future work assignments. This time-sharing of employees is used on Cassini to build mission planning products, via the Mission Planning Virtual Team, and sequencing products and monitoring of the sequence execution, via the Sequence Virtual Team. This challenging, multitasking approach allows efficient use of personnel in a resource constrained environment.
A Multi-User Virtual Environment for Building and Assessing Higher Order Inquiry Skills in Science
ERIC Educational Resources Information Center
Ketelhut, Diane Jass; Nelson, Brian C.; Clarke, Jody; Dede, Chris
2010-01-01
This study investigated novel pedagogies for helping teachers infuse inquiry into a standards-based science curriculum. Using a multi-user virtual environment (MUVE) as a pedagogical vehicle, teams of middle-school students collaboratively solved problems around disease in a virtual town called River City. The students interacted with "avatars" of…
ERIC Educational Resources Information Center
Ahmed, Iftekhar
2009-01-01
Virtual Research Environments (VRE) are electronic meeting places for interaction among scientists created by combining software tools and computer networking. Virtual teams are enjoying increased importance in the conduct of scientific research because of the rising cost of traditional scientific scholarly communication, the growing importance of…
Impact of Process Protocol Design on Virtual Team Effectiveness
ERIC Educational Resources Information Center
Cordes, Christofer Sean
2013-01-01
This dissertation examined the influence of action process dimensions on team decision performance, and attitudes toward team work environment and procedures given different degrees of collaborative technology affordance. Process models were used to provide context for understanding team behavior in the experimental task, and clarify understanding…
ERIC Educational Resources Information Center
Fialho, Francisco Antonio Pereira; Catapan, Araci Hack
1999-01-01
Argues that the creation of distributed environments for constructivist learning is a challenge which requires a multidisciplinary development and support team. Outlines recommended strategies for the collective creation of virtual worlds which can improve learning. Contains 11 references. (Author/WRM)
Virtual operating room for team training in surgery.
Abelson, Jonathan S; Silverman, Elliott; Banfelder, Jason; Naides, Alexandra; Costa, Ricardo; Dakin, Gregory
2015-09-01
We proposed to develop a novel virtual reality (VR) team training system. The objective of this study was to determine the feasibility of creating a VR operating room to simulate a surgical crisis scenario and evaluate the simulator for construct and face validity. We modified ICE STORM (Integrated Clinical Environment; Systems, Training, Operations, Research, Methods), a VR-based system capable of modeling a variety of health care personnel and environments. ICE STORM was used to simulate a standardized surgical crisis scenario, whereby participants needed to correct 4 elements responsible for loss of laparoscopic visualization. The construct and face validity of the environment were measured. Thirty-three participants completed the VR simulation. Attendings completed the simulation in less time than trainees (271 vs 201 seconds, P = .032). Participants felt the training environment was realistic and had a favorable impression of the simulation. All participants felt the workload of the simulation was low. Creation of a VR-based operating room for team training in surgery is feasible and can afford a realistic team training environment. Copyright © 2015 Elsevier Inc. All rights reserved.
A collaborative interaction and visualization multi-modal environment for surgical planning.
Foo, Jung Leng; Martinez-Escobar, Marisol; Peloquin, Catherine; Lobe, Thom; Winer, Eliot
2009-01-01
The proliferation of virtual reality visualization and interaction technologies has changed the way medical image data is analyzed and processed. This paper presents a multi-modal environment that combines a virtual reality application with a desktop application for collaborative surgical planning. Both visualization applications can function independently but can also be synced over a network connection for collaborative work. Any changes to either application is immediately synced and updated to the other. This is an efficient collaboration tool that allows multiple teams of doctors with only an internet connection to visualize and interact with the same patient data simultaneously. With this multi-modal environment framework, one team working in the VR environment and another team from a remote location working on a desktop machine can both collaborate in the examination and discussion for procedures such as diagnosis, surgical planning, teaching and tele-mentoring.
ERIC Educational Resources Information Center
Mawanda, Haruna Juko
2012-01-01
The primary purpose of this nonexperimental, correlational, and descriptive quantitative study research was to gain an empirical understanding of the effects of transformational leadership and contingent reward as extrinsic motivation on employee satisfaction with leadership and leadership effectiveness in virtual team workplace environments.…
A comparative analysis of dynamic grids vs. virtual grids using the A3pviGrid framework.
Shankaranarayanan, Avinas; Amaldas, Christine
2010-11-01
With the proliferation of Quad/Multi-core micro-processors in mainstream platforms such as desktops and workstations; a large number of unused CPU cycles can be utilized for running virtual machines (VMs) as dynamic nodes in distributed environments. Grid services and its service oriented business broker now termed cloud computing could deploy image based virtualization platforms enabling agent based resource management and dynamic fault management. In this paper we present an efficient way of utilizing heterogeneous virtual machines on idle desktops as an environment for consumption of high performance grid services. Spurious and exponential increases in the size of the datasets are constant concerns in medical and pharmaceutical industries due to the constant discovery and publication of large sequence databases. Traditional algorithms are not modeled at handing large data sizes under sudden and dynamic changes in the execution environment as previously discussed. This research was undertaken to compare our previous results with running the same test dataset with that of a virtual Grid platform using virtual machines (Virtualization). The implemented architecture, A3pviGrid utilizes game theoretic optimization and agent based team formation (Coalition) algorithms to improve upon scalability with respect to team formation. Due to the dynamic nature of distributed systems (as discussed in our previous work) all interactions were made local within a team transparently. This paper is a proof of concept of an experimental mini-Grid test-bed compared to running the platform on local virtual machines on a local test cluster. This was done to give every agent its own execution platform enabling anonymity and better control of the dynamic environmental parameters. We also analyze performance and scalability of Blast in a multiple virtual node setup and present our findings. This paper is an extension of our previous research on improving the BLAST application framework using dynamic Grids on virtualization platforms such as the virtual box.
Teaching Network Security in a Virtual Learning Environment
ERIC Educational Resources Information Center
Bergstrom, Laura; Grahn, Kaj J.; Karlstrom, Krister; Pulkkis, Goran; Astrom, Peik
2004-01-01
This article presents a virtual course with the topic network security. The course has been produced by Arcada Polytechnic as a part of the production team Computer Networks, Telecommunication and Telecommunication Systems in the Finnish Virtual Polytechnic. The article begins with an introduction to the evolution of the information security…
Virtual worlds and team training.
Dev, Parvati; Youngblood, Patricia; Heinrichs, W Leroy; Kusumoto, Laura
2007-06-01
An important component of all emergency medicine residency programs is managing trauma effectively as a member of an emergency medicine team, but practice on live patients is often impractical and mannequin-based simulators are expensive and require all trainees to be physically present at the same location. This article describes a project to develop and evaluate a computer-based simulator (the Virtual Emergency Department) for distance training in teamwork and leadership in trauma management. The virtual environment provides repeated practice opportunities with life-threatening trauma cases in a safe and reproducible setting.
Establishing a virtual learning environment: a nursing experience.
Wood, Anya; McPhee, Carolyn
2011-11-01
The use of virtual worlds has exploded in popularity, but getting started may not be easy. In this article, the authors, members of the corporate nursing education team at University Health Network, outline their experience with incorporating virtual technology into their learning environment. Over a period of several months, a virtual hospital, including two nursing units, was created in Second Life®, allowing more than 500 nurses to role-play in a safe environment without the fear of making a mistake. This experience has provided valuable insight into the best ways to develop and learn in a virtual environment. The authors discuss the challenges of installing and building the Second Life® platform and provide guidelines for preparing users and suggestions for crafting educational activities. This article provides a starting point for organizations planning to incorporate virtual worlds into their learning environment. Copyright 2011, SLACK Incorporated.
Acai, Anita; Sonnadara, Ranil R; O'Neill, Thomas A
2018-06-01
Concerns around the time and administrative burden of trainee promotion processes have been reported, making virtual meetings an attractive option for promotions committees in undergraduate and postgraduate medicine. However, whether such meetings can uphold the integrity of decision-making processes has yet to be explored. This narrative review aimed to summarize the literature on decision making in virtual teams, discuss ways to improve the effectiveness of virtual teams, and explore their implications for practice. In August 2017, the Web of Science platform was searched with the terms 'decision making' AND 'virtual teams' for articles published within the last 20 years. The search yielded 336 articles, which was narrowed down to a final set of 188 articles. A subset of these, subjectively deemed to be of high-quality and relevant to the work of promotions committees, was included in this review. Virtual team functioning was explored with respect to team composition and development, idea generation and selection, group memory, and communication. While virtual teams were found to potentially offer a number of key benefits over face-to-face meetings including convenience and scheduling flexibility, inclusion of members at remote sites, and enhanced idea generation and external storage, these benefits must be carefully weighed against potential challenges involving planning and coordination, integration of perspectives, and relational conflict among members, all of which can potentially reduce decision-making quality. Avenues to address these issues and maximize the outcomes of virtual promotions meetings are offered in light of the evidence.
NASA's Solar System Exploration Research Virtual Institute (SSERVI)
NASA Astrophysics Data System (ADS)
Pendleton, Yvonne J.
2015-11-01
NASA's Solar System Exploration Research Virtual Institute (SSERVI) represents a close collaboration between science, technology and exploration, and was created to enable a deeper understanding of the Moon and other airless bodies. SSERVI is supported jointly by NASA’s Science Mission Directorate and Human Exploration and Operations Mission Directorate. The institute currently focuses on the scientific aspects of exploration as they pertain to the Moon, Near Earth Asteroids (NEAs) and the moons of Mars, but the institute goals may expand, depending on NASA's needs, in the future. The 9 initial teams, selected in late 2013 and funded from 2014-2019, have expertise across the broad spectrum of lunar, NEA, and Martian moon sciences. Their research includes various aspects of the surface, interior, exosphere, near-space environments, and dynamics of these bodies.NASA anticipates a small number of additional teams to be selected within the next two years, with a Cooperative Agreement Notice (CAN) likely to be released in 2016. Calls for proposals are issued every 2-3 years to allow overlap between generations of institute teams, but the intent for each team is to provide a stable base of funding for a five year period. SSERVI's mission includes acting as a bridge between several groups, joining together researchers from: 1) scientific and exploration communities, 2) multiple disciplines across a wide range of planetary sciences, and 3) domestic and international communities and partnerships.The SSERVI central office is located at NASA Ames Research Center in Mountain View, CA. The administrative staff at the central office forms the organizational hub for the domestic and international teams and enables the virtual collaborative environment. Interactions with geographically dispersed teams across the U.S., and global partners, occur easily and frequently in a collaborative virtual environment. This poster will provide an overview of the 9 current US teams and international partners, as well as information about outreach efforts and future opportunities to participate in SSERVI.
NASA's Solar System Exploration Research Virtual Institute: Merging Science and Exploration
NASA Technical Reports Server (NTRS)
Pendleton, Y. J.; Schmidt, G. K.; Bailey, B. E.; Minafra, J. A.
2016-01-01
NASA's Solar System Exploration Research Virtual Institute (SSERVI) represents a close collaboration between science, technology and exploration, and was created to enable a deeper understanding of the Moon and other airless bodies. SSERVI is supported jointly by NASA's Science Mission Directorate and Human Exploration and Operations Mission Directorate. The institute currently focuses on the scientific aspects of exploration as they pertain to the Moon, Near Earth Asteroids (NEAs) and the moons of Mars, but the institute goals may expand, depending on NASA's needs, in the future. The 9 initial teams, selected in late 2013 and funded from 2014-2019, have expertise across the broad spectrum of lunar, NEA, and Martian moon sciences. Their research includes various aspects of the surface, interior, exosphere, near-space environments, and dynamics of these bodies. NASA anticipates a small number of additional teams to be selected within the next two years, with a Cooperative Agreement Notice (CAN) likely to be released in 2016. Calls for proposals are issued every 2-3 years to allow overlap between generations of institute teams, but the intent for each team is to provide a stable base of funding for a five year period. SSERVI's mission includes acting as a bridge between several groups, joining together researchers from: 1) scientific and exploration communities, 2) multiple disciplines across a wide range of planetary sciences, and 3) domestic and international communities and partnerships. The SSERVI central office is located at NASA Ames Research Center in Mountain View, CA. The administrative staff at the central office forms the organizational hub for the domestic and international teams and enables the virtual collaborative environment. Interactions with geographically dispersed teams across the U.S., and global partners, occur easily and frequently in a collaborative virtual environment. This poster will provide an overview of the 9 current US teams and international partners, as well as information about outreach efforts and future opportunities to participate in SSERVI.
Avatars Go to Class: A Virtual Environment Soil Science Activity
ERIC Educational Resources Information Center
Mamo, M.; Namuth-Covert, D.; Guru, A.; Nugent, G.; Phillips, L.; Sandall, L.; Kettler, T.; McCallister, D.
2011-01-01
Web 2.0 technology is expanding rapidly from social and gaming uses into the educational applications. Specifically, the multi-user virtual environment (MUVE), such as SecondLife, allows educators to fill the gap of first-hand experience by creating simulated realistic evolving problems/games. In a pilot study, a team of educators at the…
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.
Treatment of Complicated Grief Using Virtual Reality: A Case Report
ERIC Educational Resources Information Center
Botella, C.; Osma, J.; Palacios, A. Garcia; Guillen, V.; Banos, R.
2008-01-01
This is the first work exploring the application of new technologies, concretely virtual reality, to facilitate emotional processing in the treatment of Complicated Grief. Our research team has designed a virtual reality environment (EMMA's World) to foster the expression and processing of emotions. In this study the authors present a description…
Virtual Quests As Learning Environments for K-12 Students.
ERIC Educational Resources Information Center
Spudic, Linda
Perhaps some of the most engaging, unique, Web-based activities are virtual quests that take student participants along on real expeditions, following a team in the field as they explore new territory or do research on authentic scientific problems. Virtual quests, such as the MayaQuest expedition produced by Classroom Connect, are excellent…
A Team of Pedagogical Agents in Multimedia Environment for Children
ERIC Educational Resources Information Center
Morozov, Mikhail; Tanakov, Andrey; Bystrov, Dmitriy
2004-01-01
This paper presents the multimedia product for teaching Natural Sciences to 10-12 years old children. In this product three pedagogical agents, Teacher and two pupils guide the learner through the virtual environment. The inclusion of a team of pedagogical agents permits us to create a micro-model of lesson activity and gives a reliable support of…
Using Augmented Reality and Virtual Environments in Historic Places to Scaffold Historical Empathy
ERIC Educational Resources Information Center
Sweeney, Sara K.; Newbill, Phyllis; Ogle, Todd; Terry, Krista
2018-01-01
The authors explore how 3D visualizations of historical sites can be used as pedagogical tools to support historical empathy. They provide three visualizations created by a team at Virginia Tech as examples. They discuss virtual environments and how the digital restoration process is applied. They also define historical empathy, explain why it is…
ERIC Educational Resources Information Center
Lockwood, Nicholas S.
2011-01-01
Geographically dispersed teams rely on information and communication technologies (ICTs) to communicate and collaborate. Three ICTs that have received attention are audio conferencing (AC), video conferencing (VC), and, recently, 3D virtual environments (3D VEs). These ICTs offer modes of communication that differ primarily in the number and type…
[The informatics: a remarkable tool for teaching general internal medicine].
Ombelli, Julien; Pasche, Olivier; Sohrmann, Marc; Monti, Matteo
2015-05-13
INTERMED training implies a three week course, integrated in the "primary care module" for medical students in the first master year at the school of medicine in Lausanne. INTERMED uses an innovative teaching method based on repetitive sequences of e-learning-based individual learning followed by collaborative learning activities in teams, named Team-based learning (TBL). The e-learning takes place in a web-based virtual learning environment using a series of interactive multimedia virtual patients. By using INTERMED students go through a complete medical encounter applying clinical reasoning and choosing the diagnostic and therapeutic approach. INTERMED offers an authentic experience in an engaging and safe environment where errors are allowed and without consequences.
Research on Intelligent Synthesis Environments
NASA Technical Reports Server (NTRS)
Noor, Ahmed K.; Lobeck, William E.
2002-01-01
Four research activities related to Intelligent Synthesis Environment (ISE) have been performed under this grant. The four activities are: 1) non-deterministic approaches that incorporate technologies such as intelligent software agents, visual simulations and other ISE technologies; 2) virtual labs that leverage modeling, simulation and information technologies to create an immersive, highly interactive virtual environment tailored to the needs of researchers and learners; 3) advanced learning modules that incorporate advanced instructional, user interface and intelligent agent technologies; and 4) assessment and continuous improvement of engineering team effectiveness in distributed collaborative environments.
Research on Intelligent Synthesis Environments
NASA Astrophysics Data System (ADS)
Noor, Ahmed K.; Loftin, R. Bowen
2002-12-01
Four research activities related to Intelligent Synthesis Environment (ISE) have been performed under this grant. The four activities are: 1) non-deterministic approaches that incorporate technologies such as intelligent software agents, visual simulations and other ISE technologies; 2) virtual labs that leverage modeling, simulation and information technologies to create an immersive, highly interactive virtual environment tailored to the needs of researchers and learners; 3) advanced learning modules that incorporate advanced instructional, user interface and intelligent agent technologies; and 4) assessment and continuous improvement of engineering team effectiveness in distributed collaborative environments.
Online Behavior in Virtual Space: An Empirical Study on Helping
ERIC Educational Resources Information Center
Hsu, Jung-Lung; Hwang, Wu-Yuin; Huang, Yueh-Min; Liu, Jui-Jung
2011-01-01
Although previous studies have acknowledged that helping behavior has many potential benefits, little research has aimed at understanding which factors would possibly enhance helping behaviors among team members in CSCL environment. Accordingly, this study was intended to identify underlying factors leading learners to collaborate in virtual CSCL…
Coordinated Implicitly? An Empirical Study on the Role of Social Media in Collaborative Learning
ERIC Educational Resources Information Center
Zhang, Xi; Chen, Hui; Ordóñez de Pablos, Patricia; Lytras, Miltiadis D.; Sun, Yongqiang
2016-01-01
As social media is widely adopted in collaborative learning, which places teams in a virtual environment, it is critical for teams to identify and leverage the knowledge of their members. Yet little is known about how social media influences teams to coordinate their knowledge and collaborate effectively. In this research, we explore the roles of…
Design and Implement of Astronomical Cloud Computing Environment In China-VO
NASA Astrophysics Data System (ADS)
Li, Changhua; Cui, Chenzhou; Mi, Linying; He, Boliang; Fan, Dongwei; Li, Shanshan; Yang, Sisi; Xu, Yunfei; Han, Jun; Chen, Junyi; Zhang, Hailong; Yu, Ce; Xiao, Jian; Wang, Chuanjun; Cao, Zihuang; Fan, Yufeng; Liu, Liang; Chen, Xiao; Song, Wenming; Du, Kangyu
2017-06-01
Astronomy cloud computing environment is a cyber-Infrastructure for Astronomy Research initiated by Chinese Virtual Observatory (China-VO) under funding support from NDRC (National Development and Reform commission) and CAS (Chinese Academy of Sciences). Based on virtualization technology, astronomy cloud computing environment was designed and implemented by China-VO team. It consists of five distributed nodes across the mainland of China. Astronomer can get compuitng and storage resource in this cloud computing environment. Through this environments, astronomer can easily search and analyze astronomical data collected by different telescopes and data centers , and avoid the large scale dataset transportation.
Sweigart, Linda I; Umoren, Rachel A; Scott, Patrician J; Carlton, Kay Hodson; Jones, James A; Truman, Barbara; Gossett, Evalyn J
2016-01-01
The majority of the estimated 400,000 or more patient deaths per year in the United States are from preventable medical errors due to poor communication. Team training programs have been established to teach teamwork skills to health professions students. However, it is often challenging to provide this training at a physical site. A brief intervention using a virtual learning environment with TeamSTEPPS(®)-based scenarios is described. Using a pretest-posttest design, the effects on teamwork attitudes in 109 health professional students from two institutions and multiple disciplines were measured using the TeamSTEPPS Teamwork Attitudes questionnaire. Participants showed significant attitude changes in the categories of leadership, situation monitoring, mutual support, and communication (p ⩽ .05), with significance in four of the six indicator attitudes in the communication section at the p ⩽ .001 level. These findings indicate the potential impact that virtual learning experiences may have on teamwork attitudes in learners across professions on multiple campuses. Copyright 2016, SLACK Incorporated.
NASA Astrophysics Data System (ADS)
Schmeil, Andreas; Eppler, Martin J.
Despite the fact that virtual worlds and other types of multi-user 3D collaboration spaces have long been subjects of research and of application experiences, it still remains unclear how to best benefit from meeting with colleagues and peers in a virtual environment with the aim of working together. Making use of the potential of virtual embodiment, i.e. being immersed in a space as a personal avatar, allows for innovative new forms of collaboration. In this paper, we present a framework that serves as a systematic formalization of collaboration elements in virtual environments. The framework is based on the semiotic distinctions among pragmatic, semantic and syntactic perspectives. It serves as a blueprint to guide users in designing, implementing, and executing virtual collaboration patterns tailored to their needs. We present two team and two community collaboration pattern examples as a result of the application of the framework: Virtual Meeting, Virtual Design Studio, Spatial Group Configuration, and Virtual Knowledge Fair. In conclusion, we also point out future research directions for this emerging domain.
A Virtual Mission Operations Center: Collaborative Environment
NASA Technical Reports Server (NTRS)
Medina, Barbara; Bussman, Marie; Obenschain, Arthur F. (Technical Monitor)
2002-01-01
The Virtual Mission Operations Center - Collaborative Environment (VMOC-CE) intent is to have a central access point for all the resources used in a collaborative mission operations environment to assist mission operators in communicating on-site and off-site in the investigation and resolution of anomalies. It is a framework that as a minimum incorporates online chat, realtime file sharing and remote application sharing components in one central location. The use of a collaborative environment in mission operations opens up the possibilities for a central framework for other project members to access and interact with mission operations staff remotely. The goal of the Virtual Mission Operations Center (VMOC) Project is to identify, develop, and infuse technology to enable mission control by on-call personnel in geographically dispersed locations. In order to achieve this goal, the following capabilities are needed: Autonomous mission control systems Automated systems to contact on-call personnel Synthesis and presentation of mission control status and history information Desktop tools for data and situation analysis Secure mechanism for remote collaboration commanding Collaborative environment for remote cooperative work The VMOC-CE is a collaborative environment that facilitates remote cooperative work. It is an application instance of the Virtual System Design Environment (VSDE), developed by NASA Goddard Space Flight Center's (GSFC) Systems Engineering Services & Advanced Concepts (SESAC) Branch. The VSDE is a web-based portal that includes a knowledge repository and collaborative environment to serve science and engineering teams in product development. It is a "one stop shop" for product design, providing users real-time access to product development data, engineering and management tools, and relevant design specifications and resources through the Internet. The initial focus of the VSDE has been to serve teams working in the early portion of the system/product lifecycle - concept development, proposal preparation, and formulation. The VMOC-CE expands the application of the VSDE into the operations portion of the system lifecycle. It will enable meaningful and real-time collaboration regardless of the geographical distribution of project team members. Team members will be able to interact in satellite operations, specifically for resolving anomalies, through access to a desktop computer and the Internet. Mission Operations Management will be able to participate and monitor up to the minute status of anomalies or other mission operations issues. In this paper we present the VMOC-CE project, system capabilities, and technologies.
Untangling the Tangled Webs We Weave: A Team Approach to Cyberspace.
ERIC Educational Resources Information Center
Broidy, Ellen; And Others
Working in a cooperative team environment across libraries and job classifications, librarians and support staff at the University of California at Irvine (UCI) have mounted several successful web projects, including two versions of the Libraries' home page, a virtual reference collection, and Science Library "ANTswer Machine." UCI's…
Leading virtual teams: hierarchical leadership, structural supports, and shared team leadership.
Hoch, Julia E; Kozlowski, Steve W J
2014-05-01
Using a field sample of 101 virtual teams, this research empirically evaluates the impact of traditional hierarchical leadership, structural supports, and shared team leadership on team performance. Building on Bell and Kozlowski's (2002) work, we expected structural supports and shared team leadership to be more, and hierarchical leadership to be less, strongly related to team performance when teams were more virtual in nature. As predicted, results from moderation analyses indicated that the extent to which teams were more virtual attenuated relations between hierarchical leadership and team performance but strengthened relations for structural supports and team performance. However, shared team leadership was significantly related to team performance regardless of the degree of virtuality. Results are discussed in terms of needed research extensions for understanding leadership processes in virtual teams and practical implications for leading virtual teams. (c) 2014 APA, all rights reserved.
ERIC Educational Resources Information Center
Koretsky, Milo D.; Kelly, Christine; Gummer, Edith
2011-01-01
The instructional design and the corresponding research on student learning of two virtual laboratories that provide an engineering task situated in an industrial context are described. In this problem-based learning environment, data are generated dynamically based on each student team's distinct choices of reactor parameters and measurements.…
A Framework for Web-Based Interprofessional Education for Midwifery and Medical Students.
Reis, Pamela J; Faser, Karl; Davis, Marquietta
2015-01-01
Scheduling interprofessional team-based activities for health sciences students who are geographically dispersed, with divergent and often competing schedules, can be challenging. The use of Web-based technologies such as 3-dimensional (3D) virtual learning environments in interprofessional education is a relatively new phenomenon, which offers promise in helping students come together in online teams when face-to-face encounters are not possible. The purpose of this article is to present the experience of a nurse-midwifery education program in a Southeastern US university in delivering Web-based interprofessional education for nurse-midwifery and third-year medical students utilizing the Virtual Community Clinic Learning Environment (VCCLE). The VCCLE is a 3D, Web-based, asynchronous, immersive clinic environment into which students enter to meet and interact with instructor-controlled virtual patient and virtual preceptor avatars and then move through a classic diagnostic sequence in arriving at a plan of care for women throughout the lifespan. By participating in the problem-based management of virtual patients within the VCCLE, students learn both clinical competencies and competencies for interprofessional collaborative practice, as described by the Interprofessional Education Collaborative Core Competencies for Interprofessional Collaborative Practice. This article is part of a special series of articles that address midwifery innovations in clinical practice, education, interprofessional collaboration, health policy, and global health. © 2015 by the American College of Nurse-Midwives.
Knowledge Value Creation Characteristics of Virtual Teams: A Case Study in the Construction Sector
NASA Astrophysics Data System (ADS)
Vorakulpipat, Chalee; Rezgui, Yacine
Any knowledge environment aimed at virtual teams should promote identification, access, capture and retrieval of relevant knowledge anytime / anywhere, while nurturing the social activities that underpin the knowledge sharing and creation process. In fact, socio-cultural issues play a critical role in the successful implementation of Knowledge Management (KM), and constitute a milestone towards value creation. The findings indicate that Knowledge Management Systems (KMS) promote value creation when they embed and nurture the social conditions that bind and bond team members together. Furthermore, technology assets, human networks, social capital, intellectual capital, and change management are identified as essential ingredients that have the potential to ensure effective knowledge value creation.
vTrain: a novel curriculum for patient surge training in a multi-user virtual environment (MUVE).
Greci, Laura S; Ramloll, Rameshsharma; Hurst, Samantha; Garman, Karen; Beedasy, Jaishree; Pieper, Eric B; Huang, Ricky; Higginbotham, Erin; Agha, Zia
2013-06-01
During a pandemic influenza, emergency departments will be overwhelmed with a large influx of patients seeking care. Although all hospitals should have a written plan for dealing with this surge of health care utilization, most hospitals struggle with ways to educate the staff and practice for potentially catastrophic events. Hypothesis/Problem To better prepare hospital staff for a patient surge, a novel educational curriculum was developed utilizing an emergency department for a patient surge functional drill. A multidisciplinary team of medical educators, evaluators, emergency preparedness experts, and technology specialists developed a curriculum to: (1) train novice users to function in their job class in a multi-user virtual environment (MUVE); (2) obtain appropriate pre-drill disaster preparedness training; (3) perform functional team exercises in a MUVE; and (4) reflect on their performance after the drill. A total of 14 students participated in one of two iterations of the pilot training program; seven nurses completed the emergency department triage course, and seven hospital administrators completed the Command Post (CP) course. All participants reported positive experiences in written course evaluations and structured verbal debriefings, and self-reported increase in disaster preparedness knowledge. Students also reported improved team communication, planning, team decision making, and the ability to visualize and reflect on their performance. Data from this pilot program suggest that the immersive, virtual teaching method is well suited to team-based, reflective practice and learning of disaster management skills.
DHM simulation in virtual environments: a case-study on control room design.
Zamberlan, M; Santos, V; Streit, P; Oliveira, J; Cury, R; Negri, T; Pastura, F; Guimarães, C; Cid, G
2012-01-01
This paper will present the workflow developed for the application of serious games in the design of complex cooperative work settings. The project was based on ergonomic studies and development of a control room among participative design process. Our main concerns were the 3D human virtual representation acquired from 3D scanning, human interaction, workspace layout and equipment designed considering ergonomics standards. Using Unity3D platform to design the virtual environment, the virtual human model can be controlled by users on dynamic scenario in order to evaluate the new work settings and simulate work activities. The results obtained showed that this virtual technology can drastically change the design process by improving the level of interaction between final users and, managers and human factors team.
Virtual Teams in Higher Education: The Light and Dark Side
ERIC Educational Resources Information Center
Grinnell, Lynn; Sauers, Amy; Appunn, Frank; Mack, Larry
2012-01-01
Students and faculty are grappling with learning teams in the online environment - more than half of all higher education organizations offer online courses (Hoffman, 2006). As online course developers try to replicate the best practices of traditional classrooms, the asynchronous technology of the Internet has added great capability while also…
Web-Based Testing Tools for Electrical Engineering Courses
2001-09-01
ideas of distance learning are based on forming “ virtual teams” [2]. Each team is equipped with the same software packages and share information via...using virtual laboratories where they can simulate a laboratory experience in a web-based environment. They can also control laboratory devices over...possible to create a set of virtual laboratories that allow students to interact with the learning material at the same time that the student is
Training Effectiveness of a Wide Area Virtual Environment in Medical Simulation.
Wier, Grady S; Tree, Rebekah; Nusr, Rasha
2017-02-01
The success of war fighters and medical personnel handling traumatic injuries largely depends on the quality of training they receive before deployment. The purpose of this study was to gauge the utility of a Wide Area Virtual Environment (WAVE) as a training adjunct by comparing and evaluating student performance, measuring sense of realism, and assessing the impact on student satisfaction with their training exposure in an immersive versus a field environment. This comparative prospective cohort study examined the utility of a three-screen WAVE where subjects were immersed in the training environment with medical simulators. Standard field training commenced for the control group subjects. Medical skills, time to completion, and Team Strategies and Tools to Enhance Performance and Patient Safety objective metrics were assessed for each team (n = 94). In addition, self-efficacy questionnaires were collected for each subject (N = 470). Medical teams received poorer overall team scores (F1,186 = 0.756, P = 0.001), took longer to complete the scenario (F1,186 = 25.15, P = 0.001), and scored lower on The National Registry of Emergency Medical Technicians trauma assessment checklist (F1,186 = 1.13, P = 0.000) in the WAVE versus the field environment. Critical thinking and realism factors within the self-efficacy questionnaires scored higher in the WAVE versus the field [(F1,466 = 8.04, P = 0.005), (F1,465 = 18.57, P = 0.000), and (F1,466 = 53.24, P = 0.000), respectively]. Environmental and emotional stressors may negatively affect critical thinking and clinical skill performance of medical teams. However, by introducing more advanced simulation trainings with added stressors, students may be able to adapt and overcome barriers to performance found in high-stress environments.
Recalibrating Reference within a Dual-Space Interaction Environment
ERIC Educational Resources Information Center
Zemel, Alan; Koschmann, Timothy
2013-01-01
In this paper we examine how two groups of middle school students arrive at shared understandings of and solutions to mathematical problems. Our data consists of logs of student participation in the Virtual Math Teams (VMT) system as they work on math problems. The project supports interaction both through chat and through a virtual whiteboard. We…
ERIC Educational Resources Information Center
Long, Suzanna; Moos, J. Chris; Radic, Anne Bartel
2012-01-01
The authors examined the skills achieved through a multicultural, virtual student project environment among 3 supply chain management courses. The partnership included 2 universities in the United States and 1 in France and created virtual teams of students across university lines and is presented as a case study. The case includes detailed…
Ortega, Aída; Sánchez-Manzanares, Miriam; Gil, Francisco; Rico, Ramón
2010-05-01
There has been increasing interest in team learning processes in recent years. Researchers have investigated the impact of team learning on team effectiveness and analyzed the enabling conditions for the process, but team learning in virtual teams has been largely ignored. This study examined the relationship between team learning and effectiveness in virtual teams, as well as the role of team beliefs about interpersonal context. Data from 48 teams performing a virtual consulting project over 4 weeks indicate a mediating effect of team learning on the relationship between beliefs about the interpersonal context (psychological safety, task interdependence) and team effectiveness (satisfaction, viability). These findings suggest the importance of team learning for developing effective virtual teams.
Brodney, Marian D; Brosius, Arthur D; Gregory, Tracy; Heck, Steven D; Klug-McLeod, Jacquelyn L; Poss, Christopher S
2009-12-01
Advances in the field of drug discovery have brought an explosion in the quantity of data available to medicinal chemists and other project team members. New strategies and systems are needed to help these scientists to efficiently gather, organize, analyze, annotate, and share data about potential new drug molecules of interest to their project teams. Herein we describe a suite of integrated services and end-user applications that facilitate these activities throughout the medicinal chemistry design cycle. The Automated Data Presentation (ADP) and Virtual Compound Profiler (VCP) processes automate the gathering, organization, and storage of real and virtual molecules, respectively, and associated data. The Project-Focused Activity and Knowledge Tracker (PFAKT) provides a unified data analysis and collaboration environment, enhancing decision-making, improving team communication, and increasing efficiency.
Understanding the Dimensions of Virtual Teams: A Study of Professional Students in India
ERIC Educational Resources Information Center
Gupta, Shubhi; Pathak, Govind Swaroop
2017-01-01
Despite several efforts to bring about a clear phenomenon of virtual teams, there is still some confusion as to how virtual teams should be defined. It is probably because the characteristics of virtual teams and relationships among them have not been consistent. To address this gap, the present study explores the nature of virtual teams by…
2010-10-01
organization in the WoW virtual world. Unlike the real world guilds of olden days (e.g., stone masons, leather workers, apothecaries) and unions of current...oriented sports teams (e.g., football, hockey, rugby ). This is the case in particular with player-vs- player combat. Fourth, organizational learning is...Microsystems Telecom Italia Telus Mobility Text 100 Toyota Trades Union Congress Union Network International New Unionism
Breuer, Christina; Hüffmeier, Joachim; Hertel, Guido
2016-08-01
Team trust has often been discussed both as requirement and as challenge for team effectiveness, particularly in virtual teams. However, primary studies on the relationship between trust and team effectiveness have provided mixed findings. The current review summarizes existing studies on team trust and team effectiveness based on meta-analytic methodology. In general, we assumed team trust to facilitate coordination and cooperation in teams, and therefore to be positively related with team effectiveness. Moreover, team virtuality and documentation of interactions were considered as moderators of this relationship because they should affect perceived risks during teamwork. While team virtuality should increase, documentation of interaction should decrease the relationship between team trust and team effectiveness. Findings from 52 studies with 54 independent samples (representing 12,615 individuals in 1,850 teams) confirmed our assumptions. In addition to the positive overall relationship between team trust and team effectiveness criteria (ρ = .33), the relationship between team trust and team performance was stronger in virtual teams (ρ = .33) as compared to face-to-face teams (ρ = .22), and weaker when team interactions were documented (ρ = .20) as compared to no such documentation (ρ = .29). Thus, documenting team interactions seems to be a viable complement to trust-building activities, particularly in virtual teams. (PsycINFO Database Record (c) 2016 APA, all rights reserved).
Alverson, Dale C; Saiki, Stanley M; Jacobs, Joshua; Saland, Linda; Keep, Marcus F; Norenberg, Jeffrey; Baker, Rex; Nakatsu, Curtis; Kalishman, Summers; Lindberg, Marlene; Wax, Diane; Mowafi, Moad; Summers, Kenneth L; Holten, James R; Greenfield, John A; Aalseth, Edward; Nickles, David; Sherstyuk, Andrei; Haines, Karen; Caudell, Thomas P
2004-01-01
Medical knowledge and skills essential for tomorrow's healthcare professionals continue to change faster than ever before creating new demands in medical education. Project TOUCH (Telehealth Outreach for Unified Community Health) has been developing methods to enhance learning by coupling innovations in medical education with advanced technology in high performance computing and next generation Internet2 embedded in virtual reality environments (VRE), artificial intelligence and experiential active learning. Simulations have been used in education and training to allow learners to make mistakes safely in lieu of real-life situations, learn from those mistakes and ultimately improve performance by subsequent avoidance of those mistakes. Distributed virtual interactive environments are used over distance to enable learning and participation in dynamic, problem-based, clinical, artificial intelligence rules-based, virtual simulations. The virtual reality patient is programmed to dynamically change over time and respond to the manipulations by the learner. Participants are fully immersed within the VRE platform using a head-mounted display and tracker system. Navigation, locomotion and handling of objects are accomplished using a joy-wand. Distribution is managed via the Internet2 Access Grid using point-to-point or multi-casting connectivity through which the participants can interact. Medical students in Hawaii and New Mexico (NM) participated collaboratively in problem solving and managing of a simulated patient with a closed head injury in VRE; dividing tasks, handing off objects, and functioning as a team. Students stated that opportunities to make mistakes and repeat actions in the VRE were extremely helpful in learning specific principles. VRE created higher performance expectations and some anxiety among VRE users. VRE orientation was adequate but students needed time to adapt and practice in order to improve efficiency. This was also demonstrated successfully between Western Australia and UNM. We successfully demonstrated the ability to fully immerse participants in a distributed virtual environment independent of distance for collaborative team interaction in medical simulation designed for education and training. The ability to make mistakes in a safe environment is well received by students and has a positive impact on their understanding, as well as memory of the principles involved in correcting those mistakes. Bringing people together as virtual teams for interactive experiential learning and collaborative training, independent of distance, provides a platform for distributed "just-in-time" training, performance assessment and credentialing. Further validation is necessary to determine the potential value of the distributed VRE in knowledge transfer, improved future performance and should entail training participants to competence in using these tools.
A Cross-Case Analysis of Gender Issues in Desktop Virtual Reality Learning Environments
ERIC Educational Resources Information Center
Ausburn, Lynna J.; Martens, Jon; Washington, Andre; Steele, Debra; Washburn, Earlene
2009-01-01
This study examined gender-related issues in using new desktop virtual reality (VR) technology as a learning tool in career and technical education (CTE). Using relevant literature, theory, and cross-case analysis of data and findings, the study compared and analyzed the outcomes of two recent studies conducted by a research team at Oklahoma State…
ERIC Educational Resources Information Center
Liu, Chang; Franklin, Teresa; Shelor, Roger; Ozercan, Sertac; Reuter, Jarrod; Ye, En; Moriarty, Scott
2011-01-01
Game-like three-dimensional (3D) virtual worlds have become popular venues for youth to explore and interact with friends. To bring vital financial literacy education to them in places they frequent, a multi-disciplinary team of computer scientists, educators, and financial experts developed a youth-oriented financial literacy education game in…
Widget, Widget on the Wall, Am I Performing Well at All?
ERIC Educational Resources Information Center
Scheffel, Maren; Drachsler, Hendrik; de Kraker, Joop
2017-01-01
In collaborative learning environments, students work together on assignments in virtual teams and depend on each other's contribution to achieve their learning objectives. The online learning environment, however, may not only facilitate but also hamper group communication, coordination, and collaboration. Group awareness widgets that visualize…
InnoTube: A Video-Based Connection Tool Supporting Collaborative Innovation
ERIC Educational Resources Information Center
Angehrn, Albert A.; Luccini, Angelo Marco; Maxwell, Katrina
2009-01-01
Innovation is a key driver of organizational renewal and success. However, providing the right environment for innovative ideas to emerge and develop is not easy. This is further complicated by the fact that the professional environment is increasingly virtual as globally dispersed organizational and inter-organizational teams collaborate on…
Reaction: Chemistry Driven by the Harsh Space Environment
NASA Technical Reports Server (NTRS)
Farrell, William M.
2018-01-01
The studies by Solar System Exploration Research Virtual Institute (SSERVI) teams such as REVEALS and DREAM2 not only connect back to the highest planetary science decadal goals regarding volatiles but also feed forward to understanding the chemical origins of potential resources at the surface useful for human exploration. See https://sservi.nasa.gov for more about SSERVI and its dynamic teams.
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.
Share (And Not) Share Alike: Improving Virtual Team Climate and Decision Performance
ERIC Educational Resources Information Center
Cordes, Sean
2017-01-01
Virtual teams face unique communication and collaboration challenges that impact climate development and performance. First, virtual teams rely on technology mediated communication which can constrain communication. Second, team members lack skill for adapting process to the virtual setting. A collaboration process structure was designed to…
Learning Together and Working Apart: Routines for Organizational Learning in Virtual Teams
ERIC Educational Resources Information Center
Dixon, Nancy
2017-01-01
Purpose: Research suggests that teaming routines facilitate learning in teams. This paper identifies and details how specific teaming routines, implemented in a virtual team, support its continual learning. The study's focus was to generate authentic and descriptive accounts of the interviewees' experiences with virtual teaming routines.…
NASA Astrophysics Data System (ADS)
Shipman, J. S.; Anderson, J. W.
2017-12-01
An ideal tool for ecologists and land managers to investigate the impacts of both projected environmental changes and policy alternatives is the creation of immersive, interactive, virtual landscapes. As a new frontier in visualizing and understanding geospatial data, virtual landscapes require a new toolbox for data visualization that includes traditional GIS tools and uncommon tools such as the Unity3d game engine. Game engines provide capabilities to not only explore data but to build and interact with dynamic models collaboratively. These virtual worlds can be used to display and illustrate data that is often more understandable and plausible to both stakeholders and policy makers than is achieved using traditional maps.Within this context we will present funded research that has been developed utilizing virtual landscapes for geographic visualization and decision support among varied stakeholders. We will highlight the challenges and lessons learned when developing interactive virtual environments that require large multidisciplinary team efforts with varied competences. The results will emphasize the importance of visualization and interactive virtual environments and the link with emerging research disciplines within Visual Analytics.
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.
LHCb Dockerized Build Environment
NASA Astrophysics Data System (ADS)
Clemencic, M.; Belin, M.; Closier, J.; Couturier, B.
2017-10-01
Used as lightweight virtual machines or as enhanced chroot environments, Linux containers, and in particular the Docker abstraction over them, are more and more popular in the virtualization communities. The LHCb Core Software team decided to investigate how to use Docker containers to provide stable and reliable build environments for the different supported platforms, including the obsolete ones which cannot be installed on modern hardware, to be used in integration builds, releases and by any developer. We present here the techniques and procedures set up to define and maintain the Docker images and how these images can be used to develop on modern Linux distributions for platforms otherwise not accessible.
A Simulated Learning Environment for Teaching Medicine Dispensing Skills
Styles, Kim; Sewell, Keith; Trinder, Peta; Marriott, Jennifer; Maher, Sheryl; Naidu, Som
2016-01-01
Objective. To develop an authentic simulation of the professional practice dispensary context for students to develop their dispensing skills in a risk-free environment. Design. A development team used an Agile software development method to create MyDispense, a web-based simulation. Modeled on virtual learning environments elements, the software employed widely available standards-based technologies to create a virtual community pharmacy environment. Assessment. First-year pharmacy students who used the software in their tutorials, were, at the end of the second semester, surveyed on their prior dispensing experience and their perceptions of MyDispense as a tool to learn dispensing skills. Conclusion. The dispensary simulation is an effective tool for helping students develop dispensing competency and knowledge in a safe environment. PMID:26941437
Managing Global Virtual Teams across Classrooms, Students and Faculty
ERIC Educational Resources Information Center
Shea, Timothy P.; Sherer, Pamela D.; Quilling, Rosemary D.; Blewett, Craig N.
2011-01-01
Virtual teams are becoming commonplace in business today so our business school students should have experience in effectively working in virtual teams. Based on a month-long virtual team project conducted by the authors between classes in South Africa and the United States, this paper discusses the opportunities and challenges of using global…
NASA Team Collaboration Pilot: Enabling NASA's Virtual Teams
NASA Technical Reports Server (NTRS)
Prahst, Steve
2003-01-01
Most NASA projects and work activities are accomplished by teams of people. These teams are often geographically distributed - across NASA centers and NASA external partners, both domestic and international. NASA "virtual" teams are stressed by the challenge of getting team work done - across geographic boundaries and time zones. To get distributed work done, teams rely on established methods - travel, telephones, Video Teleconferencing (NASA VITS), and email. Time is our most critical resource - and team members are hindered by the overhead of travel and the difficulties of coordinating work across their virtual teams. Modern, Internet based team collaboration tools offer the potential to dramatically improve the ability of virtual teams to get distributed work done.
Towards a Methodology for Managing Competencies in Virtual Teams - A Systemic Approach
NASA Astrophysics Data System (ADS)
Schumacher, Marinita; Stal-Le Cardinal, Julie; Bocquet, Jean-Claude
Virtual instruments and tools are future trends in Engineering which are a response to the growing complexity of engineering tasks, the facility of communication and strong collaborations on the international market. Outsourcing, off-shoring, and the globalization of organisations’ activities have resulted in the formation of virtual product development teams. Individuals who are working in virtual teams must be equipped with diversified competencies that provide a basis for virtual team building. Thanks to the systemic approach of the functional analysis our paper responds to the need of a methodology of competence management to build virtual teams that are active in virtual design projects in the area of New Product Development (NPD).
The Dynamics of Multicultural NPD Teams in Virtual Environments
ERIC Educational Resources Information Center
Fain, Nusa; Kline, Miro
2013-01-01
Changes in the business environment, responses of companies to these changes and the available information and communication technologies (ICT) pose a number of challenges to present and future product developers, as well as to educational institutions. An appropriate response to these challenges is to create a solid basis for strategies to combat…
Awareness of Cognitive and Social Behaviour in a CSCL Environment
ERIC Educational Resources Information Center
Kirschner, P. A.; Kreijns, K.; Phielix, C.; Fransen, J.
2015-01-01
Most distributed and virtual online environments for and pedagogies of computer-supported collaborative learning (CSCL) neglect the social and social-emotional aspects underlying the group dynamics of learning and working in a CSCL group. These group dynamics often determine whether the group will develop into a well-performing team and whether a…
Tactical assessment in a squad of intelligent bots
NASA Astrophysics Data System (ADS)
Gołuński, Marcel; Wasiewicz, Piotr
2010-09-01
In this paper we explore the problem of communication and coordination in a team of intelligent game bots (aka embodied agents). It presents a tactical decision making system controlling the behavior of an autonomous bot followed by the concept of a team tactical decision making system controlling the team of intelligent bots. The algorithms to be introduced have been implemented in the Java language by means of Pogamut 2 framework, interfacing the bot logic with Unreal Tournament 2004 virtual environment.
A Cross-Disciplinary Literature Review: Examining Trust on Virtual Teams
ERIC Educational Resources Information Center
Berry, Gregory R.
2011-01-01
Effective and efficient teams communicate, collaborate, and perform, even if these teams are not co-located. Although much is known about enabling effectiveness on face-to-face teams, considerably less is known about similarly enabling effectiveness on virtual teams. Yet the use of virtual teams is common and will likely become more commonplace as…
ERIC Educational Resources Information Center
Turel, Ofir; Zhang, Yi
2010-01-01
Due to the increased importance and usage of self-managed virtual teams, many recent studies have examined factors that affect their success. One such factor that merits examination is the configuration or composition of virtual teams. This article tackles this point by (1) empirically testing trait-configuration effects on virtual team…
Social Protocols for Agile Virtual Teams
NASA Astrophysics Data System (ADS)
Picard, Willy
Despite many works on collaborative networked organizations (CNOs), CSCW, groupware, workflow systems and social networks, computer support for virtual teams is still insufficient, especially support for agility, i.e. the capability of virtual team members to rapidly and cost efficiently adapt the way they interact to changes. In this paper, requirements for computer support for agile virtual teams are presented. Next, an extension of the concept of social protocol is proposed as a novel model supporting agile interactions within virtual teams. The extended concept of social protocol consists of an extended social network and a workflow model.
NASA Astrophysics Data System (ADS)
Orngreen, Rikke; Clemmensen, Torkil; Pejtersen, Annelise Mark
The boundaries and work processes for how virtual teams interact are undergoing changes, from a tool and stand-alone application orientation, to the use of multiple generic platforms chosen and redesigned to the specific context. These are often at the same time designed both by professional software developers and the individual members of the virtual teams, rather than determined on a single organizational level. There may be no impact of the technology per se on individuals, groups or organizations, as the technology for virtual teams rather enhance situation ambiguity and disrupt existing task-artifact cycles. This ambiguous situation calls for new methods for empirical work analysis and interaction design that can help us understand how organizations, teams and individuals learn to organize, design and work in virtual teams in various networked contexts.
ERIC Educational Resources Information Center
Hay, Lyn; Pymm, Bob
2011-01-01
Following a review of the online delivery of distance education programs within the School of Information Studies (SIS) program at Charles Sturt University, a team of academics worked with an external consultant to design a purpose built SIS Learning Centre in Second Life (SL), a 3D virtual world environment in which people (via their avatars) may…
Virtual reality in surgical skills training.
Palter, Vanessa N; Grantcharov, Teodor P
2010-06-01
With recent concerns regarding patient safety, and legislation regarding resident work hours, it is accepted that a certain amount of surgical skills training will transition to the surgical skills laboratory. Virtual reality offers enormous potential to enhance technical and non-technical skills training outside the operating room. Virtual-reality systems range from basic low-fidelity devices to highly complex virtual environments. These systems can act as training and assessment tools, with the learned skills effectively transferring to an analogous clinical situation. Recent developments include expanding the role of virtual reality to allow for holistic, multidisciplinary team training in simulated operating rooms, and focusing on the role of virtual reality in evidence-based surgical curriculum design. Copyright 2010 Elsevier Inc. All rights reserved.
Collaborative voxel-based surgical virtual environments.
Acosta, Eric; Muniz, Gilbert; Armonda, Rocco; Bowyer, Mark; Liu, Alan
2008-01-01
Virtual Reality-based surgical simulators can utilize Collaborative Virtual Environments (C-VEs) to provide team-based training. To support real-time interactions, C-VEs are typically replicated on each user's local computer and a synchronization method helps keep all local copies consistent. This approach does not work well for voxel-based C-VEs since large and frequent volumetric updates make synchronization difficult. This paper describes a method that allows multiple users to interact within a voxel-based C-VE for a craniotomy simulator being developed. Our C-VE method requires smaller update sizes and provides faster synchronization update rates than volumetric-based methods. Additionally, we address network bandwidth/latency issues to simulate networked haptic and bone drilling tool interactions with a voxel-based skull C-VE.
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…
The Sound of Silence: The Case of Virtual Team Organising
ERIC Educational Resources Information Center
Panteli, N.; Fineman, S.
2005-01-01
In this paper we discuss the role of silence within a virtual organising context. The paper raises issues related to the construction of silence in the virtual team context and the implications it has on team interactions. By drawing upon existing studies on virtual teams, we argue that members' silence may not always have negative effects on team…
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.
Bell, Marnie; Robertson, Della; Weeks, Marlene; Yu, Deborah
2002-01-01
Virtual teams are a phenomenon of the Information Era and their existence in health care is anticipated to increase with technology enhancements such as telehealth and groupware. The mobilization and support of high performing virtual teams are important for leading knowledge-based health professionals in the 21st century. Using an adapted McGrath group development model, the four staged maturation process of a virtual team consisting of four masters students is explored in this paper. The team's development is analyzed addressing the interaction of technology with social and task dynamics. Throughout the project, leadership competencies of value to the group that emerged were demonstrated and incorporated into the development of a leadership competency assessment instrument. The demonstration of these competencies illustrated how they were valued and internalized by the group. In learning about the work of this virtual team, the reader will gain understanding of how leadership impacts virtual team performance.
Cooperation, Coordination, and Trust in Virtual Teams: Insights from Virtual Games
NASA Astrophysics Data System (ADS)
Korsgaard, M. Audrey; Picot, Arnold; Wigand, Rolf T.; Welpe, Isabelle M.; Assmann, Jakob J.
This chapter considers fundamental concepts of effective virtual teams, illustrated by research on Travian, a massively multiplayer online strategy game wherein players seek to build empires. Team inputs are the resources that enable individuals to work interdependently toward a common goal, including individual and collective capabilities, shared knowledge structures, and leadership style. Team processes, notably coordination and cooperation, transform team inputs to desired collective outcomes. Because the members of virtual teams are geographically dispersed, relying on information and communication technology, three theories are especially relevant for understanding how they can function effectively: social presence theory, media richness theory, and media synchronicity theory. Research in settings like Travian can inform our understanding of structures, processes, and performance of virtual teams. Such research could provide valuable insight into the emergence and persistence of trust and cooperation, as well as the impact of different communication media for coordination and information management in virtual organizations.
Virtual Civilian Aeromedical Evacuation Sustainment Training Project (V-CAEST)
2015-08-01
evacuation liaison team (AELT), and the mobile aeromedical staging facility (MASF). The content covered in the V-CAEST environment therefore covered the...environment was set-up in a large gymnasium building including a mock military plane and Mobile Aeromedical Staging Facility (MASF) located just...staffing exam backhoe scenarios exam infrastructure interface tsunami infrastructure commander telecommunication disrupting commander
Johnson, Teresa R; Lyons, Rebecca; Chuah, Joon Hao; Kopper, Regis; Lok, Benjamin C; Cendan, Juan C
2013-01-01
Simulation in medical education provides students with opportunities to practice interviews, examinations, and diagnosis formulation related to complex conditions without risks to patients. To examine differences between individual and team participation on learning outcomes and student perspectives through use of virtual patients (VPs) for teaching cranial nerve (CN) evaluation. Fifty-seven medical students were randomly assigned to complete simulation exercises either as individuals or as members of three-person teams. Students interviewed, examined, and diagnosed VPs with possible CN damage in the neurological exam rehearsal virtual environment (NERVE). Knowledge of CN abnormalities was assessed pre- and post-simulation. Student perspectives of system usability were evaluated post-simulation. An aptitude-treatment interaction (ATI) effect was detected; at pre-test scores ≤ 50%, students in teams scored higher (83%) at post-test than did students as individuals (62%, p = 0.02). Post-simulation, students in teams reported greater confidence in their ability to diagnose CN abnormalities than did students as individuals (p = 0.02; mean rating = 4.0/5.0 and 3.4/5.0, respectively). The ATI effect allows us to begin defining best practices for the integration of VP simulators into the medical curriculum. We are persuaded to implement future NERVE exercises with small teams of medical students.
JOHNSON, TERESA R.; LYONS, REBECCA; CHUAH, JOON HAO; KOPPER, REGIS; LOK, BENJAMIN C.; CENDAN, JUAN C.
2013-01-01
Background Simulation in medical education provides students with opportunities to practice interviews, examinations, and diagnosis formulation related to complex conditions without risks to patients. Aim To examine differences between individual and team participation on learning outcomes and student perspectives through use of virtual patients (VPs) for teaching cranial nerve (CN) evaluation. Methods Fifty-seven medical students were randomly assigned to complete simulation exercises either as individuals or as members of three-person teams. Students interviewed, examined, and diagnosed VPs with possible CN damage in the Neurological Exam Rehearsal Virtual Environment (NERVE). Knowledge of CN abnormalities was assessed pre- and post-simulation. Student perspectives of system usability were evaluated post-simulation. Results An aptitude-treatment interaction (ATI) effect was detected; at pre-test scores ≤50%, students in teams scored higher (83%) at post-test than did students as individuals (62%, p = 0.02). Post-simulation, students in teams reported greater confidence in their ability to diagnose CN abnormalities than did students as individuals (p = 0.02; mean rating = 4.0/5.0 and 3.4/5.0, respectively). Conclusion The ATI effect allows us to begin defining best practices for the integration of VP simulators into the medical curriculum. We are persuaded to implement future NERVE exercises with small teams of medical students. PMID:22938679
The Role of a Multidimensional Concept of Trust in the Performance of Global Virtual Teams
NASA Technical Reports Server (NTRS)
Bodensteiner, Nan Muir; Stecklein, Jonette M.
2002-01-01
This paper focuses on the concept of trust as an important ingredient of effective global virtual team performance. Definitions of trust and virtual teams are presented. The concept of trust is developed from its unilateral application (trust, absence of trust) to a multidimensional concept including cognitive and affective components. The special challenges of a virtual team are then discussed with particular emphasis on how a multidimensional concept of trust impacts these challenges. Propositions suggesting the multidimensional concept of trust moderates the negative impacts of distance, cross cultural and organizational differences, the effects of electronically mediated communication, reluctance to share information and a lack of hi story/future on the performance of virtual teams are stated. The paper concludes with recommendations and a set of techniques to build both cognitive and affective trust in virtual teams.
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…
ERIC Educational Resources Information Center
Wright, Sharon L.
2013-01-01
Businesses and governmental agencies are increasingly reliant on virtual teams composed of team members in different location. However, such virtual teams face all the interpersonal challenges inherent in working in a group, plus additional challenges that are a consequence from communicating through electronic methods. Numerous technological…
Global Team Development. Symposium 7. [AHRD Conference, 2001].
ERIC Educational Resources Information Center
2001
This document contains three papers on global team development. "Virtual Executives: A Paradox with Implications for Development" (Andrea Hornett), which is based on a case study exploring power relationships among members of a virtual team, demonstrates that members of a virtual team describe power differently for situations inside…
Virtual Presence: One Step Beyond Reality
NASA Technical Reports Server (NTRS)
Budden, Nancy Ann
1997-01-01
Our primary objective was to team up a group consisting of scientists and engineers from two different NASA cultures, and simulate an interactive teleoperated robot conducting geologic field work on the Moon or Mars. The information derived from the experiment will benefit both the robotics team and the planetary exploration team in the areas of robot design and development, and mission planning and analysis. The Earth Sciences and Space and Life Sciences Division combines the past with the future contributing experience from Apollo crews exploring the lunar surface, knowledge of reduced gravity environments, the performance limits of EVA suits, and future goals for human exploration beyond low Earth orbit. The Automation, Robotics. and Simulation Division brings to the table the technical expertise of robotic systems, the future goals of highly interactive robotic capabilities, treading on the edge of technology by joining for the first time a unique combination of telepresence with virtual reality.
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…
A Study of Power and Individualism in Virtual Teams: Trends, Challenges, and Solutions
ERIC Educational Resources Information Center
Jablonski, Deirdre
2013-01-01
This study investigated the relationship between cultural values and effectiveness of virtual team processes. In order to render an acceptable degree of comparison, four specific team outcomes of virtual team effectiveness were aligned on Hofstede's cultural dimensions of power distance and individualism. The lack of awareness of how power and…
Communication Skills to Develop Trusting Relationships on Global Virtual Engineering Capstone Teams
ERIC Educational Resources Information Center
Zaugg, Holt; Davies, Randall S.
2013-01-01
As universities seek to provide cost-effective, cross-cultural experiences using global virtual (GV) teams, the "soft" communication skills typical of all teams, increases in importance for GV teams. Students need to be taught how to navigate through cultural issues and virtual tool issues to build strong trusting relationships with…
Teaching and Learning with Virtual Teams
ERIC Educational Resources Information Center
Ferris, Sharmila, Ed.; Godar, Susan, Ed.
2006-01-01
The growth of e-learning and distance education today creates an increasingly pressing need for research and writing on the pedagogy of e-learning. Teams are, or should be, an integral component of e-learning. "Teaching and Learning with Virtual Teams" develops this concept by investigating many issues around teams in the virtual and hybrid…
The Promise of Virtual Teams: Identifying Key Factors in Effectiveness and Failure
ERIC Educational Resources Information Center
Horwitz, Frank M.; Bravington, Desmond; Silvis, Ulrik
2006-01-01
Purpose: The aim of the investigation is to identify enabling and disenabling factors in the development and operation of virtual teams; to evaluate the importance of factors such as team development, cross-cultural variables, leadership, communication and social cohesion as contributors to virtual team effectiveness. Design/methodology/approach:…
Team-based work and work system balance in the context of agile manufacturing.
Yauch, Charlene A
2007-01-01
Manufacturing agility is the ability to prosper in an environment characterized by constant and unpredictable change. The purpose of this paper is to analyze team attributes necessary to facilitate agile manufacturing, and using Balance Theory as a framework, it evaluates the potential positive and negative impacts related to these team attributes that could alter the balance of work system elements and resulting "stress load" experienced by persons working on agile teams. Teams operating within the context of agile manufacturing are characterized as multifunctional, dynamic, cooperative, and virtual. A review of the literature relevant to each of these attributes is provided, as well as suggestions for future research.
Combined virtual and real robotic test-bed for single operator control of multiple robots
NASA Astrophysics Data System (ADS)
Lee, Sam Y.-S.; Hunt, Shawn; Cao, Alex; Pandya, Abhilash
2010-04-01
Teams of heterogeneous robots with different dynamics or capabilities could perform a variety of tasks such as multipoint surveillance, cooperative transport and explorations in hazardous environments. In this study, we work with heterogeneous robots of semi-autonomous ground and aerial robots for contaminant localization. We developed a human interface system which linked every real robot to its virtual counterpart. A novel virtual interface has been integrated with Augmented Reality that can monitor the position and sensory information from video feed of ground and aerial robots in the 3D virtual environment, and improve user situational awareness. An operator can efficiently control the real multi-robots using the Drag-to-Move method on the virtual multi-robots. This enables an operator to control groups of heterogeneous robots in a collaborative way for allowing more contaminant sources to be pursued simultaneously. The advanced feature of the virtual interface system is guarded teleoperation. This can be used to prevent operators from accidently driving multiple robots into walls and other objects. Moreover, the feature of the image guidance and tracking is able to reduce operator workload.
Intelligent Virtual Assistant's Impact on Technical Proficiency within Virtual Teams
ERIC Educational Resources Information Center
Graham, Christian; Jones, Nory B.
2016-01-01
Information-systems development continues to be a difficult process, particularly for virtual teams that do not have the luxury of meeting face-to-face. The research literature on this topic reinforces this point: the greater part of database systems development projects ends in failure. The use of virtual teams to complete projects further…
Communication skills to develop trusting relationships on global virtual engineering capstone teams
NASA Astrophysics Data System (ADS)
Zaugg, Holt; Davies, Randall S.
2013-05-01
As universities seek to provide cost-effective, cross-cultural experiences using global virtual (GV) teams, the 'soft' communication skills typical of all teams, increases in importance for GV teams. Students need to be taught how to navigate through cultural issues and virtual tool issues to build strong trusting relationships with distant team members. Weekly team meetings provide an excellent opportunity to observe key team interactions that facilitate relationship and trust-building among team members. This study observed the weekly team meetings of engineering students attending two US universities and one Asian university as they collaborated as a single GV capstone GV team. In addition local team members were interviewed individually and collectively throughout the project to determine strategies that facilitated team relations and trust. Findings indicate the importance of student choice of virtual communication tools, the refining of communication practices, and specific actions to build trusting relationships. As student developed these attributes, collaboration and success was experienced on this GV team.
TeamXchange: A Team Project Experience Involving Virtual Teams and Fluid Team Membership
ERIC Educational Resources Information Center
Dineen, Brian R.
2005-01-01
TeamXchange, an online team-based exercise, is described. TeamXchange is consistent with the collaborative model of learning and provides a means of fostering enhanced student learning and engagement through collaboration in virtual teams experiencing periodic membership changes. It was administered in an undergraduate Organizational Behavior…
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'…
Frisch, Noreen; Atherton, Pat; Borycki, Elizabeth; Mickelson, Grace; Cordeiro, Jennifer; Novak Lauscher, Helen; Black, Agnes
2014-02-21
Use of Web 2.0 and social media technologies has become a new area of research among health professionals. Much of this work has focused on the use of technologies for health self-management and the ways technologies support communication between care providers and consumers. This paper addresses a new use of technology in providing a platform for health professionals to support professional development, increase knowledge utilization, and promote formal/informal professional communication. Specifically, we report on factors necessary to attract and sustain health professionals' use of a network designed to increase nurses' interest in and use of health services research and to support knowledge utilization activities in British Columbia, Canada. "InspireNet", a virtual professional network for health professionals, is a living laboratory permitting documentation of when and how professionals take up Web 2.0 and social media. Ongoing evaluation documents our experiences in establishing, operating, and evaluating this network. Overall evaluation methods included (1) tracking website use, (2) conducting two member surveys, and (3) soliciting member feedback through focus groups and interviews with those who participated in electronic communities of practice (eCoPs) and other stakeholders. These data have been used to learn about the types of support that seem relevant to network growth. Network growth exceeded all expectations. Members engaged with varying aspects of the network's virtual technologies, such as teams of professionals sharing a common interest, research teams conducting their work, and instructional webinars open to network members. Members used wikis, blogs, and discussion groups to support professional work, as well as a members' database with contact information and areas of interest. The database is accessed approximately 10 times per day. InspireNet public blog posts are accessed roughly 500 times each. At the time of writing, 21 research teams conduct their work virtually using the InspireNet platform; 10 topic-based Action Teams meet to address issues of mutual concern. Nursing and other health professionals, even those who rated themselves as computer literate, required significant mentoring and support in their efforts to adopt their practice to a virtual environment. There was a steep learning curve for professionals to learn to work in a virtual environment and to benefit from the available technologies. Virtual professional networks can be positioned to make a significant contribution to ongoing professional practice and to creating environments supportive of information sharing, mentoring, and learning across geographical boundaries. Nonetheless, creation of a Web 2.0 and social media platform is not sufficient, in and of itself, to attract or sustain a vibrant community of professionals interested in improving their practice. Essential support includes instruction in the use of Web-based activities and time management, a biweekly e-Newsletter, regular communication from leaders, and an annual face-to-face conference.
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…
Virtual Team Leadership: A Case Study in Christian Higher Education
ERIC Educational Resources Information Center
Hirschy, Mary Jo
2011-01-01
This study focused on virtual team leadership in Christian higher education by exploring the viability and acceptability of leadership practices defined by Malhotra, Majchrzak, and Rosen (2007). They identified six leadership practices effective leaders use to overcome the unique challenges associated with virtual teams, including: (a)…
Parameters for Successful Management of Cross Cultural Virtual Teams
ERIC Educational Resources Information Center
Gullett, Evelyn; Sixl-Daniell, Karin
2008-01-01
Virtual teams are a common phenomenon in organizations today. Universities are no exception to this trend and, in response, are offering class rooms without boundaries by introducing online programs which allow individuals from all walks of life and diverse geographical locations to come together. Cross-cultural virtual teams, collaborating with…
Virtual Teams and Synchronous Presentations: An Online Class Experience
ERIC Educational Resources Information Center
Adkins, Joni K.
2013-01-01
Global expansion, cost containment, and technology advances have all played a role in the increase of virtual teams in today's workplace. Virtual teams in an online graduate information technology management class prepared and presented synchronous presentations over a business or non-profit sector case. This paper includes a brief literature…
The Virtual Intercultural Team Tool
ERIC Educational Resources Information Center
Rus, Calin
2010-01-01
This article describes the Virtual Intercultural Team Tool (VITT) and discusses its processes and benefits. VIIT is a virtual platform designed with the aim of assisting European project teams to improve intercultural communication and build on their cultural diversity for effective implementation of their projects. It is a process-focused tool,…
Knowledge Sharing in Virtual Teams: The Impact on Trust, Collaboration, and Team Effectiveness
ERIC Educational Resources Information Center
Alsharo, Mohammad K.
2013-01-01
Virtual teams are utilized by organizations to gather experts to collaborate online in order to accomplish organizational tasks. However, the characteristics of these teams create challenges to effective collaboration and effective team outcome. Collaboration is an essential component of teamwork, the notion of forming teams in organizations is…
Building a Shared Virtual Learning Culture: An International Classroom Partnership
ERIC Educational Resources Information Center
Starke-Meyerring, Doreen; Andrews, Deborah
2006-01-01
Business professionals increasingly use digital tools to collaborate across multiple cultures, locations, and time zones. Success in this complex environment depends on a shared culture that facilitates the making of knowledge and the best contributions of all team members. To prepare managers for such communication, the authors designed and…
Leveraging Knowledge: Impact on Low Cost Planetary Mission Design.
ERIC Educational Resources Information Center
Momjian, Jennifer
This paper discusses innovations developed by the Jet Propulsion Laboratory (JPL) librarians to reduce the information query cycle time for teams planning low-cost, planetary missions. The first section provides background on JPL and its library. The second section addresses the virtual information environment, including issues of access, content,…
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…
Application of virtual reality GIS in urban planning: an example in Huangdao district
NASA Astrophysics Data System (ADS)
Han, Yong; Qiao, Xin; Sun, Weichen; Zhang, Litao
2007-06-01
As an important development direction of GIS, Virtual Reality GIS was founded in 1950s. After 1990s, due to the fast development of its theory and the computer technology, Virtual Reality has been applied to many fields: military, aerospace, design, manufactory, information management, business, construction, city management, medical, education, etc.. The most famous project is the Virtual Los Angeles implemented by the Urban Simulation Team (UST) of UCLA. The main focus of the UST is a long-term effort to build a real-time Virtual Reality model of the entire Los Angeles basin for use by architects, urban planners, emergency response teams, and the government entities. When completed, the entire Virtual L.A. model will cover an area well in excess of 10000 square miles and will elegantly scale from satellite images to street level views accurate enough to allow the signs in the window of the shops and the graffiti on the walls to be legible. Till now, the virtual L.A. has been applied to urban environments and design analysis, transportation studies, historic reconstruction and education, etc. Compared to the early development abroad, the development of Virtual Reality GIS in China is relatively late. It is researched in some universities in early years. But recently, it has been attended by the populace and been used in many social fields: urban planning, environmental protection, historic protection and recovery, real estate, tourism, education etc.. The application of Virtual Reality in urban planning of Huangdao District, Qingdao City is introduced in this paper.
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.
Solar System Exploration Research Virtual Institute: Year Three Annual Report 2016
NASA Technical Reports Server (NTRS)
Pendleton, Yvonne; Schmidt, Greg; Kring, David; Horanyi, Mihaly; Heldmann, Jennifer; Glotch, Timothy; Rivkin, Andy; Farrell, William; Pieters, Carle; Bottke, William;
2016-01-01
NASA's Solar System Exploration Research Virtual Institute (SSERVI) is pleased to present the 2016 Annual Report. Each year brings new scientific discoveries, technological breakthroughs, and collaborations. The integration of basic research and development, industry and academic partnerships, plus the leveraging of existing technologies, has further opened a scientific window into human exploration. SSERVI sponsorship by the NASA Science Mission Directorate (SMD) and Human Exploration and Operations Mission Directorate (HEOMD) continues to enable the exchange of insights between the human exploration and space science communities, paving a clearer path for future space exploration. SSERVI provides a unique environment for scientists and engineers to interact within multidisciplinary research teams. As a virtual institute, the best teaming arrangements can be made irrespective of the geographical location of individuals or laboratory facilities. The interdisciplinary science that ensues from virtual and in-person interactions, both within the teams and across team lines, provides answers to questions that many times cannot be foreseen. Much of this research would not be accomplished except for the catalyzing, collaborative environment enabled by SSERVI. The SSERVI Central Office, located at NASA Ames Research Center in Silicon Valley, California, provides the leadership, guidance and technical support that steers the virtual institute. At the start of 2016, our institute had nine U.S. teams, each mid-way through their five-year funding cycle, plus nine international partnerships. However, by the end of the year we were well into the selection of four new domestic teams, selected through NASA's Cooperative Agreement Notice (CAN) process, and a new international partnership. Understanding that human and robotic exploration is most successful as an international endeavor, international partnerships collaborate with SSERVI domestic teams on a no-exchange of funds basis, but they bring a richness to the institute that is priceless. The international partner teams interact with the domestic teams in a number of ways, including sharing students, scientific insights, and access to facilities. We are proud to introduce our newest partnership with the Astrophysics and Planetology Research Institute (IRAP) in Toulouse, France. In 2016, Principal Investigator Dr. Patrick Pinet assembled a group of French researchers who will contribute scientific and technological expertise related to SSERVI research. SSERVI's domestic teams compete for five-year funding opportunities through proposals to a NASA CAN every few years. Having overlapping proposal selection cycles allows SSERVI to be more responsive to any change in direction NASA might experience, while providing operational continuity for the institute. Allowing new teams to blend with the more seasoned teams preserves corporate memory and expands the realm of collaborative possibilities. A key component of SSERVI's mission is to grow and maintain an integrated research community focused on questions related to the Moon, Near-Earth asteroids, and the moons of Mars. The strong community response to CAN-2 demonstrated the health of that effort. NASA Headquarters conducted the peer-review of 22 proposals early in 2017 and, based on recommendations from the SSERVI Central Office and NASA SSERVI program officers, the NASA selecting officials determined the new teams in the spring of 2017. We are pleased to welcome the CAN-2 teams into the institute, and look forward to the collaborations that will develop with the current teams. The new teams are: The Network for Exploration and Space Science (NESS) team (Principal Investigator (PI) Prof. Jack Burns/U. Colorado); the Exploration Science Pathfinder Research for Enhancing Solar System Observations (ESPRESSO) team (PI Dr. Alex Parker/Southwest Research Institute); the Toolbox for Research and Exploration (TREX) team (PI Dr. Amanda Hendrix/ Planetary Science Institute); and the Radiation Effects on Volatiles and Exploration of Asteroids & Lunar Surfaces (REVEALS) team (PI Prof. Thomas Orlando/ Georgia Institute of Technology). In this report, you will find an overview of the 2016 leadership activities of the SSERVI Central Office, reports prepared by the U.S. teams from CAN-1, and achievements from several of the SSERVI international partners. Reflecting on the past year's discoveries and advancements serves as a potent reminder that there is still a great deal to learn about NASA's target destinations. Innovation in the way we access, sample, measure, visualize, and assess our target destinations is needed for further discovery. At the same time, let us celebrate how far we have come, and strongly encourage a new generation that will make the most of future opportunities.
Virtual Collaborative Environments for System of Systems Engineering and Applications for ISAT
NASA Technical Reports Server (NTRS)
Dryer, David A.
2002-01-01
This paper describes an system of systems or metasystems approach and models developed to help prepare engineering organizations for distributed engineering environments. These changes in engineering enterprises include competition in increasingly global environments; new partnering opportunities caused by advances in information and communication technologies, and virtual collaboration issues associated with dispersed teams. To help address challenges and needs in this environment, a framework is proposed that can be customized and adapted for NASA to assist in improved engineering activities conducted in distributed, enhanced engineering environments. The approach is designed to prepare engineers for such distributed collaborative environments by learning and applying e-engineering methods and tools to a real-world engineering development scenario. The approach consists of two phases: an e-engineering basics phase and e-engineering application phase. The e-engineering basics phase addresses skills required for e-engineering. The e-engineering application phase applies these skills in a distributed collaborative environment to system development projects.
Tracking dynamic team activity
DOE Office of Scientific and Technical Information (OSTI.GOV)
Tambe, M.
1996-12-31
AI researchers are striving to build complex multi-agent worlds with intended applications ranging from the RoboCup robotic soccer tournaments, to interactive virtual theatre, to large-scale real-world battlefield simulations. Agent tracking - monitoring other agent`s actions and inferring their higher-level goals and intentions - is a central requirement in such worlds. While previous work has mostly focused on tracking individual agents, this paper goes beyond by focusing on agent teams. Team tracking poses the challenge of tracking a team`s joint goals and plans. Dynamic, real-time environments add to the challenge, as ambiguities have to be resolved in real-time. The central hypothesismore » underlying the present work is that an explicit team-oriented perspective enables effective team tracking. This hypothesis is instantiated using the model tracing technology employed in tracking individual agents. Thus, to track team activities, team models are put to service. Team models are a concrete application of the joint intentions framework and enable an agent to track team activities, regardless of the agent`s being a collaborative participant or a non-participant in the team. To facilitate real-time ambiguity resolution with team models: (i) aspects of tracking are cast as constraint satisfaction problems to exploit constraint propagation techniques; and (ii) a cost minimality criterion is applied to constrain tracking search. Empirical results from two separate tasks in real-world, dynamic environments one collaborative and one competitive - are provided.« less
ERIC Educational Resources Information Center
Gonzalez-Perez, Maria Alejandra; Velez-Calle, Andres; Cathro, Virginia; Caprar, Dan V.; Taras, Vasyl
2014-01-01
The increasing importance of global virtual teams in business is reflected in the classroom by the increased adoption of activities that facilitate real-time cross-cultural interaction. This article documents the experience of students from two Colombian universities who participated in a collaborative international project using virtual teams as…
Team Collaboration: Lessons Learned Report
NASA Technical Reports Server (NTRS)
Arterberrie, Rhonda Y.; Eubanks, Steven W.; Kay, Dennis R.; Prahst, Stephen E.; Wenner, David P.
2005-01-01
An Agency team collaboration pilot was conducted from July 2002 until June 2003 and then extended for an additional year. The objective of the pilot was to assess the value of collaboration tools and adoption processes as applied to NASA teams. In an effort to share knowledge and experiences, the lessons that have been learned thus far are documented in this report. Overall, the pilot has been successful. An entire system has been piloted - tools, adoption, and support. The pilot consisted of two collaboration tools, a team space and a virtual team meeting capability. Of the two tools that were evaluated, the team meeting tool has been more widely accepted. Though the team space tool has been met with a lesser degree of acceptance, the need for such a tool in the NASA environment has been evidenced. Both adoption techniques and support were carefully developed and implemented in a way that has been well received by the pilot participant community.
Martínez Moreno, Edurne; Orengo Castellá, Virginia; Zornoza Abad, Ana
2012-02-01
This study was conducted to evaluate the moderating role of self-guided training in the relationship between task conflict and team innovation in synchronic computer-mediated communication (SCMC) teams. For this purpose, a laboratory study was carried out in which 26 teams were assigned to the training condition and 24 to the control condition. Results confirmed that SCMC teams develop a negative relationship between task conflict and innovation, but also revealed that self-guided training may slow these counterproductive effects down. Our study provides new evidence of the linear relationship between task conflict and team innovation in SCMC teams, extending previous research findings obtained in face-to-face teams to virtual context and suggest that self-guided training can be useful for virtual team innovation.
Exploration of Social Capital and Knowledge Sharing: An Empirical Study on Student Virtual Teams
ERIC Educational Resources Information Center
Liu, Ying Chieh; Li, FengChia
2012-01-01
Although research on virtual teams is becoming more popular, there is a gap in the understanding of how social capital affects knowledge sharing and creating, and their impacts on virtual team performance. To fill in this gap, this study establishes a framework by incorporating social capital with the SECI model and further examines it with an…
Virtual Trust in US-India Global Outsource Teams: A Qualitative Exploratory Case Study
ERIC Educational Resources Information Center
Gugliotti, Domenic
2017-01-01
The purpose of this qualitative exploratory case study was to identify and analyze, trust behaviors used by members of an outsourced virtual team in an on and offshore engagement. The inability to build trust in outsourced engagements can cause serious damage to the collaboration within the virtual team causing it to fail. This study provides…
Strategies for Information Retrieval and Virtual Teaming to Mitigate Risk on NASA's Missions
NASA Technical Reports Server (NTRS)
Topousis, Daria; Williams, Gregory; Murphy, Keri
2007-01-01
Following the loss of NASA's Space Shuttle Columbia in 2003, it was determined that problems in the agency's organization created an environment that led to the accident. One component of the proposed solution resulted in the formation of the NASA Engineering Network (NEN), a suite of information retrieval and knowledge sharing tools. This paper describes the implementation of this set of search, portal, content management, and semantic technologies, including a unique meta search capability for data from distributed engineering resources. NEN's communities of practice are formed along engineering disciplines where users leverage their knowledge and best practices to collaborate and take informal learning back to their personal jobs and embed it into the procedures of the agency. These results offer insight into using traditional engineering disciplines for virtual teaming and problem solving.
NASA Technical Reports Server (NTRS)
Smith, Jeffrey D.; Twombly, I. Alexander; Maese, A. Christopher; Cagle, Yvonne; Boyle, Richard
2003-01-01
The International Space Station demonstrates the greatest capabilities of human ingenuity, international cooperation and technology development. The complexity of this space structure is unprecedented; and training astronaut crews to maintain all its systems, as well as perform a multitude of research experiments, requires the most advanced training tools and techniques. Computer simulation and virtual environments are currently used by astronauts to train for robotic arm manipulations and extravehicular activities; but now, with the latest computer technologies and recent successes in areas of medical simulation, the capability exists to train astronauts for more hands-on research tasks using immersive virtual environments. We have developed a new technology, the Virtual Glovebox (VGX), for simulation of experimental tasks that astronauts will perform aboard the Space Station. The VGX may also be used by crew support teams for design of experiments, testing equipment integration capability and optimizing the procedures astronauts will use. This is done through the 3D, desk-top sized, reach-in virtual environment that can simulate the microgravity environment in space. Additional features of the VGX allow for networking multiple users over the internet and operation of tele-robotic devices through an intuitive user interface. Although the system was developed for astronaut training and assisting support crews, Earth-bound applications, many emphasizing homeland security, have also been identified. Examples include training experts to handle hazardous biological and/or chemical agents in a safe simulation, operation of tele-robotic systems for assessing and diffusing threats such as bombs, and providing remote medical assistance to field personnel through a collaborative virtual environment. Thus, the emerging VGX simulation technology, while developed for space- based applications, can serve a dual use facilitating homeland security here on Earth.
ERIC Educational Resources Information Center
Kim, Paul; Hong, Ji-Seong; Bonk, Curtis; Lim, Gloria
2011-01-01
A Web 2.0 environment that is coupled with emerging multimodal interaction tools can have considerable influence on team learning outcomes. Today, technologies supporting social networking, collective intelligence, emotional interaction, and virtual communication are introducing new forms of collaboration that are profoundly impacting education.…
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
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.
Transduction between worlds: using virtual and mixed reality for earth and planetary science
NASA Astrophysics Data System (ADS)
Hedley, N.; Lochhead, I.; Aagesen, S.; Lonergan, C. D.; Benoy, N.
2017-12-01
Virtual reality (VR) and augmented reality (AR) have the potential to transform the way we visualize multidimensional geospatial datasets in support of geoscience research, exploration and analysis. The beauty of virtual environments is that they can be built at any scale, users can view them at many levels of abstraction, move through them in unconventional ways, and experience spatial phenomena as if they had superpowers. Similarly, augmented reality allows you to bring the power of virtual 3D data visualizations into everyday spaces. Spliced together, these interface technologies hold incredible potential to support 21st-century geoscience. In my ongoing research, my team and I have made significant advances to connect data and virtual simulations with real geographic spaces, using virtual environments, geospatial augmented reality and mixed reality. These research efforts have yielded new capabilities to connect users with spatial data and phenomena. These innovations include: geospatial x-ray vision; flexible mixed reality; augmented 3D GIS; situated augmented reality 3D simulations of tsunamis and other phenomena interacting with real geomorphology; augmented visual analytics; and immersive GIS. These new modalities redefine the ways in which we can connect digital spaces of spatial analysis, simulation and geovisualization, with geographic spaces of data collection, fieldwork, interpretation and communication. In a way, we are talking about transduction between real and virtual worlds. Taking a mixed reality approach to this, we can link real and virtual worlds. This paper presents a selection of our 3D geovisual interface projects in terrestrial, coastal, underwater and other environments. Using rigorous applied geoscience data, analyses and simulations, our research aims to transform the novelty of virtual and augmented reality interface technologies into game-changing mixed reality geoscience.
Building Virtual Teams: Experiential Learning Using Emerging Technologies
ERIC Educational Resources Information Center
Hu, Haihong
2015-01-01
Currently, virtual teams are being used exponentially in higher education and business because of the development of technologies and globalization. These teams have become an essential approach for collaborative learning as well as task completion. Team learning, especially in an online format, can be challenging due to lack of effective…
How Virtual Team Leaders Cope with Creativity Challenges
ERIC Educational Resources Information Center
Han, Soo Jeoung; Chae, Chungil; Macko, Patricia; Park, Woongbae; Beyerlein, Michael
2017-01-01
Purpose: As technology-mediated communication improves, many organizations increasingly use new types of collaborative online tools to promote team-based learning and performance. The purpose of this study is to explore how virtual team leaders cope with process challenges in developing a context for team creativity. Design/methodology/approach:…
ERIC Educational Resources Information Center
Kraemer, Sara; Thorn, Christopher A.
2010-01-01
The purpose of this exploratory study was to identify and describe some of the dimensions of scientific collaborations using high throughput computing (HTC) through the lens of a virtual team performance framework. A secondary purpose was to assess the viability of using a virtual team performance framework to study scientific collaborations using…
NASA's Solar System Exploration Research Virtual Institute: Merging Science and Exploration
NASA Astrophysics Data System (ADS)
Pendleton, Yvonne J.
2016-10-01
Established in 2013, through joint funding from the NASA Science Mission Directorate (SMD) and Human Exploration and Operations Mission Directorate (HEOMD), NASA's Solar System Exploration Research Virtual Institute (SSERVI) is focused on science at the intersection of these two enterprises. Addressing questions of value to the human exploration program that also represent important research relevant to planetary science, SSERVI creates a bridge between HEOMD and SMD. The virtual institute model reduces travel costs, but its primary virtue is the ability to join together colleagues who bring the right expertise, techniques and tools, regardless of their physical location, to address multi-faceted problems, at a deeper level than could be achieved through the typical period of smaller research grants. In addition, collaboration across team lines and international borders fosters the creation of new knowledge, especially at the intersections of disciplines that might not otherwise overlap.SSERVI teams investigate the Moon, Near-Earth Asteroids, and the moons of Mars, addressing questions fundamental to these target bodies and their near space environments. The institute is currently composed of nine U.S. teams of 30-50 members each, distributed geographically across the United States, ten international partners, and a Central Office located at NASA Ames Research Center in Silicon Valley, CA. U.S. teams are competitively selected through peer-reviewed proposals submitted to NASA every 2-3 years, in response to a Cooperative Agreement Notice (CAN). The current teams were selected under CAN-1, with funding for five years (2014-2019). A smaller, overlapping set of teams are expected to be added in 2017 in response to CAN-2, thereby providing continuity and a firm foundation for any directional changes NASA requires as the CAN-1 teams end their term. This poster describes the research areas and composition of the institute to introduce SSERVI to the broader planetary science community and to researchers who want to participate in future opportunities.
Coordinating teams of autonomous vehicles: an architectural perspective
NASA Astrophysics Data System (ADS)
Czichon, Cary; Peterson, Robert W.; Mettala, Erik G.; Vondrak, Ivo
2005-05-01
In defense-related robotics research, a mission level integration gap exists between mission tasks (tactical) performed by ground, sea, or air applications and elementary behaviors enacted by processing, communications, sensors, and weaponry resources (platform specific). The gap spans ensemble (heterogeneous team) behaviors, automatic MOE/MOP tracking, and tactical task modeling/simulation for virtual and mixed teams comprised of robotic and human combatants. This study surveys robotic system architectures, compares approaches for navigating problem/state spaces by autonomous systems, describes an architecture for an integrated, repository-based modeling, simulation, and execution environment, and outlines a multi-tiered scheme for robotic behavior components that is agent-based, platform-independent, and extendable via plug-ins. Tools for this integrated environment, along with a distributed agent framework for collaborative task performance are being developed by a U.S. Army funded SBIR project (RDECOM Contract N61339-04-C-0005).
Addressing security issues related to virtual institute distributed activities
NASA Astrophysics Data System (ADS)
Stytz, Martin R.; Banks, Sheila B.
2008-03-01
One issue confounding the development and experimentation of distributed modeling and simulation environments is the inability of the project team to identify and collaborate with resources, both human and technical, from outside the United States. This limitation is especially significant within the human behavior representation area where areas such as cultural effects research and joint command team behavior modeling require the participation of various cultural and national representatives. To address this limitation, as well as other human behavior representation research issues, NATO Research and Technology Organization initiated a project to develop a NATO virtual institute that enables more effective and more collaborative research into human behavior representation. However, in building and operating a virtual institute one of the chief concerns must be the cyber security of the institute. Because the institute "exists" in cyberspace, all of its activities are susceptible to cyberattacks, subterfuge, denial of service and all of the vulnerabilities that networked computers must face. In our opinion, for the concept of virtual institutes to be successful and useful, their operations and services must be protected from the threats in the cyber environment. A key to developing the required protection is the development and promulgation of standards for cyber security. In this paper, we discuss the types of cyber standards that are required, how new internet technologies can be exploited and can benefit the promulgation, development, maintenance, and robustness of the standards. This paper is organized as follows. Section One introduces the concept of the virtual institutes, the expected benefits, and the motivation for our research and for research in this area. Section Two presents background material and a discussion of topics related to VIs, uman behavior and cultural modeling, and network-centric warfare. Section Three contains a discussion of the security challenges that face the virtual institute and the characteristics of the standards that must be employed. Section Four contains our proposal for documentation of the cybersecurity standards. Section Five contains the conclusion and suggestions for further work.
Media Use in Virtual Teams of Varying Levels of Coordination
ERIC Educational Resources Information Center
Aritz, Jolanta; Walker, Robyn; Cardon, Peter W.
2018-01-01
This study was undertaken to provide a more complete understanding of how the selection of various media in virtual team settings affects student team coordination. A total of 75 teams of 304 undergraduate participants took part in the study. Participants were asked to complete surveys before and after the project. Findings suggest that…
Task Virtuality and Its Effect on Student Project Team Effectiveness
ERIC Educational Resources Information Center
Pineda, Rodley C.
2015-01-01
This study explores the extent to which students in colocated teams use synchronous and asynchronous computer-mediated communication channels (task virtuality) and how this use affects their perceptions of the team's performance, their satisfaction with the team, and the learning they derive from the process. Survey results show that different…
The Effects of Communicative Genres on Intra-Group Conflict in Virtual Student Teams
ERIC Educational Resources Information Center
Hsu, Jung-Lung; Chou, Huey-Wen
2009-01-01
With increasing convenience and prevalence, the distant communication application has become a promising way for individuals who are eager to cooperate and interact virtually. This study explored the question of whether the collaborative interaction of the virtual teams has any effect on the conflict and network structure of virtual groups. A…
NASA Technical Reports Server (NTRS)
Murphy, James R.; Otto, Neil M.
2017-01-01
NASA's Unmanned Aircraft Systems Integration in the National Airspace System Project is conducting human in the loop simulations and flight testing intended to reduce barriers associated with enabling routine airspace access for unmanned aircraft. The primary focus of these tests is interaction of the unmanned aircraft pilot with the display of detect and avoid alerting and guidance information. The project's integrated test and evaluation team was charged with developing the test infrastructure. As with any development effort, compromises in the underlying system architecture and design were made to allow for the rapid prototyping and open-ended nature of the research. In order to accommodate these design choices, a distributed test environment was developed incorporating Live, Virtual, Constructive, (LVC) concepts. The LVC components form the core infrastructure support simulation of UAS operations by integrating live and virtual aircraft in a realistic air traffic environment. This LVC infrastructure enables efficient testing by leveraging the use of existing assets distributed across multiple NASA Centers. Using standard LVC concepts enable future integration with existing simulation infrastructure.
NASA Technical Reports Server (NTRS)
Murphy, Jim; Otto, Neil
2017-01-01
NASA's Unmanned Aircraft Systems Integration in the National Airspace System Project is conducting human in the loop simulations and flight testing intended to reduce barriers associated with enabling routine airspace access for unmanned aircraft. The primary focus of these tests is interaction of the unmanned aircraft pilot with the display of detect and avoid alerting and guidance information. The projects integrated test and evaluation team was charged with developing the test infrastructure. As with any development effort, compromises in the underlying system architecture and design were made to allow for the rapid prototyping and open-ended nature of the research. In order to accommodate these design choices, a distributed test environment was developed incorporating Live, Virtual, Constructive, (LVC) concepts. The LVC components form the core infrastructure support simulation of UAS operations by integrating live and virtual aircraft in a realistic air traffic environment. This LVC infrastructure enables efficient testing by leveraging the use of existing assets distributed across multiple NASA Centers. Using standard LVC concepts enable future integration with existing simulation infrastructure.
Computer-mediated interdisciplinary teams: theory and reality.
Vroman, Kerryellen; Kovacich, Joann
2002-05-01
The benefit of experience, tempered with the wisdom of hindsight and 5 years of text-based, asynchronous, computer-mediated, interdisciplinary team communications, provides the energy, insights and data shared in this article. Through the theoretical lens of group dynamics and the epistemology of interdisciplinary teaming, we analyze the interactions of a virtual interdisciplinary team to provide an understanding and appreciation of collaborative interdisciplinary communication in the context of interactive technologies. Whilst interactive technologies may require new patterns of language similar to that of learning a foreign language, what is communicated in the interdisciplinary team process does not change. Most important is the recognition that virtual teams, similar to their face-to-face counterparts, undergo the same challenges of interdisciplinary teaming and group developmental processes of formation: forming, storming, norming, performing, and transforming. After examining these dynamics of communication and collaboration in the context of the virtual team, the article concludes with guidelines facilitating interdisciplinary team computer-mediated communication.
eLearning: From Social Presence to Co-Creation in Virtual Education Community
ERIC Educational Resources Information Center
Katernyak, Ihor; Ekman, Sten; Ekman, Annalill; Sheremet, Mariya; Loboda, Viktoriya
2009-01-01
Purpose: The purpose of this paper is to present an example of how the synergy of different competences in students' teams, out-of-the-box thinking style and various motivation factors in a culturally diverse learning environment is the foundation for knowledge construction, driven by the idea generation process and co-creation--the so-called…
NASA Astrophysics Data System (ADS)
Ciunel, St.; Tica, B.
2016-08-01
The paper presents the studies made on a similar biomechanical system composed by neck, head and thorax bones. The models were defined in a CAD environment which includes Adams algorithm for dynamic simulations. The virtual models and the entire morphology were obtained starting with CT images made on a living human subject. The main movements analyzed were: axial rotation (left-right), lateral bending (left-right) and flexion- extension movement. After simulation was obtained the entire biomechanical behavior based on data tables or diagrams. That virtual model composed by neck and head can be included in complex system (as a car system) and supposed to several impact simulations (virtual crash tests). Also, our research team built main components of a testing device for dummy car crash neck-head system using anatomical data.
ERIC Educational Resources Information Center
Geber, Beverly
1995-01-01
Virtual work teams scattered around the globe are becoming a feature of corporate workplaces. Although most people prefer face-to-face meetings and interactions, reality often requires telecommuting. (JOW)
Models and Methods for Adaptive Management of Individual and Team-Based Training Using a Simulator
NASA Astrophysics Data System (ADS)
Lisitsyna, L. S.; Smetyuh, N. P.; Golikov, S. P.
2017-05-01
Research of adaptive individual and team-based training has been analyzed and helped find out that both in Russia and abroad, individual and team-based training and retraining of AASTM operators usually includes: production training, training of general computer and office equipment skills, simulator training including virtual simulators which use computers to simulate real-world manufacturing situation, and, as a rule, the evaluation of AASTM operators’ knowledge determined by completeness and adequacy of their actions under the simulated conditions. Such approach to training and re-training of AASTM operators stipulates only technical training of operators and testing their knowledge based on assessing their actions in a simulated environment.
A National Virtual Specimen Database for Early Cancer Detection
NASA Technical Reports Server (NTRS)
Crichton, Daniel; Kincaid, Heather; Kelly, Sean; Thornquist, Mark; Johnsey, Donald; Winget, Marcy
2003-01-01
Access to biospecimens is essential for enabling cancer biomarker discovery. The National Cancer Institute's (NCI) Early Detection Research Network (EDRN) comprises and integrates a large number of laboratories into a network in order to establish a collaborative scientific environment to discover and validate disease markers. The diversity of both the institutions and the collaborative focus has created the need for establishing cross-disciplinary teams focused on integrating expertise in biomedical research, computational and biostatistics, and computer science. Given the collaborative design of the network, the EDRN needed an informatics infrastructure. The Fred Hutchinson Cancer Research Center, the National Cancer Institute,and NASA's Jet Propulsion Laboratory (JPL) teamed up to build an informatics infrastructure creating a collaborative, science-driven research environment despite the geographic and morphology differences of the information systems that existed within the diverse network. EDRN investigators identified the need to share biospecimen data captured across the country managed in disparate databases. As a result, the informatics team initiated an effort to create a virtual tissue database whereby scientists could search and locate details about specimens located at collaborating laboratories. Each database, however, was locally implemented and integrated into collection processes and methods unique to each institution. This meant that efforts to integrate databases needed to be done in a manner that did not require redesign or re-implementation of existing system
An Exploration of Leadership in Virtual Communities of Practice
ERIC Educational Resources Information Center
Chrisentary, John
2013-01-01
Virtual community of practice (VCoP) teams are becoming a typical function in many knowledge-based organizations. VCoP teams can consist of team members located in various cities, states, and countries. The main characteristic of the VCoP is team members' sense of community that allows individuals to share knowledge. Knowledge sharing in a VCoP…
Treatment of complicated grief using virtual reality: a case report.
Botella, C; Osma, J; Palacios, A García; Guillén, V; Baños, R
2008-01-01
This is the first work exploring the application of new technologies, concretely virtual reality, to facilitate emotional processing in the treatment of Complicated Grief. Our research team has designed a virtual reality environment (EMMA's World) to foster the expression and processing of emotions. In this study the authors present a description of EMMA's World, the clinical protocol, and a case report. The treatment program was applied in eight sessions. We present a brief description of the session agendas including the techniques used. We offer short-term (from pre-test to post-test) and long-term (2-, 6- and 12-month follow-ups) efficacy data. Our results offer preliminary support of the use of EMMA's World for the treatment of Complicated Grief.
Khanal, Prabal; Vankipuram, Akshay; Ashby, Aaron; Vankipuram, Mithra; Gupta, Ashish; Drumm-Gurnee, Denise; Josey, Karen; Tinker, Linda; Smith, Marshall
2014-10-01
Advanced Cardiac Life Support (ACLS) is a series of team-based, sequential and time constrained interventions, requiring effective communication and coordination of activities that are performed by the care provider team on a patient undergoing cardiac arrest or respiratory failure. The state-of-the-art ACLS training is conducted in a face-to-face environment under expert supervision and suffers from several drawbacks including conflicting care provider schedules and high cost of training equipment. The major objective of the study is to describe, including the design, implementation, and evaluation of a novel approach of delivering ACLS training to care providers using the proposed virtual reality simulator that can overcome the challenges and drawbacks imposed by the traditional face-to-face training method. We compare the efficacy and performance outcomes associated with traditional ACLS training with the proposed novel approach of using a virtual reality (VR) based ACLS training simulator. One hundred and forty-eight (148) ACLS certified clinicians, translating into 26 care provider teams, were enrolled for this study. Each team was randomly assigned to one of the three treatment groups: control (traditional ACLS training), persuasive (VR ACLS training with comprehensive feedback components), or minimally persuasive (VR ACLS training with limited feedback components). The teams were tested across two different ACLS procedures that vary in the degree of task complexity: ventricular fibrillation or tachycardia (VFib/VTach) and pulseless electric activity (PEA). The difference in performance between control and persuasive groups was not statistically significant (P=.37 for PEA and P=.1 for VFib/VTach). However, the difference in performance between control and minimally persuasive groups was significant (P=.05 for PEA and P=.02 for VFib/VTach). The pre-post comparison of performances of the groups showed that control (P=.017 for PEA, P=.01 for VFib/VTach) and persuasive (P=.02 for PEA, P=.048 for VFib/VTach) groups improved their performances significantly, whereas minimally persuasive group did not (P=.45 for PEA, P=.46 for VFib/VTach). Results also suggest that the benefit of persuasiveness is constrained by the potentially interruptive nature of these features. Our results indicate that the VR-based ACLS training with proper feedback components can provide a learning experience similar to face-to-face training, and therefore could serve as a more easily accessed supplementary training tool to the traditional ACLS training. Our findings also suggest that the degree of persuasive features in VR environments have to be designed considering the interruptive nature of the feedback elements. Copyright © 2014 Elsevier Inc. All rights reserved.
Future directions: advances and implications of virtual environments designed for pain management.
Wiederhold, Brenda K; Soomro, Ahmad; Riva, Giuseppe; Wiederhold, Mark D
2014-06-01
Pain symptoms have been addressed with a variety of therapeutic measures in the past, but as we look to the future, we begin encountering new options for patient care and individual health and well-being. Recent studies indicate that computer-generated graphic environments--virtual reality (VR)--can offer effective cognitive distractions for individuals suffering from pain arising from a variety of physical and psychological illnesses. Studies also indicate the effectiveness of VR for both chronic and acute pain conditions. Future possibilities for VR to address pain-related concerns include such diverse groups as military personnel, space exploration teams, the general labor force, and our ever increasing elderly population. VR also shows promise to help in such areas as drug abuse, at-home treatments, and athletic injuries.
Virtual Teaming: Faculty Collaboration in Online Spaces
ERIC Educational Resources Information Center
Almjeld, Jen; Rybas, Natalia; Rybas, Sergey
2013-01-01
This collaborative article chronicles the experiences of three faculty at three universities utilizing wiki technology to transform themselves and their students into a virtual team. Rooted in workplace approaches to distributed teaming, the project expands notions of classroom collaboration to include planning, administration, and assessment of a…
Training healthcare personnel for mass-casualty incidents in a virtual emergency department: VED II.
Heinrichs, Wm Leroy; Youngblood, Patricia; Harter, Phillip; Kusumoto, Laura; Dev, Parvati
2010-01-01
Training emergency personnel on the clinical management of a mass-casualty incident (MCI) with prior chemical, biological, radioactive, nuclear, or explosives (CBRNE) -exposed patients is a component of hospital preparedness procedures. The objective of this research was to determine whether a Virtual Emergency Department (VED), designed after the Stanford University Medical Center's Emergency Department (ED) and populated with 10 virtual patient victims who suffered from a dirty bomb blast (radiological) and 10 who suffered from exposure to a nerve toxin (chemical), is an effective clinical environment for training ED physicians and nurses for such MCIs. Ten physicians with an average of four years of post-training experience, and 12 nurses with an average of 9.5 years of post-graduate experience at Stanford University Medical Center and San Mateo County Medical Center participated in this IRB-approved study. All individuals were provided electronic information about the clinical features of patients exposed to a nerve toxin or radioactive blast before the study date and an orientation to the "game" interface, including an opportunity to practice using it immediately prior to the study. An exit questionnaire was conducted using a Likert Scale test instrument. Among these 22 trainees, two-thirds of whom had prior Code Triage (multiple casualty incident) training, and one-half had prior CBRNE training, about two-thirds felt immersed in the virtual world much or all of the time. Prior to the training, only four trainees (18%) were confident about managing CBRNE MCIs. After the training, 19 (86%) felt either "confident" or "very confident", with 13 (59%) attributing this change to practicing in the virtual ED. Twenty-one (95%) of the trainees reported that the scenarios were useful for improving healthcare team skills training, the primary objective for creating them. Eighteen trainees (82%) believed that the cases also were instructive in learning about clinical skills management of such incidents. These data suggest that training healthcare teams in online, virtual environments with dynamic virtual patients is an effective method of training for management of MCIs, particularly for uncommonly occurring incidents.
Pritt, Stacy L; Mackta, Jayne
2010-05-01
Business models for transnational organizations include linking different geographies through common codes of conduct, policies, and virtual teams. Global companies with laboratory animal science activities (whether outsourced or performed inhouse) often see the need for these business activities in relation to animal-based research and benefit from them. Global biomedical research organizations can learn how to better foster worldwide cooperation and teamwork by understanding and working with sociocultural differences in ethics and by knowing how to facilitate appropriate virtual team actions. Associated practices include implementing codes and policies transcend cultural, ethnic, or other boundaries and equipping virtual teams with the needed technology, support, and rewards to ensure timely and productive work that ultimately promotes good science and patient safety in drug development.
Enhancing Student Collaboration in Global Virtual Teams
ERIC Educational Resources Information Center
Kohut, Gary F.
2012-01-01
With the growth in the global economy and the rapid development of communication and information technologies, global virtual teams are quickly becoming the norm in the workplace. Research indicates, however, that many students have little or no experience working in such teams. Students who learn through these experiences benefit from higher task…
Virtual reality as a tool for cross-cultural communication: an example from military team training
NASA Astrophysics Data System (ADS)
Downes-Martin, Stephen; Long, Mark; Alexander, Joanna R.
1992-06-01
A major problem with communication across cultures, whether professional or national, is that simple language translation if often insufficient to communicate the concepts. This is especially true when the communicators come from highly specialized fields of knowledge or from national cultures with long histories of divergence. This problem becomes critical when the goal of the communication is national negotiation dealing with such high risk items as arms negotiation or trade wars. Virtual Reality technology has considerable potential for facilitating communication across cultures, by immersing the communicators within multiple visual representations of the concepts, and providing control over those representations. Military distributed team training provides a model for virtual reality suitable for cross cultural communication such as negotiation. In both team training and negotiation, the participants must cooperate, agree on a set of goals, and achieve mastery over the concepts being negotiated. Team training technologies suitable for supporting cross cultural negotiation exist (branch wargaming, computer image generation and visualization, distributed simulation), and have developed along different lines than traditional virtual reality technology. Team training de-emphasizes the realism of physiological interfaces between the human and the virtual reality, and emphasizes the interaction of humans with each other and with intelligent simulated agents within the virtual reality. This approach to virtual reality is suggested as being more fruitful for future work.
NASA Technology Transfer - Human Robot Teaming
2016-12-23
Produced for Intelligent Robotics Group to show at January 2017 Consumer Electronics Show (CES). Highlights development of VERVE (Visual Environment for Remote Virtual Exploration) software used on K-10, K-REX, SPHERES and AstroBee projects for 3D awareness. Also mentions transfer of software to Nissan for their development in their Autonomous Vehicle project. Video includes Nissan's self-driving car around NASA Ames.
Being Mindful May Not Make You a Team Player: Does Meditation Help or Hurt Online Group Work?
ERIC Educational Resources Information Center
Tan, Yunzi; Molinari, Carol
2017-01-01
In higher education, more and more students take part in online courses that require them to engage in virtual work groups. Research has shown that online learners are likely to experience information overload and considerable challenges associated with online learning environments. These challenges are exacerbated when learners have to work as…
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.
NASA Astrophysics Data System (ADS)
Schmidt, Gregory
2016-07-01
The NASA Solar System Exploration Research Virtual Institute (SSERVI) is a virtual institute focused on research at the intersection of science and explora-tion, training the next generation of lunar scientists, and community development. The institute is a hub for opportunities that engage the larger scientific and exploration communities in order to form new interdis-ciplinary, research-focused collaborations. Its relative-ly large domestic teams work together along with in-ternational partners in both traditional and virtual set-tings to bring disparate approaches together for mutual benefit. This talk will describe the research efforts of the nine domestic teams that constitute the U.S. com-plement of the Institute and how it is engaging the in-ternational science and exploration communities through workshops, conferences, online seminars and classes, student exchange programs and internships. The Institute is centered on the scientific aspects of exploration as they pertain to the Moon, Near Earth Asteroids (NEAs) and the moons of Mars. It focuses on interdisciplinary, exploration-related science cen-tered around all airless bodies targeted as potential human destinations. Areas of study reported here will represent the broad spectrum of lunar, NEA, and Mar-tian moon sciences encompassing investigations of the surface, interior, exosphere, and near-space environ-ments as well as science uniquely enabled from these bodies. The technical focus ranges from investigations of plasma physics, geology/geochemistry, technology integration, solar system origins/evolution, regolith geotechnical properties, analogues, volatiles, ISRU and exploration potential of the target bodies. SSERVI enhances the widening knowledgebase of planetary research by acting as a bridge between several differ-ent groups and bringing together researchers from the scientific and exploration communities, multiple disci-plines across the full range of planetary sciences, and domestic and international communities and partner-ships.
ERIC Educational Resources Information Center
Houck, Christiana L.
2013-01-01
This interpretative phenomenological study used semi-structured interviews of 10 participants to gain a deeper understanding of the experience for virtual team members using collaborative technology. The participants were knowledge workers from global software companies working on cross-functional project teams at a distance. There were no…
Colonel Mustard in the Library with the Knife...Experiencing Virtual Teaming.
ERIC Educational Resources Information Center
Roebuck, Deborah Britt
Virtual teaming has come to stay in the fast developing world of communication as it brings more value to customers, saves costs, accelerates competence, and leverages organizational learning. Therefore, students need to be educated about this new type of team and the tools that are available to facilitate communication and to enhance…
NASA Technical Reports Server (NTRS)
Graff, P. V.; Stefanov, W. L.; Willis, K. J.; Runco, S.
2012-01-01
Teachers in today s classrooms need to find creative ways to connect students with science, technology, engineering, mathematics (STEM) experts. These STEM experts can serve as role models and help students think about potential future STEM careers. They can also help reinforce academic knowledge and skills. The cost of transportation restricts teachers ability to take students on field trips exposing them to outside experts and unique learning environments. Additionally, arranging to bring in guest speakers to the classroom seems to happen infrequently, especially in schools in rural areas. The Expedition Earth and Beyond (EEAB) Program [1], facilitated by the Astromaterials Research and Exploration Science (ARES) Directorate Education Program at the NASA Johnson Space Center has created a way to enable teachers to connect their students with STEM experts virtually. These virtual connections not only help engage students with role models, but are also designed to help teachers address concepts and content standards they are required to teach. Through EEAB, scientists are able to actively engage with students across the nation in multiple ways. They can work with student teams as mentors, participate in virtual student team science presentations, or connect with students through Classroom Connection Distance Learning (DL) Events.
Future Game Developers within a Virtual World: Learner Archetypes and Team Leader Attributes
ERIC Educational Resources Information Center
Franetovic, Marija
2016-01-01
This case study research sought to understand a subset of the next generation in reference to virtual world learning within a game development course. The students completed an ill-structured team project which was facilitated using authentic learning strategies within a virtual world over a period of seven weeks. Research findings emerged from…
Virtual reality treatment of flying phobia.
Baños, Rosa M; Botella, Cristina; Perpiñá, Concepción; Alcañiz, Mariano; Lozano, Jose Antonio; Osma, Jorge; Gallardo, Myriam
2002-09-01
Flying phobia (FP) might become a very incapacitating and disturbing problem in a person's social, working, and private areas. Psychological interventions based on exposure therapy have proved to be effective, but given the particular nature of this disorder they bear important limitations. Exposure therapy for FP might be excessively costly in terms of time, money, and efforts. Virtual reality (VR) overcomes these difficulties as different significant environments might be created, where the patient can interact with what he or she fears while in a totally safe and protected environment-the therapist's consulting room. This paper intends, on one hand, to show the different scenarios designed by our team for the VR treatment of FP, and on the other, to present the first results supporting the effectiveness of this new tool for the treatment of FP in a multiple baseline study.
Training and Assessing Interprofessional Virtual Teams Using a Web-Based Case System.
Dow, Alan W; Boling, Peter A; Lockeman, Kelly S; Mazmanian, Paul E; Feldman, Moshe; DiazGranados, Deborah; Browning, Joel; Coe, Antoinette; Selby-Penczak, Rachel; Hobgood, Sarah; Abbey, Linda; Parsons, Pamela; Delafuente, Jeffrey; Taylor, Suzanne F
2016-01-01
Today, clinical care is often provided by interprofessional virtual teams-groups of practitioners who work asynchronously and use technology to communicate. Members of such teams must be competent in interprofessional practice and the use of information technology, two targets for health professions education reform. The authors created a Web-based case system to teach and assess these competencies in health professions students. They created a four-module, six-week geriatric learning experience using a Web-based case system. Health professions students were divided into interprofessional virtual teams. Team members received profession-specific information, entered a summary of this information into the case system's electronic health record, answered knowledge questions about the case individually, then collaborated asynchronously to answer the same questions as a team. Individual and team knowledge scores and case activity measures--number of logins, message board posts/replies, views of message board posts--were tracked. During academic year 2012-2013, 80 teams composed of 522 students from medicine, nursing, pharmacy, and social work participated. Knowledge scores varied by profession and within professions. Team scores were higher than individual scores (P < .001). Students and teams with higher knowledge scores had higher case activity measures. Team score was most highly correlated with number of message board posts/replies and was not correlated with number of views of message board posts. This Web-based case system provided a novel approach to teach and assess the competencies needed for virtual teams. This approach may be a valuable new tool for measuring competency in interprofessional practice.
Improving Virtual Team Collaboration Outcomes through Collaboration Process Structuring
ERIC Educational Resources Information Center
Dittman, Dawn R.; Hawkes, Mark; Deokar, Amit V.; Sarnikar, Surendra
2010-01-01
The ability to collaborate in a virtual team is a necessary skill set for today's knowledge workers and students to be effective in their work. Past research indicates that knowledge workers and students need to establish a formal process to perform work, develop clear goals and objectives, and facilitate better communication among team members.…
The Effects of Cognitive Style and Media Richness on Commitment to Telework and Virtual Teams.
ERIC Educational Resources Information Center
Workman, Michael; Kahnweiler, William; Bommer, William
2003-01-01
Sternberg's Thinking Style Inventory and the Organizational Commitment Questionnaire were completed by 261 of 552 teleworkers in virtual teams. Cognitive styles and types of media (rich/lean) were associated with commitment to telework and to the team. Results have implications for staff development and the design of telework. (Contains 74…
Wiki or Word? Evaluating Tools for Collaborative Writing and Editing
ERIC Educational Resources Information Center
Dishaw, Mark; Eierman, Michael A.; Iversen, Jakob H.; Philip, George C.
2011-01-01
Businesses and other organizations are relying increasingly on virtual teams to perform a range of business activities. A key challenge in utilizing virtual teams is to support collaboration among team members who are separated by distance and/or time. In this paper we use a research model based on a combination of the Technology Acceptance Model…
Understanding Soldier Robot Teams in Virtual Environments
2006-06-01
often with Verbal only communication than the Verbal plus Visual communication . This was mainly attributed to the fact that the transmitted images...performance. Participants ranked every Verbal plus Visual communication conditions higher than any Verbal only communication condition. Finally, there were...UV and RM locations. Communication was either verbal only (either FF or via radio, depending on the location) or verbal plus visual. When visual
An industrial approach to design compelling VR and AR experience
NASA Astrophysics Data System (ADS)
Richir, Simon; Fuchs, Philippe; Lourdeaux, Domitile; Buche, Cédric; Querrec, Ronan
2013-03-01
The convergence of technologies currently observed in the field of VR, AR, robotics and consumer electronic reinforces the trend of new applications appearing every day. But when transferring knowledge acquired from research to businesses, research laboratories are often at a loss because of a lack of knowledge of the design and integration processes in creating an industrial scale product. In fact, the innovation approaches that take a good idea from the laboratory to a successful industrial product are often little known to researchers. The objective of this paper is to present the results of the work of several research teams that have finalized a working method for researchers and manufacturers that allow them to design virtual or augmented reality systems and enable their users to enjoy "a compelling VR experience". That approach, called "the I2I method", present 11 phases from "Establishing technological and competitive intelligence and industrial property" to "Improvements" through the "Definition of the Behavioral Interface, Virtual Environment and Behavioral Software Assistance". As a result of the experience gained by various research teams, this design approach benefits from contributions from current VR and AR research. Our objective is to validate and continuously move such multidisciplinary design team methods forward.
The Ecology of Collaborative Work. Workscape 21: The Ecology of New Ways of Working.
ERIC Educational Resources Information Center
Becker, Franklin; Quinn, Kristen L.; Tennessen, Carolyn M.
A study examined Chiat/Day inc. Advertising's team-based virtual office in which work could occur at any location inside or outside the office at any time. Three sites used three workplace strategies: full virtual (FV), modified virtual (MV), and conventional (C). Interviews, observations, and archival data were used to assess project teams doing…
ERIC Educational Resources Information Center
Wang, Rui; Rechl, Friederike; Bigontina, Sonja; Fang, Dianjun; Günthner, Willibald A.; Fottner, Johannes
2017-01-01
In order to enhance the intercultural competence of engineering students, an international collaborative course in intralogistics education was initiated and realized between the Technical University of Munich in Germany and the Tongji University in China. In this course, students worked in global virtual teams (GVTs) and solved a concrete case…
Effects of Team Emotional Authenticity on Virtual Team Performance.
Connelly, Catherine E; Turel, Ofir
2016-01-01
Members of virtual teams lack many of the visual or auditory cues that are usually used as the basis for impressions about fellow team members. We focus on the effects of the impressions formed in this context, and use social exchange theory to understand how these impressions affect team performance. Our pilot study, using content analysis (n = 191 students), suggested that most individuals believe that they can assess others' emotional authenticity in online settings by focusing on the content and tone of the messages. Our quantitative study examined the effects of these assessments. Structural equation modeling (SEM) analysis (n = 81 student teams) suggested that team-level trust and teamwork behaviors mediate the relationship between team emotional authenticity and team performance, and illuminate the importance of team emotional authenticity for team processes and outcomes.
An Examination of Leadership Types among Generation Y and Its Impact on Virtual Team Effectiveness
ERIC Educational Resources Information Center
Graham, C. Matt
2013-01-01
The majority of database system development projects end in failure. Reasons that include, the system not being developed on time, the system was developed over budget, and the system developed did not meet the planned project's criteria. These failures are compounded by the use of virtual teams which includes problems with team formation, the…
Creutzfeldt, Johan; Hedman, Leif; Felländer-Tsai, Li
2016-12-16
Emergency medical practices are often team efforts. Training for various tasks and collaborations may be carried out in virtual environments. Although promising results exist from studies of serious games, little is known about the subjective reactions of learners when using multiplayer virtual world (MVW) training in medicine. The objective of this study was to reach a better understanding of the learners' reactions and experiences when using an MVW for team training of cardiopulmonary resuscitation (CPR). Twelve Swedish medical students participated in semistructured focus group discussions after CPR training in an MVW with partially preset options. The students' perceptions and feelings related to use of this educational tool were investigated. Using qualitative methodology, discussions were analyzed by a phenomenological data-driven approach. Quality measures included negotiations, back-and-forth reading, triangulation, and validation with the informants. Four categories characterizing the students' experiences could be defined: (1) Focused Mental Training, (2) Interface Diverting Focus From Training, (3) Benefits of Practicing in a Group, and (4) Easy Loss of Focus When Passive. We interpreted the results, compared them to findings of others, and propose advantages and risks of using virtual worlds for learning. Beneficial aspects of learning CPR in a virtual world were confirmed. To achieve high participant engagement and create good conditions for training, well-established procedures should be practiced. Furthermore, students should be kept in an active mode and frequent feedback should be utilized. It cannot be completely ruled out that the use of virtual training may contribute to erroneous self-beliefs that can affect later clinical performance. ©Johan Creutzfeldt, Leif Hedman, Li Felländer-Tsai. Originally published in JMIR Serious Games (http://games.jmir.org), 16.12.2016.
Hedman, Leif; Felländer-Tsai, Li
2016-01-01
Background Emergency medical practices are often team efforts. Training for various tasks and collaborations may be carried out in virtual environments. Although promising results exist from studies of serious games, little is known about the subjective reactions of learners when using multiplayer virtual world (MVW) training in medicine. Objective The objective of this study was to reach a better understanding of the learners’ reactions and experiences when using an MVW for team training of cardiopulmonary resuscitation (CPR). Methods Twelve Swedish medical students participated in semistructured focus group discussions after CPR training in an MVW with partially preset options. The students’ perceptions and feelings related to use of this educational tool were investigated. Using qualitative methodology, discussions were analyzed by a phenomenological data-driven approach. Quality measures included negotiations, back-and-forth reading, triangulation, and validation with the informants. Results Four categories characterizing the students’ experiences could be defined: (1) Focused Mental Training, (2) Interface Diverting Focus From Training, (3) Benefits of Practicing in a Group, and (4) Easy Loss of Focus When Passive. We interpreted the results, compared them to findings of others, and propose advantages and risks of using virtual worlds for learning. Conclusions Beneficial aspects of learning CPR in a virtual world were confirmed. To achieve high participant engagement and create good conditions for training, well-established procedures should be practiced. Furthermore, students should be kept in an active mode and frequent feedback should be utilized. It cannot be completely ruled out that the use of virtual training may contribute to erroneous self-beliefs that can affect later clinical performance. PMID:27986645
Computer support for cooperative tasks in Mission Operations Centers
NASA Technical Reports Server (NTRS)
Fox, Jeffrey; Moore, Mike
1994-01-01
Traditionally, spacecraft management has been performed by fixed teams of operators in Mission Operations Centers. The team cooperatively: (1) ensures that payload(s) on spacecraft perform their work; and (2) maintains the health and safety of the spacecraft through commanding and monitoring the spacecraft's subsystems. In the future, the task demands will increase and overload the operators. This paper describes the traditional spacecraft management environment and describes a new concept in which groupware will be used to create a Virtual Mission Operations Center. Groupware tools will be used to better utilize available resources through increased automation and dynamic sharing of personnel among missions.
Interaction mining and skill-dependent recommendations for multi-objective team composition
Dorn, Christoph; Skopik, Florian; Schall, Daniel; Dustdar, Schahram
2011-01-01
Web-based collaboration and virtual environments supported by various Web 2.0 concepts enable the application of numerous monitoring, mining and analysis tools to study human interactions and team formation processes. The composition of an effective team requires a balance between adequate skill fulfillment and sufficient team connectivity. The underlying interaction structure reflects social behavior and relations of individuals and determines to a large degree how well people can be expected to collaborate. In this paper we address an extended team formation problem that does not only require direct interactions to determine team connectivity but additionally uses implicit recommendations of collaboration partners to support even sparsely connected networks. We provide two heuristics based on Genetic Algorithms and Simulated Annealing for discovering efficient team configurations that yield the best trade-off between skill coverage and team connectivity. Our self-adjusting mechanism aims to discover the best combination of direct interactions and recommendations when deriving connectivity. We evaluate our approach based on multiple configurations of a simulated collaboration network that features close resemblance to real world expert networks. We demonstrate that our algorithm successfully identifies efficient team configurations even when removing up to 40% of experts from various social network configurations. PMID:22298939
Supporting Distributed Team Working in 3D Virtual Worlds: A Case Study in Second Life
ERIC Educational Resources Information Center
Minocha, Shailey; Morse, David R.
2010-01-01
Purpose: The purpose of this paper is to report on a study into how a three-dimensional (3D) virtual world (Second Life) can facilitate socialisation and team working among students working on a team project at a distance. This models the situation in many commercial sectors where work is increasingly being conducted across time zones and between…
Effects of Team Emotional Authenticity on Virtual Team Performance
Connelly, Catherine E.; Turel, Ofir
2016-01-01
Members of virtual teams lack many of the visual or auditory cues that are usually used as the basis for impressions about fellow team members. We focus on the effects of the impressions formed in this context, and use social exchange theory to understand how these impressions affect team performance. Our pilot study, using content analysis (n = 191 students), suggested that most individuals believe that they can assess others' emotional authenticity in online settings by focusing on the content and tone of the messages. Our quantitative study examined the effects of these assessments. Structural equation modeling (SEM) analysis (n = 81 student teams) suggested that team-level trust and teamwork behaviors mediate the relationship between team emotional authenticity and team performance, and illuminate the importance of team emotional authenticity for team processes and outcomes. PMID:27630605
Teachers' and students' perspectives on teaching and learning through virtual learning environments
NASA Astrophysics Data System (ADS)
Limniou, M.; Smith, M.
2010-12-01
The aim of this investigation was to get an insight into how teachers and students responded to the use of virtual learning environments (VLE) in engineering education and what their expectations were from online courses. Teachers designed their online courses with the assistance of a support e-learning team and questionnaires were used for teachers and students to express their views on the online courses. Teachers pointed out that the online courses by themselves would be able to tackle limited lecture time and strengthen the students' background knowledge. Students, on the other hand, stated that their difficulties regarding the courses could be facilitated by using a more interactive teaching approach with the use of collaboration tools and receiving individual feedback. Thus, students suggested that teachers adopt a more student-centred approach by using VLE. Teachers' and students' perspectives were related to their personal characteristics, as students were more familiar with everyday e-communication tools.
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.
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…
Phases and Patterns of Group Development in Virtual Learning Teams
ERIC Educational Resources Information Center
Yoon, Seung Won; Johnson, Scott D.
2008-01-01
With the advancement of Internet communication technologies, distributed work groups have great potential for remote collaboration and use of collective knowledge. Adopting the Complex Adaptive System (CAS) perspective (McGrath, Arrow, & Berdhal, "Personal Soc Psychol Rev" 4 (2000) 95), which views virtual learning teams as an adaptive and…
Examining Factors That Affect Students' Knowledge Sharing within Virtual Teams
ERIC Educational Resources Information Center
He, Jinxia; Gunter, Glenda
2015-01-01
The purpose of this study was to examine factors that might impact student knowledge sharing within virtual teams through online discussion boards. These factors include: trust, mutual influence, conflict, leadership, and cohesion. A path model was developed to determine whether relationships exist among knowledge sharing from asynchronous group…
OR fire virtual training simulator: design and face validity.
Dorozhkin, Denis; Olasky, Jaisa; Jones, Daniel B; Schwaitzberg, Steven D; Jones, Stephanie B; Cao, Caroline G L; Molina, Marcos; Henriques, Steven; Wang, Jinling; Flinn, Jeff; De, Suvranu
2017-09-01
The Virtual Electrosurgical Skill Trainer is a tool for training surgeons the safe operation of electrosurgery tools in both open and minimally invasive surgery. This training includes a dedicated team-training module that focuses on operating room (OR) fire prevention and response. The module was developed to allow trainees, practicing surgeons, anesthesiologist, and nurses to interact with a virtual OR environment, which includes anesthesia apparatus, electrosurgical equipment, a virtual patient, and a fire extinguisher. Wearing a head-mounted display, participants must correctly identify the "fire triangle" elements and then successfully contain an OR fire. Within these virtual reality scenarios, trainees learn to react appropriately to the simulated emergency. A study targeted at establishing the face validity of the virtual OR fire simulator was undertaken at the 2015 Society of American Gastrointestinal and Endoscopic Surgeons conference. Forty-nine subjects with varying experience participated in this Institutional Review Board-approved study. The subjects were asked to complete the OR fire training/prevention sequence in the VEST simulator. Subjects were then asked to answer a subjective preference questionnaire consisting of sixteen questions, focused on the usefulness and fidelity of the simulator. On a 5-point scale, 12 of 13 questions were rated at a mean of 3 or greater (92%). Five questions were rated above 4 (38%), particularly those focusing on the simulator effectiveness and its usefulness in OR fire safety training. A total of 33 of the 49 participants (67%) chose the virtual OR fire trainer over the traditional training methods such as a textbook or an animal model. Training for OR fire emergencies in fully immersive VR environments, such as the VEST trainer, may be the ideal training modality. The face validity of the OR fire training module of the VEST simulator was successfully established on many aspects of the simulation.
NASA Technical Reports Server (NTRS)
Conroy, Michael; Mazzone, Rebecca; Little, William; Elfrey, Priscilla; Mann, David; Mabie, Kevin; Cuddy, Thomas; Loundermon, Mario; Spiker, Stephen; McArthur, Frank;
2010-01-01
The Distributed Observer network (DON) is a NASA-collaborative environment that leverages game technology to bring three-dimensional simulations to conventional desktop and laptop computers in order to allow teams of engineers working on design and operations, either individually or in groups, to view and collaborate on 3D representations of data generated by authoritative tools such as Delmia Envision, Pro/Engineer, or Maya. The DON takes models and telemetry from these sources and, using commercial game engine technology, displays the simulation results in a 3D visual environment. DON has been designed to enhance accessibility and user ability to observe and analyze visual simulations in real time. A variety of NASA mission segment simulations [Synergistic Engineering Environment (SEE) data, NASA Enterprise Visualization Analysis (NEVA) ground processing simulations, the DSS simulation for lunar operations, and the Johnson Space Center (JSC) TRICK tool for guidance, navigation, and control analysis] were experimented with. Desired functionalities, [i.e. Tivo-like functions, the capability to communicate textually or via Voice-over-Internet Protocol (VoIP) among team members, and the ability to write and save notes to be accessed later] were targeted. The resulting DON application was slated for early 2008 release to support simulation use for the Constellation Program and its teams. Those using the DON connect through a client that runs on their PC or Mac. This enables them to observe and analyze the simulation data as their schedule allows, and to review it as frequently as desired. DON team members can move freely within the virtual world. Preset camera points can be established, enabling team members to jump to specific views. This improves opportunities for shared analysis of options, design reviews, tests, operations, training, and evaluations, and improves prospects for verification of requirements, issues, and approaches among dispersed teams.
Stefan, P; Pfandler, M; Wucherer, P; Habert, S; Fürmetz, J; Weidert, S; Euler, E; Eck, U; Lazarovici, M; Weigl, M; Navab, N
2018-04-01
Surgical simulators are being increasingly used as an attractive alternative to clinical training in addition to conventional animal models and human specimens. Typically, surgical simulation technology is designed for the purpose of teaching technical surgical skills (so-called task trainers). Simulator training in surgery is therefore in general limited to the individual training of the surgeon and disregards the participation of the rest of the surgical team. The objective of the project Assessment and Training of Medical Experts based on Objective Standards (ATMEOS) is to develop an immersive simulated operating room environment that enables the training and assessment of multidisciplinary surgical teams under various conditions. Using a mixed reality approach, a synthetic patient model, real surgical instruments and radiation-free virtual X‑ray imaging are combined into a simulation of spinal surgery. In previous research studies, the concept was evaluated in terms of realism, plausibility and immersiveness. In the current research, assessment measurements for technical and non-technical skills are developed and evaluated. The aim is to observe multidisciplinary surgical teams in the simulated operating room during minimally invasive spinal surgery and objectively assess the performance of the individual team members and the entire team. Moreover, the effectiveness of training methods and surgical techniques or success critical factors, e. g. management of crisis situations, can be captured and objectively assessed in the controlled environment.
ERIC Educational Resources Information Center
He, Jinxia
2009-01-01
This study examined factors that might impact student knowledge sharing within virtual teams through online discussion boards. These factors included: trust, mutual influence, conflict, leadership, and cohesion. A path model was developed to determine whether relationships exist among knowledge sharing from asynchronous group discussion and the…
Leadership Trust in Virtual Teams Using Communication Tools: A Quantitative Correlational Study
ERIC Educational Resources Information Center
Clark, Robert Lynn
2014-01-01
The purpose of this quantitative correlational study was to address leadership trust in virtual teams using communication tools in a small south-central, family-owned pharmaceutical organization, with multiple dispersed locations located in the United States. The results of the current research study could assist leaders to develop a communication…
Utilizing Virtual Teams in a Management Principles Course
ERIC Educational Resources Information Center
Olson-Buchanan, Julie B.; Rechner, Paula L.; Sanchez, Rudolph J.; Schmidtke, James M.
2007-01-01
Purpose: The purpose of this paper is to describe development of a component in a management principles course to develop university students' virtual team skills. There were several challenges in creating and implementing this new component. The paper aims to describe how these challenges were addressed and discusses outcomes associated with this…
Human Factors in Virtual Reality Development
NASA Technical Reports Server (NTRS)
Kaiser, Mary K.; Proffitt, Dennis R.; Null, Cynthia H. (Technical Monitor)
1995-01-01
This half-day tutorial will provide an overview of basic perceptual functioning as it relates to the design of virtual environment systems. The tutorial consists of three parts. First, basic issues in visual perception will be presented, including discussions of the visual sensations of brightness and color, and the visual perception of depth relationships in three-dimensional space (with a special emphasis on motion -specified depth). The second section will discuss the importance of conducting human-factors user studies and evaluations. Examples and suggestions on how best to get help with user studies will be provided. Finally, we will discuss how, by drawing on their complementary competencies, perceptual psychologists and computer engineers can work as a team to develop optimal VR systems, technologies, and techniques.
Virtual reality and medicine--from the cockpit to the operating room: are we there yet?
Saied, Nahel
2005-01-01
Teaching medicine to medical students, physicians in training and nurses is a challenging task that has remained unchanged for decades. The airline industry has achieved a great deal of safety and quality in a technically challenging environment. Many believe that their outstanding achievement is due to team training and crew resource management using simulators and dedicated training programs. Many experts in the medical profession believe that adopting the same strategies in teaching medical students and trainees could achieve significant reductions in medical errors and improve the quality of patient care. This article explores the role of teaching medicine using virtual reality in a multitude of medical specialties and outlines the use of simulation training at Saint Louis University.
Collaborative Mission Design at NASA Langley Research Center
NASA Technical Reports Server (NTRS)
Gough, Kerry M.; Allen, B. Danette; Amundsen, Ruth M.
2005-01-01
NASA Langley Research Center (LaRC) has developed and tested two facilities dedicated to increasing efficiency in key mission design processes, including payload design, mission planning, and implementation plan development, among others. The Integrated Design Center (IDC) is a state-of-the-art concurrent design facility which allows scientists and spaceflight engineers to produce project designs and mission plans in a real-time collaborative environment, using industry-standard physics-based development tools and the latest communication technology. The Mission Simulation Lab (MiSL), a virtual reality (VR) facility focused on payload and project design, permits engineers to quickly translate their design and modeling output into enhanced three-dimensional models and then examine them in a realistic full-scale virtual environment. The authors were responsible for envisioning both facilities and turning those visions into fully operational mission design resources at LaRC with multiple advanced capabilities and applications. In addition, the authors have created a synergistic interface between these two facilities. This combined functionality is the Interactive Design and Simulation Center (IDSC), a meta-facility which offers project teams a powerful array of highly advanced tools, permitting them to rapidly produce project designs while maintaining the integrity of the input from every discipline expert on the project. The concept-to-flight mission support provided by IDSC has shown improved inter- and intra-team communication and a reduction in the resources required for proposal development, requirements definition, and design effort.
NASA Technical Reports Server (NTRS)
Lehtonen, Ken
1999-01-01
This is a report to the Third Annual International Virtual Company Conference, on The Development of a Virtual Company to Support the Reengineering of the NASA/Goddard Hubble Space Telescope (HST) Control Center System. It begins with a HST Science "Commercial": Brief Tour of Our Universe showing various pictures taken from the Hubble Space Telescope. The presentation then reviews the project background and goals. Evolution of the Control Center System ("CCS Inc.") is then reviewed. Topics of Interest to "virtual companies" are reviewed: (1) "How To Choose A Team" (2) "Organizational Model" (3) "The Human Component" (4) "'Virtual Trust' Among Teaming Companies" (5) "Unique Challenges to Working Horizontally" (6) "The Cultural Impact" (7) "Lessons Learned".
Estimating Distance in Real and Virtual Environments: Does Order Make a Difference?
Ziemer, Christine J.; Plumert, Jodie M.; Cremer, James F.; Kearney, Joseph K.
2010-01-01
This investigation examined how the order in which people experience real and virtual environments influences their distance estimates. Participants made two sets of distance estimates in one of the following conditions: 1) real environment first, virtual environment second; 2) virtual environment first, real environment second; 3) real environment first, real environment second; or 4) virtual environment first, virtual environment second. In Experiment 1, participants imagined how long it would take to walk to targets in real and virtual environments. Participants’ first estimates were significantly more accurate in the real than in the virtual environment. When the second environment was the same as the first environment (real-real and virtual-virtual), participants’ second estimates were also more accurate in the real than in the virtual environment. When the second environment differed from the first environment (real-virtual and virtual-real), however, participants’ second estimates did not differ significantly across the two environments. A second experiment in which participants walked blindfolded to targets in the real environment and imagined how long it would take to walk to targets in the virtual environment replicated these results. These subtle, yet persistent order effects suggest that memory can play an important role in distance perception. PMID:19525540
High Resolution Integrated Hohlraum-Capsule Simulations for Virtual NIF Ignition Campaign
NASA Astrophysics Data System (ADS)
Jones, O. S.; Marinak, M. M.; Cerjan, C. J.; Clark, D. S.; Edwards, M. J.; Haan, S. W.; Langer, S. H.; Salmonson, J. D.
2009-11-01
We have undertaken a virtual campaign to assess the viability of the sequence of NIF experiments planned for 2010 that will experimentally tune the shock timing, symmetry, and ablator thickness of a cryogenic ignition capsule prior to the first ignition attempt. The virtual campaign consists of two teams. The ``red team'' creates realistic simulated diagnostic data for a given experiment from the output of a detailed radiation hydrodynamics calculation that has physics models that have been altered in a way that is consistent with probable physics uncertainties. The ``blue team'' executes a series of virtual experiments and interprets the simulated diagnostic data from those virtual experiments. To support this effort we have developed a capability to do very high spatial resolution integrated hohlraum-capsule simulations using the Hydra code. Surface perturbations for all ablator layer surfaces and the DT ice layer are calculated explicitly through mode 30. The effects of the fill tube, cracks in the ice layer, and defects in the ablator are included in models extracted from higher resolution calculations. Very high wave number mix is included through a mix model. We will show results from these calculations in the context of the ongoing virtual campaign.
NASA Astrophysics Data System (ADS)
Pisa, Carlos Cabañero; López, Enric Serradell
Teamwork is considered one of the most important professional skills in today's business environment. More specifically, the collaborative work between professionals and information technology managers from various functional areas is a strategic key in competitive business. Several university-level programs are focusing on developing these skills. This article presents the case of the course Computer Science Applied to Management (hereafter CSAM) that has been designed with the objective to develop the ability to work cooperatively in interdisciplinary teams. For their design and development have been addressed to the key elements of efficiency that appear in the literature, most notably the establishment of shared objectives and a feedback system, the management of the harmony of the team, their level of autonomy, independence, diversity and level of supervision. The final result is a subject in which, through a working virtual platform, interdisciplinary teams solve a problem raised by a case study.
2014-08-15
CAPE CANAVERAL, Fla. – Florida middle school students and their teachers greet students from other locations via webex before the start of the Zero Robotics finals competition. The Florida teams are at the Space Station Processing Facility at NASA's Kennedy Space Center in Florida. Students designed software to control Synchronized Position Hold Engage and Reorient Experimental Satellites, or SPHERES, and competed with other teams locally. The Zero Robotics is a robotics programming competition where the robots are SPHERES. The competition starts online, where teams program the SPHERES to solve an annual challenge. After several phases of virtual competition in a simulation environment that mimics the real SPHERES, finalists are selected to compete in a live championship aboard the space station. Students compete to win a technically challenging game by programming their strategies into the SPHERES satellites. The programs are autonomous and the students cannot control the satellites during the test. Photo credit: NASA/Daniel Casper
2014-08-15
CAPE CANAVERAL, Fla. – Florida middle school students and their teachers watch the Zero Robotics finals competition broadcast live via webex from the International Space Station. The Florida teams are at the Space Station Processing Facility at NASA's Kennedy Space Center in Florida. Students designed software to control Synchronized Position Hold Engage and Reorient Experimental Satellites, or SPHERES, and competed with other teams locally. The Zero Robotics is a robotics programming competition where the robots are SPHERES. The competition starts online, where teams program the SPHERES to solve an annual challenge. After several phases of virtual competition in a simulation environment that mimics the real SPHERES, finalists are selected to compete in a live championship aboard the space station. Students compete to win a technically challenging game by programming their strategies into the SPHERES satellites. The programs are autonomous and the students cannot control the satellites during the test. Photo credit: NASA/Daniel Casper
ERIC Educational Resources Information Center
Topchyan, Ruzanna; Zhang, Jie
2014-01-01
The purpose of this study was twofold. First, the study aimed to validate the scale of the Virtual Team Competency Inventory in distance education, which had initially been designed for a corporate setting. Second, the methodological advantages of Exploratory Structural Equation Modeling (ESEM) framework over Confirmatory Factor Analysis (CFA)…
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.
Schweppe, M; Geigel, J
2011-01-01
Industry has increasingly emphasized the need for "soft" or interpersonal skills development and team-building experience in the college curriculum. Here, we discuss our experiences with providing such opportunities via a collaborative project called the Virtual Theater. In this joint project between the Rochester Institute of Technology's School of Design and Department of Computer Science, the goal is to enable live performance in a virtual space with participants in different physical locales. Students work in teams, collaborating with other students in and out of their disciplines.
2011-06-01
It is easier at that point to build the crowdsource effort required for a crowdsourcing tool.”10 Beyond altruism, deep or professional interest in...and reliably outperform professional pundits.7 An example of an actual stock market behaving like a prediction market can be found in the...demonstrated, for example, that professional football teams could make many more points if they were to forego field goals for fourth-down
1998-01-01
including the surface they lie on and the edge curves that bind them. Also stored is topological information indicating how all these elements are connected...microchip. This technology researched by Texas Instruments is referred to as a Digital Micromirror Device (DMD) (Burdea & Coiffet, 1994). It has the...stereoscopic imaging system designed to resemble traditional designer drafting boards. The Visionarium uses a 180 degree curved screen providing users with
Virtual Reality for Pediatric Sedation: A Randomized Controlled Trial Using Simulation.
Zaveri, Pavan P; Davis, Aisha B; O'Connell, Karen J; Willner, Emily; Aronson Schinasi, Dana A; Ottolini, Mary
2016-02-09
Team training for procedural sedation for pediatric residents has traditionally consisted of didactic presentations and simulated scenarios using high-fidelity mannequins. We assessed the effectiveness of a virtual reality module in teaching preparation for and management of sedation for procedures. After developing a virtual reality environment in Second Life® (Linden Lab, San Francisco, CA) where providers perform and recover patients from procedural sedation, we conducted a randomized controlled trial to assess the effectiveness of the virtual reality module versus a traditional web-based educational module. A 20 question pre- and post-test was administered to assess knowledge change. All subjects participated in a simulated pediatric procedural sedation scenario that was video recorded for review and assessed using a 32-point checklist. A brief survey elicited feedback on the virtual reality module and the simulation scenario. The median score on the assessment checklist was 75% for the intervention group and 70% for the control group (P = 0.32). For the knowledge tests, there was no statistically significant difference between the groups (P = 0.14). Users had excellent reviews of the virtual reality module and reported that the module added to their education. Pediatric residents performed similarly in simulation and on a knowledge test after a virtual reality module compared with a traditional web-based module on procedural sedation. Although users enjoyed the virtual reality experience, these results question the value virtual reality adds in improving the performance of trainees. Further inquiry is needed into how virtual reality provides true value in simulation-based education.
Virtual Reality for Pediatric Sedation: A Randomized Controlled Trial Using Simulation
Davis, Aisha B; O'Connell, Karen J; Willner, Emily; Aronson Schinasi, Dana A; Ottolini, Mary
2016-01-01
Introduction: Team training for procedural sedation for pediatric residents has traditionally consisted of didactic presentations and simulated scenarios using high-fidelity mannequins. We assessed the effectiveness of a virtual reality module in teaching preparation for and management of sedation for procedures. Methods: After developing a virtual reality environment in Second Life® (Linden Lab, San Francisco, CA) where providers perform and recover patients from procedural sedation, we conducted a randomized controlled trial to assess the effectiveness of the virtual reality module versus a traditional web-based educational module. A 20 question pre- and post-test was administered to assess knowledge change. All subjects participated in a simulated pediatric procedural sedation scenario that was video recorded for review and assessed using a 32-point checklist. A brief survey elicited feedback on the virtual reality module and the simulation scenario. Results: The median score on the assessment checklist was 75% for the intervention group and 70% for the control group (P = 0.32). For the knowledge tests, there was no statistically significant difference between the groups (P = 0.14). Users had excellent reviews of the virtual reality module and reported that the module added to their education. Conclusions: Pediatric residents performed similarly in simulation and on a knowledge test after a virtual reality module compared with a traditional web-based module on procedural sedation. Although users enjoyed the virtual reality experience, these results question the value virtual reality adds in improving the performance of trainees. Further inquiry is needed into how virtual reality provides true value in simulation-based education. PMID:27014520
Future Directions: Advances and Implications of Virtual Environments Designed for Pain Management
Soomro, Ahmad; Riva, Giuseppe; Wiederhold, Mark D.
2014-01-01
Abstract Pain symptoms have been addressed with a variety of therapeutic measures in the past, but as we look to the future, we begin encountering new options for patient care and individual health and well-being. Recent studies indicate that computer-generated graphic environments—virtual reality (VR)—can offer effective cognitive distractions for individuals suffering from pain arising from a variety of physical and psychological illnesses. Studies also indicate the effectiveness of VR for both chronic and acute pain conditions. Future possibilities for VR to address pain-related concerns include such diverse groups as military personnel, space exploration teams, the general labor force, and our ever increasing elderly population. VR also shows promise to help in such areas as drug abuse, at-home treatments, and athletic injuries. PMID:24892206
Sonic intelligence as a virtual therapeutic environment.
Tarnanas, Ioannis; Adam, Dimitrios
2003-06-01
This paper reports on the results of a research project, on comparing one virtual collaborative environment with a first-person visual immersion (first-perspective interaction) and a second one where the user interacts through a sound-kinetic virtual representation of himself (avatar), as a stress-coping environment in real-life situations. Recent developments in coping research are proposing a shift from a trait-oriented approach of coping to a more situation-specific treatment. We defined as real-life situation a target-oriented situation that demands a complex coping skills inventory of high self-efficacy and internal or external "locus of control" strategies. The participants were 90 normal adults with healthy or impaired coping skills, 25-40 years of age, randomly spread across two groups. There was the same number of participants across groups and gender balance within groups. All two groups went through two phases. In Phase I, Solo, one participant was assessed using a three-stage assessment inspired by the transactional stress theory of Lazarus and the stress inoculation theory of Meichenbaum. In Phase I, each participant was given a coping skills measurement within the time course of various hypothetical stressful encounters performed in two different conditions and a control group. In Condition A, the participant was given a virtual stress assessment scenario relative to a first-person perspective (VRFP). In Condition B, the participant was given a virtual stress assessment scenario relative to a behaviorally realistic motion controlled avatar with sonic feedback (VRSA). In Condition C, the No Treatment Condition (NTC), the participant received just an interview. In Phase II, all three groups were mixed and exercised the same tasks but with two participants in pairs. The results showed that the VRSA group performed notably better in terms of cognitive appraisals, emotions and attributions than the other two groups in Phase I (VRSA, 92%; VRFP, 85%; NTC, 34%). In Phase II, the difference again favored the VRSA group against the other two. These results indicate that a virtual collaborative environment seems to be a consistent coping environment, tapping two classes of stress: (a) aversive or ambiguous situations, and (b) loss or failure situations in relation to the stress inoculation theory. In terms of coping behaviors, a distinction is made between self-directed and environment-directed strategies. A great advantage of the virtual collaborative environment with the behaviorally enhanced sound-kinetic avatar is the consideration of team coping intentions in different stages. Even if the aim is to tap transactional processes in real-life situations, it might be better to conduct research using a sound-kinetic avatar based collaborative environment than a virtual first-person perspective scenario alone. The VE consisted of two dual-processor PC systems, a video splitter, a digital camera and two stereoscopic CRT displays. The system was programmed in C++ and VRScape Immersive Cluster from VRCO, which created an artificial environment that encodes the user's motion from a video camera, targeted at the face of the users and physiological sensors attached to the body.
NASA Virtual Institutes: International Bridges for Space Exploration
NASA Technical Reports Server (NTRS)
Schmidt, Gregory K.
2016-01-01
NASA created the first virtual institute, the NASA Astrobiology Institute (NAI), in 2009 with an aim toward bringing together geographically disparate and multidisciplinary teams toward the goal of answering broad questions in the then-new discipline of astrobiology. With the success of the virtual institute model, NASA then created the NASA Lunar Science Institute (NLSI) in 2008 to address questions of science and human exploration of the Moon, and then the NASA Aeronautics Research Institute (NARI) in 2012 which addresses key questions in the development of aeronautics technologies. With the broadening of NASA's human exploration targets to include Near Earth Asteroids and the moons of Mars as well as the Moon, the NLSI morphed into the Solar System Exploration Research Virtual Institute (SSERVI) in 2012. SSERVI funds domestic research teams to address broad questions at the intersection of science and human exploration, with the underlying principle that science enables human exploration, and human exploration enables science. Nine domestic teams were funded in 2014 for a five-year period to address a variety of different topics, and nine international partners (with more to come) also work with the U.S. teams on a variety of topics of mutual interest. The result is a robust and productive research infrastructure that is not only scientifically productive but can respond to strategic topics of domestic and international interest, and which develops a new generation of researchers. This is all accomplished with the aid of virtual collaboration technologies which enable scientific research at a distance. The virtual institute model is widely applicable to a range of space science and exploration problems.
The interplays among technology and content, immersant and VE
NASA Astrophysics Data System (ADS)
Song, Meehae; Gromala, Diane; Shaw, Chris; Barnes, Steven J.
2010-01-01
The research program aims to explore and examine the fine balance necessary for maintaining the interplays between technology and the immersant, including identifying qualities that contribute to creating and maintaining a sense of "presence" and "immersion" in an immersive virtual reality (IVR) experience. Building upon and extending previous work, we compare sitting meditation with walking meditation in a virtual environment (VE). The Virtual Meditative Walk, a new work-in-progress, integrates VR and biofeedback technologies with a self-directed, uni-directional treadmill. As immersants learn how to meditate while walking, robust, real-time biofeedback technology continuously measures breathing, skin conductance and heart rate. The physiological states of the immersant will in turn affect the audio and stereoscopic visual media through shutter glasses. We plan to test the potential benefits and limitations of this physically active form of meditation with data from a sitting form of meditation. A mixed-methods approach to testing user outcomes parallels the knowledge bases of the collaborative team: a physician, computer scientists and artists.
ERIC Educational Resources Information Center
Day, Frederick C.; Burbach, Mark E.
2015-01-01
A unique challenge for organizations is in leading diverse, dispersed teams whose members are motivated to work independently, but are willing to collaborate. The purpose of this study was to gain an understanding of how nuanced variations in motivational patterns influences the relationship between work satisfaction and virtual team…
Virtual reality in medical education and assessment
NASA Technical Reports Server (NTRS)
Sprague, Laurie A.; Bell, Brad; Sullivan, Tim; Voss, Mark; Payer, Andrew F.; Goza, Stewart Michael
1994-01-01
The NASA Johnson Space Center (JSC)/LinCom Corporation, the University of Texas Medical Branch at Galveston (UTMB), and the Galveston Independent School District (GISD) have teamed up to develop a virtual visual environment display (VIVED) that provides a unique educational experience using virtual reality (VR) technologies. The VIVED end product will be a self-contained educational experience allowing students a new method of learning as they interact with the subject matter through VR. This type of interface is intuitive and utilizes spatial and psychomotor abilities which are now constrained or reduced by the current two dimensional terminals and keyboards. The perpetual challenge to educators remains the identification and development of methodologies which conform the learners abilities and preferences. The unique aspects of VR provide an opportunity to explore a new educational experience. Endowing medical students with an understanding of the human body poses some difficulty challenges. One of the most difficult is to convey the three dimensional nature of anatomical structures. The ideal environment for addressing this problem would be one that allows students to become small enough to enter the body and travel through it - much like a person walks through a building. By using VR technology, this effect can be achieved; when VR is combined with multimedia technologies, the effect can be spectacular.
NASA Astrophysics Data System (ADS)
Freeland, S.; Hurlburt, N.
2005-12-01
The SolarSoft system (SSW) is a set of integrated software libraries, databases, and system utilities which provide a common programming and data analysis environment for solar physics. The system includes contributions from a large community base, representing the efforts of many NASA PI team MO&DA teams,spanning many years and multiple NASA and international orbital and ground based missions. The SSW general use libraries include Many hundreds of utilities which are instrument and mission independent. A large subset are also SOLAR independent, such as time conversions, digital detector cleanup, time series analysis, mathematics, image display, WWW server communications and the like. PI teams may draw on these general purpose libraries for analysis and application development while concentrating efforts on instrument specific calibration issues rather than reinvention of general use software. By the same token, PI teams are encouraged to contribute new applications or enhancements to existing utilities which may have more general interest. Recent areas of intense evolution include space weather applications, automated distributed data access and analysis, interfaces with the ongoing Virtual Solar Observatory efforts, and externalization of SolarSoft power through Web Services. We will discuss the current status of SSW web services and demonstrate how this facilitates accessing the underlying power of SolarSoft in more abstract terms. In this context, we will describe the use of SSW services within the Collaborative Sun Earth Connector environment.
Virtual gaming to develop students' pediatric nursing skills: A usability test.
Verkuyl, Margaret; Atack, Lynda; Mastrilli, Paula; Romaniuk, Daria
2016-11-01
As competition for specialty clinical placements increases, there is an urgent need to create safe, stimulating, alternative learning environments for students. To address that clinical gap, our team developed a virtual game-based simulation to help nursing students develop their pediatric nursing skills. A usability study was conducted using the Technology Acceptance Model as a research framework. The study was conducted at a community college and included nursing students, nursing faculty/clinicians and two gaming experts. The two experts evaluated the game using a heuristic checklist after playing the game. Participants engaged in a think-aloud activity while playing the game and completed a survey and interview based on the Technology Acceptance Model to explore ease of use and utility of the game. We found a high degree of user satisfaction with the game. Students reported that they had learned about pediatric care, they had become immersed in the game and they were keen to keep playing. Several design changes were recommended. Usability testing is critical in the early stages of simulation development and the study provided useful direction for the development team in the next stage of game development. Copyright © 2016 Elsevier Ltd. All rights reserved.
Emery, Erin E; Lapidos, Stan; Eisenstein, Amy R; Ivan, Iulia I; Golden, Robyn L
2012-12-01
To demonstrate the feasibility of the BRIGHTEN Program (Bridging Resources of an Interdisciplinary Geriatric Health Team via Electronic Networking), an interdisciplinary team intervention for assessing and treating older adults for depression in outpatient primary and specialty medical clinics. The BRIGHTEN team collaborates "virtually" to review patient assessment results, develop a treatment plan, and refer to appropriate team members for follow-up care. Older adults in 9 academic medical center clinics and 2 community-based clinics completed screening forms for symptoms of depression and anxiety. Those with positive screens engaged in comprehensive assessment with the BRIGHTEN Program Coordinator; the BRIGHTEN virtual team provided treatment recommendations based on the results of assessment. A collaborative treatment plan was developed with each participant, who was then connected to appropriate services. Two thousand four hundred twenty-two older adults were screened in participating clinics over a 40-month period. Eight hundred fifty-nine older adults screened positive, and 150 elected to enroll in BRIGHTEN. From baseline to 6 months, significant improvements were found in depression symptoms (Geriatric Depression Scale, p < .01) and general mental health (SF-12 Mental Component, p < .01). The BRIGHTEN Program demonstrated that an interdisciplinary virtual team linked with outpatient medical clinics can be an effective, nonthreatening, and seamless approach to enable older adults to access treatment for depression.
3D Modeling of Glacial Erratic Boulders in the Haizi Shan Region, Eastern Tibetan Plateau
NASA Astrophysics Data System (ADS)
Sheriff, M.; Stevens, J.; Radue, M. J.; Strand, P.; Zhou, W.; Putnam, A. E.
2017-12-01
The focus of our team's research is to study patterns of glacier retreat in the Northern and Southern Hemispheres at the end of the last ice age. Our purpose is to search for what caused this great global warming. Such information will improve understanding of how the climate system may respond to the human-induced buildup of fossil carbon dioxide. To reconstruct past glacier behavior, we sample boulders deposited by glaciers to find the rate of ancient recession. Each sample is tested to determine the age of the boulder using 10Be cosmogenic-nuclide dating. My portion of this research focuses on creating 3D models of the sampled boulders. Such high-resolution 3D models afford visual inspection and analysis of each boulder in a virtual reality environment after fieldwork is complete. Such detailed virtual reconstructions will aid post-fieldwork evaluation of sampled boulders. This will help our team interpret 10Be dating results. For example, a high-resolution model can aid post-fieldwork observations, and allow scientists to determine whether the rock has been previously covered, eroded, or moved since it was deposited by the glacier, but before the sample was collected. Also a model can be useful for recognizing patterns between age and boulder morphology. Lastly, the models can be used for those who wish to review the data after publication. To create the 3D models, I will use Hero4 GoPro and Canon PowerShot digital cameras to collect photographs of each boulder from different angles. I will then process the digital imagery using `structure-from-motion' techniques and Agisoft Photoscan software. All boulder photographs will be synthesized to 3D and based on a standardized scale. We will then import these models into an environment that can be accessed using cutting-edge virtual reality technology. By producing a virtual archive of 3D glacial boulder reconstructions, I hope to provide deeper insight into geological processes influencing these boulders during and since their deposition, and ultimately to improve methods that are being used to develop glacial histories on a global scale.
Use of virtual reality to promote hand therapy post-stroke
NASA Astrophysics Data System (ADS)
Tsoupikova, Daria; Stoykov, Nikolay; Vick, Randy; Li, Yu; Kamper, Derek; Listenberger, Molly
2013-03-01
A novel artistic virtual reality (VR) environment was developed and tested for use as a rehabilitation protocol for post-stroke hand rehabilitation therapy. The system was developed by an interdisciplinary team of engineers, art therapists, occupational therapists, and VR artists to improve patients' motivation and engagement. Specific exercises were developed to explicitly promote the practice of therapeutic tasks requiring hand and arm coordination for upper extremity rehabilitation. Here we describe system design, development, and user testing for efficiency, subject's satisfaction and clinical feasibility. We report results of the completed qualitative, pre-clinical pilot study of the system effectiveness for therapy. Fourteen stroke survivors with chronic hemiparesis participated in a single training session within the environment to gauge user response to the protocol through a custom survey. Results indicate that users found the system comfortable, enjoyable, tiring; instructions clear, and reported a high level of satisfaction with the VR environment and rehabilitation task variety and difficulty. Most patients reported very positive impressions of the VR environment and rated it highly, appreciating its engagement and motivation. We are currently conducting a longitudinal intervention study over 6 weeks in stroke survivors with chronic hemiparesis. Initial results following use of the system on the first subjects demonstrate that the system is operational and can facilitate therapy for post stroke patients with upper extremity impairment.
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.
Creutzfeldt, Johan; Hedman, Leif; Medin, Christopher; Heinrichs, Wm LeRoy; Felländer-Tsai, Li
2010-09-03
Contemporary learning technologies, such as massively multiplayer virtual worlds (MMVW), create new means for teaching and training. However, knowledge about the effectiveness of such training is incomplete, and there are no data regarding how students experience it. Cardiopulmonary resuscitation (CPR) is a field within medicine in high demand for new and effective training modalities. In addition to finding a feasible way to implement CPR training, our aim was to investigate how a serious game setting in a virtual world using avatars would influence medical students' subjective experiences as well as their retention of knowledge. An MMVW was refined and used in a study to train 12 medical students in CPR in 3-person teams in a repeated fashion 6 months apart. An exit questionnaire solicited reflections over their experiences. As the subjects trained in 4 CPR scenarios, measurements of self-efficacy, concentration, and mental strain were made in addition to measuring knowledge. Engagement modes and coping strategies were also studied. Parametric and nonparametric statistical analyses were carried out according to distribution of the data. The majority of the subjects reported that they had enjoyed the training, had found it to be suitable, and had learned something new, although several asked for more difficult and complex scenarios as well as a richer virtual environment. The mean values for knowledge dropped during the 6 months from 8.0/10 to 6.25/10 (P = .002). Self-efficacy increased from before to after each of the two training sessions, from 5.9/7 to 6.5/7 (P = .01) after the first and from 6.0/7 to 6.7/7 (P = .03) after the second. The mean perceived concentration value increased from 54.2/100 to 66.6/100 (P = .006), and in general the mental strain was found to be low to moderate (mean = 2.6/10). Using scenario-based virtual world team training with avatars to train medical students in multi-person CPR was feasible and showed promising results. Although we found no evidence of stimulated recall of CPR procedures in our test-retest study, the subjects were enthusiastic and reported increased concentration during the training. We also found that subjects' self-efficacy had increased after the training. Despite the need for further studies, these findings imply several possible uses of MMVW technology for future emergency medical training.
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.
Personality traits and virtual reality performance.
Rosenthal, Rachel; Schäfer, Juliane; Hoffmann, Henry; Vitz, Martina; Oertli, Daniel; Hahnloser, Dieter
2013-01-01
Surgeons' personalities have been described as different from those of the general population, but this was based on small descriptive studies limited by the choice of evaluation instrument. Furthermore, although the importance of the human factor in team performance has been recognized, the effect of personality traits on technical performance is unknown. This study aimed to compare surgical residents' personality traits with those of the general population and to evaluate whether an association exists between their personality traits and technical performance using a virtual reality (VR) laparoscopy simulator. In this study, 95 participants (54 residents with basic, 29 with intermediate laparoscopic experience, and 12 students) underwent personality assessment using the NEO-Five Factor Inventory and performed five VR tasks of the Lap Mentor™ basic tasks module. The residents' personality traits were compared with those of the general population, and the association between VR performance and personality traits was investigated. Surgical residents showed personality traits different from those of the general population, demonstrating lower neuroticism, higher extraversion and conscientiousness, and male residents showed greater openness. In the multivariable analysis, adjusted for gender and surgical experience, none of the personality traits was found to be an independent predictor of technical performance. Surgical residents present distinct personality traits that differ from those of the general population. These traits were not found to be associated with technical performance in a virtual environment. The traits may, however, play an important role in team performance, which in turn is highly relevant for optimal surgical performance.
iVFTs - immersive virtual field trips for interactive learning about Earth's environment.
NASA Astrophysics Data System (ADS)
Bruce, G.; Anbar, A. D.; Semken, S. C.; Summons, R. E.; Oliver, C.; Buxner, S.
2014-12-01
Innovations in immersive interactive technologies are changing the way students explore Earth and its environment. State-of-the-art hardware has given developers the tools needed to capture high-resolution spherical content, 360° panoramic video, giga-pixel imagery, and unique viewpoints via unmanned aerial vehicles as they explore remote and physically challenging regions of our planet. Advanced software enables integration of these data into seamless, dynamic, immersive, interactive, content-rich, and learner-driven virtual field explorations, experienced online via HTML5. These surpass conventional online exercises that use 2-D static imagery and enable the student to engage in these virtual environments that are more like games than like lectures. Grounded in the active learning of exploration, inquiry, and application of knowledge as it is acquired, users interact non-linearly in conjunction with an intelligent tutoring system (ITS). The integration of this system allows the educational experience to be adapted to each individual student as they interact within the program. Such explorations, which we term "immersive virtual field trips" (iVFTs), are being integrated into cyber-learning allowing science teachers to take students to scientifically significant but inaccessible environments. Our team and collaborators are producing a diverse suite of freely accessible, iVFTs to teach key concepts in geology, astrobiology, ecology, and anthropology. Topics include Early Life, Biodiversity, Impact craters, Photosynthesis, Geologic Time, Stratigraphy, Tectonics, Volcanism, Surface Processes, The Rise of Oxygen, Origin of Water, Early Civilizations, Early Multicellular Organisms, and Bioarcheology. These diverse topics allow students to experience field sites all over the world, including, Grand Canyon (USA), Flinders Ranges (Australia), Shark Bay (Australia), Rainforests (Panama), Teotihuacan (Mexico), Upheaval Dome (USA), Pilbara (Australia), Mid-Atlantic Ridge (Iceland), and Mauna Kea (Hawaii). iVFTs are being beta-tested and used at ASU in several large-enrollment courses to assess its usability and effectiveness in meeting specific learning objectives. We invite geoscience educators to partake of this resource and find new applications to their own teaching.
2014-08-15
CAPE CANAVERAL, Fla. – The Kennedy Space Center Visitor Complex Spaceperson poses for a photo with Carver Middle School students and their teacher from Orlando, Florida, during the Zero Robotics finals competition at NASA Kennedy Space Center's Space Station Processing Facility in Florida. The team, members of the After School All-Stars, were regional winners and advanced to the final competition. For the competition, students designed software to control Synchronized Position Hold Engage and Reorient Experimental Satellites, or SPHERES, and competed with other teams locally. The Zero Robotics is a robotics programming competition where the robots are SPHERES. The competition starts online, where teams program the SPHERES to solve an annual challenge. After several phases of virtual competition in a simulation environment that mimics the real SPHERES, finalists are selected to compete in a live championship aboard the space station. Students compete to win a technically challenging game by programming their strategies into the SPHERES satellites. The programs are autonomous and the students cannot control the satellites during the test. Photo credit: NASA/Daniel Casper
EMERGENCY RESPONSE TEAMS TRAINING IN PUBLIC HEALTH CRISIS - THE SERIOUSNESS OF SERIOUS GAMES.
Stanojevic, Vojislav; Stanojevic, Cedomirka
2016-07-01
The rapid development of multimedia technologies in the last twenty years has lead to the emergence of new ways of learning academic and professional skills, which implies the application of multimedia technology in the form of a software -" serious computer games". Three-Dimensional Virtual Worlds. The basis of this game-platform is made of the platform of three-dimensional virtual worlds that can be described as communication systems in which participants share the same three-dimensional virtual space within which they can move, manipulate objects and communicate through their graphical representatives- avatars. Medical Education and Training. Arguments in favor of these computer tools in the learning process are accessibility, repeatability, low cost, the use of attractive graphics and a high degree of adaptation to the user. Specifically designed avatars allow students to get adapted to their roles in certain situations, especially to those which are considered rare, dangerous or unethical in real life. Drilling of major incidents, which includes the need to create environments for training, cannot be done in the real world due to high costs'and necessity to utilize the extensive resources. In addition, it is impossible to engage all the necessary health personnel at the same time. New technologies intended for conducting training, which are also called "virtual worlds", make the following possible: training at all times depending on user's commitments; simultaneous simulations on multiple levels, in several areas, in different circumstances, including dozens of unique victims; repeated scenarios and learning from mistakes; rapid feedback and the development of non-technical skills which are critical for reducing errors in dynamic, high-risk environments. Virtual worlds, which should be the subject of further research and improvements, in the field of hospital emergency response training for mass casualty incidents, certainly have a promising future.
NEWS Ltd.: Simulations for Trust Development.
ERIC Educational Resources Information Center
Ruhe, John A.; Allen, William R.
2001-01-01
Examines some of the unique problems faced by global teams and describes two simulations that have been successfully used to assist students in understanding key elements in effective global and cross-cultural team management. The first simulation focuses on a virtual global team situation; the second, using the same teams at a later date, expands…
ERIC Educational Resources Information Center
Bartel-Radic, Anne; Moos, J. Chris; Long, Suzanna K.
2015-01-01
This article presents an innovative pedagogy based on student participation in globally distributed project teams. The study questions the link between student learning of intercultural competence and the global teaming experience. Data was collected from 115 students participating in 22 virtual intercultural teams. Results revealed that students…
An Ethnographic Study of a Developing Virtual Organization in Education
ERIC Educational Resources Information Center
Couch, Stephanie R.
2012-01-01
This ethnographic study answers calls for research into the ways that virtual organizations (or innovation-driven collaborative teams) form and develop, what supports and constraints their development, and the leadership models that support the organizations' work. The study examines how a virtual organization emerged from an intersegmental…
Global engineering teams - a programme promoting teamwork in engineering design and manufacturing
NASA Astrophysics Data System (ADS)
Oladiran, M. T.; Uziak, J.; Eisenberg, M.; Scheffer, C.
2011-05-01
Engineering graduates are expected to possess various competencies categorised into hard and soft skills. The hard skills are acquired through specific coursework, but the soft skills are often treated perfunctorily. Global Engineering Teams (GET) is a programme that promotes project-oriented tasks in virtual student teams working in collaboration with industry partners. Teamwork is a major success factor for GET as students always work in groups of varying sizes. A questionnaire-based survey of the 2008 cohort of GET students was conducted to assess teamwork, communication and conflict resolution among group members. The results confirmed that deliverables are readily achieved in teams and communication was open. A challenge of using virtual teams is the availability of high-speed Internet access. The GET programme shows that it is possible to deliver engineering design and manufacturing via industry/university collaboration. The programme also facilitates multidisciplinary teamwork at an international level.
Managing Communication within Virtual Intercultural Teams.
ERIC Educational Resources Information Center
Grosse, Christine Uber
2002-01-01
Suggests that business students need to be prepared to manage the communication of intercultural teams. Discusses strategies for success such as: developing a network of good relationships built on trust and understanding; showing respect for other cultures and languages; and understanding how diversity strengthens the team. (SG)
2014-08-15
CAPE CANAVERAL, Fla. – Kennedy Space Center Director and former astronaut Bob Cabana, talks to Florida middle school students and their teachers during the Zero Robotics finals competition at the center's Space Station Processing Facility in Florida. Students designed software to control Synchronized Position Hold Engage and Reorient Experimental Satellites, or SPHERES, and competed with other teams locally. The Zero Robotics is a robotics programming competition where the robots are SPHERES. The competition starts online, where teams program the SPHERES to solve an annual challenge. After several phases of virtual competition in a simulation environment that mimics the real SPHERES, finalists are selected to compete in a live championship aboard the space station. Students compete to win a technically challenging game by programming their strategies into the SPHERES satellites. The programs are autonomous and the students cannot control the satellites during the test. Photo credit: NASA/Daniel Casper
2014-08-15
CAPE CANAVERAL, Fla. – Kennedy Space Center Director and former astronaut Bob Cabana, talks to Florida middle school students and their teachers during the Zero Robotics finals competition at the center's Space Station Processing Facility in Florida. Students designed software to control Synchronized Position Hold Engage and Reorient Experimental Satellites, or SPHERES, and competed with other teams locally. The Zero Robotics is a robotics programming competition where the robots are SPHERES. The competition starts online, where teams program the SPHERES to solve an annual challenge. After several phases of virtual competition in a simulation environment that mimics the real SPHERES, finalists are selected to compete in a live championship aboard the space station. Students compete to win a technically challenging game by programming their strategies into the SPHERES satellites. The programs are autonomous and the students cannot control the satellites during the test. Photo credit: NASA/Daniel Casper
2014-08-15
CAPE CANAVERAL, Fla. – Kennedy Space Center Director and former astronaut Bob Cabana, talks to Florida middle school students and their teachers during the Zero Robotics finals competition at the center's Space Station Processing Facility in Florida. Students designed software to control Synchronized Position Hold Engage and Reorient Experimental Satellites, or SPHERES, and competed with other teams locally. The Zero Robotics is a robotics programming competition where the robots are SPHERES. The competition starts online, where teams program the SPHERES to solve an annual challenge. After several phases of virtual competition in a simulation environment that mimics the real SPHERES, finalists are selected to compete in a live championship aboard the space station. Students compete to win a technically challenging game by programming their strategies into the SPHERES satellites. The programs are autonomous and the students cannot control the satellites during the test. Photo credit: NASA/Daniel Casper
ERIC Educational Resources Information Center
Emery, Erin E.; Lapidos, Stan; Eisenstein, Amy R.; Ivan, Iulia I.; Golden, Robyn L.
2012-01-01
Purpose: To demonstrate the feasibility of the BRIGHTEN Program (Bridging Resources of an Interdisciplinary Geriatric Health Team via Electronic Networking), an interdisciplinary team intervention for assessing and treating older adults for depression in outpatient primary and specialty medical clinics. The BRIGHTEN team collaborates "virtually"…
ERIC Educational Resources Information Center
Hambley, Laura A.; O'Neill, Thomas A.; Kline, Theresa J. B.
2007-01-01
This study investigated the effects of transformational and transactional leadership styles and communication media on team interaction styles and outcomes. Teams communicated through one of the following three ways: (a) face-to-face, (b) desktop videoconference, or (c) text-based chat. Results indicated that transformational and transactional…
Making Student Online Teams Work
ERIC Educational Resources Information Center
Olsen, Joel; Kalinski, Ray
2017-01-01
Online professors typically assign teams based on time zones, performance, or alphabet, but are these the best ways to position student virtual teams for success? Personality and task complexity could provide additional direction. Personality and task complexity were used as independent variables related to the depended variable of team…
ERIC Educational Resources Information Center
Anderson, Rhonda L.
2012-01-01
The use of virtual teams has become a common practice for organizations across all industries nationally and internationally (Carmel & Agarwal, 2001; Hertel, Geister, & Konradt, 2005; Martins, Gilson, & Maynard, 2004; McDonough, Kahn, & Barczak, 2001). Institutions of higher education are also embracing the use of virtual teams…
NASA Technical Reports Server (NTRS)
McGlynn, Thomas A.
2008-01-01
We discuss approaches to building archives that support the way most science is done. Today research is done in formal teams and informal groups. However our on-line services are designed to work with a single user. We have begun prototyping a new approach to building archives in which support for collaborative research is built in from the start. We organize the discussion along three elements that we believe to be necessary for effective support: We must enable user presence in the archive environment; users must be able to interact. Users must be able to personalize the environment, adding data and capabilities useful to themselves and their team. These changes must be persistent: subsequent sessions must be able to build upon previous sessions. In building the archive we see the large multi-player interactive games as a paradigm of how this approach can work. These three 'P's are essential in gaming as well and we shall use insights from the gaming world and virtual reality systems like Second Life in our prototype.
Quadrado, Virgínia Helena; Silva, Talita Dias da; Favero, Francis Meire; Tonks, James; Massetti, Thais; Monteiro, Carlos Bandeira de Mello
2017-11-10
To examine whether performance improvements in the virtual environment generalize to the natural environment. we had 64 individuals, 32 of which were individuals with DMD and 32 were typically developing individuals. The groups practiced two coincidence timing tasks. In the more tangible button-press task, the individuals were required to 'intercept' a falling virtual object at the moment it reached the interception point by pressing a key on the computer. In the more abstract task, they were instructed to 'intercept' the virtual object by making a hand movement in a virtual environment using a webcam. For individuals with DMD, conducting a coincidence timing task in a virtual environment facilitated transfer to the real environment. However, we emphasize that a task practiced in a virtual environment should have higher rates of difficulties than a task practiced in a real environment. IMPLICATIONS FOR REHABILITATION Virtual environments can be used to promote improved performance in ?real-world? environments. Virtual environments offer the opportunity to create paradigms similar ?real-life? tasks, however task complexity and difficulty levels can be manipulated, graded and enhanced to increase likelihood of success in transfer of learning and performance. Individuals with DMD, in particular, showed immediate performance benefits after using virtual reality.
Strategies to teach family assessment and intervention through an online international curriculum.
Anderson, Kathryn Hoehn; Friedemann, Marie-Luise
2010-05-01
A Web-based certificate program for international health professionals to acquire understanding of family health and strategies to implement culturally sensitive health care of families is outlined. In four Web courses and a project, students progress interactively to apply culture, family, and interdisciplinary health system theories to assessments and clinical interventions with families in the interdisciplinary setting. Four online educational strategies to facilitate student success from the virtual classroom to actual clinical care are described: adjusting to the technology, communicating the learning progress openly, giving mutual feedback, and implementing evidence-based family care. Outcomes addressing student learning and skill enhancement, family interaction, and student and faculty experiences in the virtual learning environment are explored. Overall, students learned to work successfully with families in health care, experienced increasing comfort and competency in challenging situations, introduced family care in their work setting, and emerged as leaders while working in interdisciplinary teams.
NASA Technical Reports Server (NTRS)
Prinzel, Lawrence J., III; Ellis, Kyle E.; Arthur, Jarvis J.; Nicholas, Stephanie N.; Kiggins, Daniel
2017-01-01
A Commercial Aviation Safety Team (CAST) study of 18 worldwide loss-of-control accidents and incidents determined that the lack of external visual references was associated with a flight crew's loss of attitude awareness or energy state awareness in 17 of these events. Therefore, CAST recommended development and implementation of virtual day-Visual Meteorological Condition (VMC) display systems, such as synthetic vision systems, which can promote flight crew attitude awareness similar to a day-VMC environment. This paper describes the results of a high-fidelity, large transport aircraft simulation experiment that evaluated virtual day-VMC displays and a "background attitude indicator" concept as an aid to pilots in recovery from unusual attitudes. Twelve commercial airline pilots performed multiple unusual attitude recoveries and both quantitative and qualitative dependent measures were collected. Experimental results and future research directions under this CAST initiative and the NASA "Technologies for Airplane State Awareness" research project are described.
STS-131 crew during VR Lab MSS/EVAB SUPT3 Team 91016 training
2009-09-25
JSC2009-E-214346 (25 Sept. 2009) --- Japan Aerospace Exploration Agency (JAXA) astronaut Naoko Yamazaki, STS-131 mission specialist, uses the virtual reality lab in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to train for some of her duties aboard the space shuttle and space station. This type of computer interface, paired with virtual reality training hardware and software, helps to prepare the entire team for dealing with space station elements.
STS-131 crew during VR Lab MSS/EVAB SUPT3 Team 91016 training
2009-09-25
JSC2009-E-214328 (25 Sept. 2009) --- Japan Aerospace Exploration Agency (JAXA) astronaut Naoko Yamazaki, STS-131 mission specialist, uses the virtual reality lab in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to train for some of her duties aboard the space shuttle and space station. This type of computer interface, paired with virtual reality training hardware and software, helps to prepare the entire team for dealing with space station elements.
STS-131 crew during VR Lab MSS/EVAB SUPT3 Team 91016 training
2009-09-25
JSC2009-E-214321 (25 Sept. 2009) --- NASA astronauts James P. Dutton Jr., STS-131 pilot; and Stephanie Wilson, mission specialist, use the virtual reality lab in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to train for some of their duties aboard the space shuttle and space station. This type of computer interface, paired with virtual reality training hardware and software, helps to prepare the entire team for dealing with space station elements.
Team-Based Development of Medical Devices: An Engineering–Business Collaborative
Eberhardt, Alan W.; Johnson, Ophelia L.; Kirkland, William B.; Dobbs, Joel H.; Moradi, Lee G.
2016-01-01
There is a global shift in the teaching methodology of science and engineering toward multidisciplinary, team-based processes. To meet the demands of an evolving technical industry and lead the way in engineering education, innovative curricula are essential. This paper describes the development of multidisciplinary, team-based learning environments in undergraduate and graduate engineering curricula focused on medical device design. In these programs, students actively collaborate with clinicians, professional engineers, business professionals, and their peers to develop innovative solutions to real-world problems. In the undergraduate senior capstone courses, teams of biomedical engineering (BME) and business students have produced and delivered numerous functional prototypes to satisfied clients. Pursuit of commercialization of devices has led to intellectual property (IP) disclosures and patents. Assessments have indicated high levels of success in attainment of student learning outcomes and student satisfaction with their undergraduate design experience. To advance these projects toward commercialization and further promote innovative team-based learning, a Master of Engineering (MEng) in Design and Commercialization was recently launched. The MEng facilitates teams of graduate students in engineering, life sciences, and business who engage in innovation-commercialization (IC) projects and coursework that take innovative ideas through research and development (R&D) to create marketable devices. The activities are structured with students working together as a “virtual company,” with targeted outcomes of commercialization (license agreements and new start-ups), competitive job placement, and/or career advancement. PMID:26902869
Team-Based Development of Medical Devices: An Engineering-Business Collaborative.
Eberhardt, Alan W; Johnson, Ophelia L; Kirkland, William B; Dobbs, Joel H; Moradi, Lee G
2016-07-01
There is a global shift in the teaching methodology of science and engineering toward multidisciplinary, team-based processes. To meet the demands of an evolving technical industry and lead the way in engineering education, innovative curricula are essential. This paper describes the development of multidisciplinary, team-based learning environments in undergraduate and graduate engineering curricula focused on medical device design. In these programs, students actively collaborate with clinicians, professional engineers, business professionals, and their peers to develop innovative solutions to real-world problems. In the undergraduate senior capstone courses, teams of biomedical engineering (BME) and business students have produced and delivered numerous functional prototypes to satisfied clients. Pursuit of commercialization of devices has led to intellectual property (IP) disclosures and patents. Assessments have indicated high levels of success in attainment of student learning outcomes and student satisfaction with their undergraduate design experience. To advance these projects toward commercialization and further promote innovative team-based learning, a Master of Engineering (MEng) in Design and Commercialization was recently launched. The MEng facilitates teams of graduate students in engineering, life sciences, and business who engage in innovation-commercialization (IC) projects and coursework that take innovative ideas through research and development (R&D) to create marketable devices. The activities are structured with students working together as a "virtual company," with targeted outcomes of commercialization (license agreements and new start-ups), competitive job placement, and/or career advancement.
ERIC Educational Resources Information Center
Khanal, Prabal
2014-01-01
Medical students acquire and enhance their clinical skills using various available techniques and resources. As the health care profession has move towards team-based practice, students and trainees need to practice team-based procedures that involve timely management of clinical tasks and adequate communication with other members of the team.…
Trista Patterson; David Nicholls; Jonathan Long
2015-01-01
The Sustainability Science Team (SST) of the U.S. Department of Agriculture (USDA) Forest Service Sustainable Operations Initiative is a 18-member virtual research and development team, located across five regions and four research stations of the USDA Forest Service. The team provides research, publication, systems analysis, and decision support to the Sustainable...
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 specificity of memory enhancement during interaction with a virtual environment.
Brooks, B M; Attree, E A; Rose, F D; Clifford, B R; Leadbetter, A G
1999-01-01
Two experiments investigated differences between active and passive participation in a computer-generated virtual environment in terms of spatial memory, object memory, and object location memory. It was found that active participants, who controlled their movements in the virtual environment using a joystick, recalled the spatial layout of the virtual environment better than passive participants, who merely watched the active participants' progress. Conversely, there were no significant differences between the active and passive participants' recall or recognition of the virtual objects, nor in their recall of the correct locations of objects in the virtual environment. These findings are discussed in terms of subject-performed task research and the specificity of memory enhancement in virtual environments.
8 ways to build collaborative teams.
Gratton, Lynda; Erickson, Tamara J
2007-11-01
Executing complex initiatives like acquisitions or an IT overhaul requires a breadth of knowledge that can be provided only by teams that are large, diverse, virtual, and composed of highly educated specialists. The irony is, those same characteristics have an alarming tendency to decrease collaboration on a team. What's a company to do? Gratton, a London Business School professor, and Erickson, president of the Concours Institute, studied 55 large teams and identified those with strong collaboration despite their complexity. Examining the team dynamics and environment at firms ranging from Royal Bank of Scotland to Nokia to Marriott, the authors isolated eight success factors: (1) "Signature" relationship practices that build bonds among the staff, in memorable ways that are particularly suited to a company's business. (2) Role models of collaboration among executives, which help cooperation trickle down to the staff. (3) The establishment of a "gift culture," in which managers support employees by mentoring them daily, instead of a transactional "tit-for-tat culture", (4) Training in relationship skills, such as communication and conflict resolution. (5) A sense of community, which corporate HR can foster by sponsoring group activities. (6) Ambidextrous leadership, or leaders who are both task-oriented and relationship-oriented. (7) Good use of heritage relationships, by populating teams with members who know and trust one another. (8) Role clarity and task ambiguity, achieved by defining individual roles sharply but giving teams latitude on approach. As teams have grown from a standard of 20 members to comprise 100 or more, team practices that once worked well no longer apply. The new complexity of teams requires companies to increase their capacity for collaboration, by making long-term investments that build relationships and trust, and smart near-term decisions about how teams are formed and run.
Validation of virtual reality as a tool to understand and prevent child pedestrian injury.
Schwebel, David C; Gaines, Joanna; Severson, Joan
2008-07-01
In recent years, virtual reality has emerged as an innovative tool for health-related education and training. Among the many benefits of virtual reality is the opportunity for novice users to engage unsupervised in a safe environment when the real environment might be dangerous. Virtual environments are only useful for health-related research, however, if behavior in the virtual world validly matches behavior in the real world. This study was designed to test the validity of an immersive, interactive virtual pedestrian environment. A sample of 102 children and 74 adults was recruited to complete simulated road-crossings in both the virtual environment and the identical real environment. In both the child and adult samples, construct validity was demonstrated via significant correlations between behavior in the virtual and real worlds. Results also indicate construct validity through developmental differences in behavior; convergent validity by showing correlations between parent-reported child temperament and behavior in the virtual world; internal reliability of various measures of pedestrian safety in the virtual world; and face validity, as measured by users' self-reported perception of realism in the virtual world. We discuss issues of generalizability to other virtual environments, and the implications for application of virtual reality to understanding and preventing pediatric pedestrian injuries.
When teams shift among processes: insights from simulation and optimization.
Kennedy, Deanna M; McComb, Sara A
2014-09-01
This article introduces process shifts to study the temporal interplay among transition and action processes espoused in the recurring phase model proposed by Marks, Mathieu, and Zacarro (2001). Process shifts are those points in time when teams complete a focal process and change to another process. By using team communication patterns to measure process shifts, this research explores (a) when teams shift among different transition processes and initiate action processes and (b) the potential of different interventions, such as communication directives, to manipulate process shift timing and order and, ultimately, team performance. Virtual experiments are employed to compare data from observed laboratory teams not receiving interventions, simulated teams receiving interventions, and optimal simulated teams generated using genetic algorithm procedures. Our results offer insights about the potential for different interventions to affect team performance. Moreover, certain interventions may promote discussions about key issues (e.g., tactical strategies) and facilitate shifting among transition processes in a manner that emulates optimal simulated teams' communication patterns. Thus, we contribute to theory regarding team processes in 2 important ways. First, we present process shifts as a way to explore the timing of when teams shift from transition to action processes. Second, we use virtual experimentation to identify those interventions with the greatest potential to affect performance by changing when teams shift among processes. Additionally, we employ computational methods including neural networks, simulation, and optimization, thereby demonstrating their applicability in conducting team research. PsycINFO Database Record (c) 2014 APA, all rights reserved.
Designing Teaching--Teaching Designing: Teacher's Guidance in a Virtual Design Studio
ERIC Educational Resources Information Center
Lahti, Henna; Seitamaa-Hakkarainen, Pirita
2014-01-01
This study examined pedagogical aspects of virtual designing. It focused on how an industrial design teacher organised a university course in plastic product design and how the teacher guided student teams' design processes in a virtual design studio. The model of Learning by Collaborative Design was used as a pedagogical and analytical framework.…
An Audio Architecture Integrating Sound and Live Voice for Virtual Environments
2002-09-01
implementation of a virtual environment. As real world training locations become scarce and training budgets are trimmed, training system developers ...look more and more towards virtual environments as the answer. Virtual environments provide training system developers with several key benefits
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.
Allocating Virtual and Physical Flows for Multiagent Teams in Mutable, Networked Environments
2012-08-01
dividing between z flow among the first l − 1 children and reserving the remaining y − z flow for the lth child , for some z ∈ [0..y]. In lines 13–21 we...use them when considering the parent of v, which must consider all possible ways to divide its flow between its children (i.e., v and v’s siblings ... studies the solution quality and runtime results for LP 2 for k = 1 and for k between 10 to 50 in increments of 10, as shown in Table 4.2. Note that
The Socialization of Virtual Teams: Implications for ISD
NASA Astrophysics Data System (ADS)
Mullally, Brenda; Stapleton, Larry
Studies show that Information Systems Development (ISD) projects do not fulfil stakeholder expectations of completion time, quality and budget. (2005) study shows that development is more about social interaction and mutual understanding than following a prescribed method. Systems development is a social process where interactions help to make sense of the reality within which the system is developed (Hirschheirn et al., 1991). Research concentrates on methodology when in fact method may not be the primary problem. Authors have called for further research to investigate the true nature of the current systems development environment in real organisational situations (Fitzgerald, 2000).
Riddell, Jeff; Patocka, Catherine; Lin, Michelle; Sherbino, Jonathan
2017-02-01
Team-based learning (TBL) is an instructional method that is being increasingly incorporated in health professions education, although use in graduate medical education (GME) has been more limited. To curate and describe themes that emerged from a virtual journal club discussion about TBL in GME, held across multiple digital platforms, while also evaluating the use of social media in online academic discussions. The Journal of Graduate Medical Education ( JGME ) and the Academic Life in Emergency Medicine blog facilitated a weeklong, open-access, virtual journal club on the 2015 JGME article "Use of Team-Based Learning Pedagogy for Internal Medicine Ambulatory Resident Teaching." Using 4 stimulus questions (hosted on a blog as a starting framework), we facilitated discussions via the blog, Twitter, and Google Hangouts on Air platforms. We evaluated 2-week web analytics and performed a thematic analysis of the discussion. The virtual journal club reached a large international audience as exemplified by the blog page garnering 685 page views from 241 cities in 42 countries. Our thematic analysis identified 4 domains relevant to TBL in GME: (1) the benefits and barriers to TBL; (2) the design of teams; (3) the role of assessment and peer evaluation; and (4) crowdsourced TBL resources. The virtual journal club provided a novel forum across multiple social media platforms, engaging authors, content experts, and the health professions education community in a discussion about the importance, impediments to implementation, available resources, and logistics of adopting TBL in GME.
Maidenbaum, Shachar; Levy-Tzedek, Shelly; Chebat, Daniel-Robert; Amedi, Amir
2013-01-01
Virtual worlds and environments are becoming an increasingly central part of our lives, yet they are still far from accessible to the blind. This is especially unfortunate as such environments hold great potential for them for uses such as social interaction, online education and especially for use with familiarizing the visually impaired user with a real environment virtually from the comfort and safety of his own home before visiting it in the real world. We have implemented a simple algorithm to improve this situation using single-point depth information, enabling the blind to use a virtual cane, modeled on the “EyeCane” electronic travel aid, within any virtual environment with minimal pre-processing. Use of the Virtual-EyeCane, enables this experience to potentially be later used in real world environments with identical stimuli to those from the virtual environment. We show the fast-learned practical use of this algorithm for navigation in simple environments. PMID:23977316
G2H--graphics-to-haptic virtual environment development tool for PC's.
Acosta, E; Temkin, B; Krummel, T M; Heinrichs, W L
2000-01-01
For surgical training and preparations, the existing surgical virtual environments have shown great improvement. However, these improvements are more in the visual aspect. The incorporation of haptics into virtual reality base surgical simulations would enhance the sense of realism greatly. To aid in the development of the haptic surgical virtual environment we have created a graphics to haptic, G2H, virtual environment developer tool. G2H transforms graphical virtual environments (created or imported) to haptic virtual environments without programming. The G2H capability has been demonstrated using the complex 3D pelvic model of Lucy 2.0, the Stanford Visible Female. The pelvis was made haptic using G2H without any further programming effort.
Grasping trajectories in a virtual environment adhere to Weber's law.
Ozana, Aviad; Berman, Sigal; Ganel, Tzvi
2018-06-01
Virtual-reality and telerobotic devices simulate local motor control of virtual objects within computerized environments. Here, we explored grasping kinematics within a virtual environment and tested whether, as in normal 3D grasping, trajectories in the virtual environment are performed analytically, violating Weber's law with respect to object's size. Participants were asked to grasp a series of 2D objects using a haptic system, which projected their movements to a virtual space presented on a computer screen. The apparatus also provided object-specific haptic information upon "touching" the edges of the virtual targets. The results showed that grasping movements performed within the virtual environment did not produce the typical analytical trajectory pattern obtained during 3D grasping. Unlike as in 3D grasping, grasping trajectories in the virtual environment adhered to Weber's law, which indicates relative resolution in size processing. In addition, the trajectory patterns differed from typical trajectories obtained during 3D grasping, with longer times to complete the movement, and with maximum grip apertures appearing relatively early in the movement. The results suggest that grasping movements within a virtual environment could differ from those performed in real space, and are subjected to irrelevant effects of perceptual information. Such atypical pattern of visuomotor control may be mediated by the lack of complete transparency between the interface and the virtual environment in terms of the provided visual and haptic feedback. Possible implications of the findings to movement control within robotic and virtual environments are further discussed.
NASA Astrophysics Data System (ADS)
Klump, Jens; Fraser, Ryan; Wyborn, Lesley; Friedrich, Carsten; Squire, Geoffrey; Barker, Michelle; Moloney, Glenn
2017-04-01
The researcher of today is likely to be part of a team distributed over multiple sites that will access data from an external repository and then process the data on a public or private cloud or even on a large centralised supercomputer. They are increasingly likely to use a mixture of their own code, third party software and libraries, or even access global community codes. These components will be connected into a Virtual Research Environments (VREs) that will enable members of the research team who are not co-located to actively work together at various scales to share data, models, tools, software, workflows, best practices, infrastructures, etc. Many VRE's are built in isolation: designed to meet a specific research program with components tightly coupled and not capable of being repurposed for other use cases - they are becoming 'stovepipes'. The limited number of users of some VREs also means that the cost of maintenance per researcher can be unacceptably high. The alternative is to develop service-oriented Science Platforms that enable multiple communities to develop specialised solutions for specific research programs. The platforms can offer access to data, software tools and processing infrastructures (cloud, supercomputers) through globally distributed, interconnected modules. In Australia, the Virtual Geophysics Laboratory (VGL) was initially built to enable a specific set of researchers in government agencies access to specific data sets and a limited number of tools, that is now rapidly evolving into a multi-purpose Earth science platform with access to an increased variety of data, a broader range of tools, users from more sectors and a diversity of computational infrastructures. The expansion has been relatively easy, because of the architecture whereby data, tools and compute resources are loosely coupled via interfaces that are built on international standards and accessed as services wherever possible. In recent years, investments in discoverability and accessibility of data via online services in Australia mean that data resources can be easily added to the virtual environments as and when required. Another key to increasing to reusability and uptake of the VRE is the capability to capturing workflows so that they can be reused and repurposed both within and beyond the community that that defined the original use case. Unfortunately, Software-as-a-Service in the research sector is not yet mature. In response, we developed a Scientific Software solutions Center (SSSC) that enables researchers to discover, deploy and then share computational codes, code snippets or processes both in a human and machine-readable manner. Growth has come not only from within the Earth science community but from the Australian Virtual Laboratory community which is building VREs for a diversity of communities such as astronomy, genomics, environment, humanities, climate etc. Components such as access control, provenance, visualisation, accounting etc. are common to all scientific domains and sharing of these across multiple domains reduces costs, but more importantly increases the ability to undertake interdisciplinary science. These efforts are transitioning VREs to more sustainable Service-oriented Science Platforms that can be delivered in an agile, adaptable manner for broader community interests.
Skiba, Diane J; Barton, Amy J; Knapfel, Sarah; Moore, Gina; Trinkley, Katy
2014-01-01
The iTEAM goal is to prepare advanced practice nurses, physicians and pharmacists with the interprofessional (IP) core competencies (informatics, patient centric, quality-focused, evidence based care) to provide technology enhanced collaborative care by: offering technology enhanced learning opportunities through a required informatics course, advanced practice courses (team based experiences with both standardized and virtual patients) and team based clinical experiences including e-health experiences. The innovative features of iTEAM project will be achieved through use of social media strategies, a web accessible Electronic Health Records (EHRs) system, a Virtual Clinic/Hospital in Second Life, various e-health applications including traditional telehealth tools and consumer oriented tools such as patient portals, social media consumer groups and mobile health (m-health) applications for health and wellness functions. It builds upon the schools' rich history of IP education and includes clinical partners, such as the VA and other clinical sites focused on care for underserved patient populations.
Global Engineering Teams--A Programme Promoting Teamwork in Engineering Design and Manufacturing
ERIC Educational Resources Information Center
Oladiran, M. T.; Uziak, J.; Eisenberg, M.; Scheffer, C.
2011-01-01
Engineering graduates are expected to possess various competencies categorised into hard and soft skills. The hard skills are acquired through specific coursework, but the soft skills are often treated perfunctorily. Global Engineering Teams (GET) is a programme that promotes project-oriented tasks in virtual student teams working in collaboration…
Leader Delegation and Trust in Global Software Teams
ERIC Educational Resources Information Center
Zhang, Suling
2008-01-01
Virtual teams are an important work structure in global software development. The distributed team structure enables access to a diverse set of expertise which is often not available in one location, to a cheaper labor force, and to a potentially accelerated development process that uses a twenty-four hour work structure. Many software teams…
2014-08-15
CAPE CANAVERAL, Fla. – Former astronaut Greg Johnson, executive director of the Center for the Advancement of Science in Space, talks to Florida middle school students and their teachers before the start of the Zero Robotics finals competition at NASA Kennedy Space Center's Space Station Processing Facility in Florida. Students designed software to control Synchronized Position Hold Engage and Reorient Experimental Satellites, or SPHERES, and competed with other teams locally. The Zero Robotics is a robotics programming competition where the robots are SPHERES. The competition starts online, where teams program the SPHERES to solve an annual challenge. After several phases of virtual competition in a simulation environment that mimics the real SPHERES, finalists are selected to compete in a live championship aboard the space station. Students compete to win a technically challenging game by programming their strategies into the SPHERES satellites. The programs are autonomous and the students cannot control the satellites during the test. Photo credit: NASA/Daniel Casper
2014-08-15
CAPE CANAVERAL, Fla. – Former astronaut Greg Johnson, executive director of the Center for the Advancement of Science in Space, talks to Florida middle school students and their teachers before the start of the Zero Robotics finals competition at NASA Kennedy Space Center's Space Station Processing Facility in Florida. Students designed software to control Synchronized Position Hold Engage and Reorient Experimental Satellites, or SPHERES, and competed with other teams locally. The Zero Robotics is a robotics programming competition where the robots are SPHERES. The competition starts online, where teams program the SPHERES to solve an annual challenge. After several phases of virtual competition in a simulation environment that mimics the real SPHERES, finalists are selected to compete in a live championship aboard the space station. Students compete to win a technically challenging game by programming their strategies into the SPHERES satellites. The programs are autonomous and the students cannot control the satellites during the test. Photo credit: NASA/Daniel Casper
2014-08-15
CAPE CANAVERAL, Fla. – Former astronaut Greg Johnson, executive director of the Center for the Advancement of Science in Space, talks to Florida middle school students and their teachers before the start of the Zero Robotics finals competition at NASA Kennedy Space Center's Space Station Processing Facility in Florida. Students designed software to control Synchronized Position Hold Engage and Reorient Experimental Satellites, or SPHERES, and competed with other teams locally. The Zero Robotics is a robotics programming competition where the robots are SPHERES. The competition starts online, where teams program the SPHERES to solve an annual challenge. After several phases of virtual competition in a simulation environment that mimics the real SPHERES, finalists are selected to compete in a live championship aboard the space station. Students compete to win a technically challenging game by programming their strategies into the SPHERES satellites. The programs are autonomous and the students cannot control the satellites during the test. Photo credit: NASA/Daniel Casper
ERIC Educational Resources Information Center
Cheng, Yufang; Huang, Ruowen
2012-01-01
The focus of this study is using data glove to practice Joint attention skill in virtual reality environment for people with pervasive developmental disorder (PDD). The virtual reality environment provides a safe environment for PDD people. Especially, when they made errors during practice in virtual reality environment, there is no suffering or…
Intelligent Motion and Interaction Within Virtual Environments
NASA Technical Reports Server (NTRS)
Ellis, Stephen R. (Editor); Slater, Mel (Editor); Alexander, Thomas (Editor)
2007-01-01
What makes virtual actors and objects in virtual environments seem real? How can the illusion of their reality be supported? What sorts of training or user-interface applications benefit from realistic user-environment interactions? These are some of the central questions that designers of virtual environments face. To be sure simulation realism is not necessarily the major, or even a required goal, of a virtual environment intended to communicate specific information. But for some applications in entertainment, marketing, or aspects of vehicle simulation training, realism is essential. The following chapters will examine how a sense of truly interacting with dynamic, intelligent agents may arise in users of virtual environments. These chapters are based on presentations at the London conference on Intelligent Motion and Interaction within a Virtual Environments which was held at University College, London, U.K., 15-17 September 2003.
Evaluation of TEAM dynamics before and after remote simulation training utilizing CERTAIN platform.
Pennington, Kelly M; Dong, Yue; Coville, Hongchuan H; Wang, Bo; Gajic, Ognjen; Kelm, Diana J
2018-12-01
The current study examines the feasibility and potential effects of long distance, remote simulation training on team dynamics. The study design was a prospective study evaluating team dynamics before and after remote simulation. Study subjects consisted of interdisciplinary teams (attending physicians, physicians in training, advanced care practitioners, and/or nurses). The study was conducted at nine training sites in eight countries. Study subjects completed 2-3 simulation scenarios of acute crises before and after training with the Checklist for Early Recognition and Treatment of Acute Illness (CERTAIN). Pre- and post-CERTAIN training simulations were evaluated by two independent reviewers utilizing the Team Emergency Assessment Measure (TEAM), which is a 11-item questionnaire that has been validated for assessing teamwork in the intensive care unit. Any discrepancies of greater than 1 point between the two reviewers on any question on the TEAM assessment were sent to a third reviewer to judge. The score that was deemed discordant by the third judge was eliminated. Pre- and post-CERTAIN training TEAM scores were averaged and compared. Of the nine teams evaluated, six teams demonstrated an overall improvement in global team performance following CERTAIN virtual training. For each of the 11 TEAM assessments, a trend toward improvement following CERTAIN training was noted; however, no assessment had universal improvement. 'Team composure and control' had the least absolute score improvement following CERTAIN training. The greatest improvement in the TEAM assessment scores was in the 'team's ability to complete tasks in a timely manner' and in the 'team leader's communication to the team'. The assessment of team dynamics using long distance, virtual simulation training appears to be feasible and may result in improved team performance during simulated patient crises; however, language and video quality were the two largest barriers noted during the review process.
ERIC Educational Resources Information Center
O'Connor, Eileen A.; Domingo, Jelia
2017-01-01
With the advent of open source virtual environments, the associated cost reductions, and the more flexible options, avatar-based virtual reality environments are within reach of educators. By using and repurposing readily available virtual environments, instructors can bring engaging, community-building, and immersive learning opportunities to…
NASA Astrophysics Data System (ADS)
Nathan Harris, E.; Morgenthaler, George W.
2004-07-01
Beginning in 1995, a team of 3-D engineering visualization experts assembled at the Lockheed Martin Space Systems Company and began to develop innovative virtual prototyping simulation tools for performing ground processing and real-time visualization of design and planning of aerospace missions. At the University of Colorado, a team of 3-D visualization experts also began developing the science of 3-D visualization and immersive visualization at the newly founded British Petroleum (BP) Center for visualization, which began operations in October, 2001. BP acquired ARCO in the year 2000 and awarded the 3-D flexible IVE developed by ARCO (beginning in 1990) to the University of Colorado, CU, the winner in a competition among 6 Universities. CU then hired Dr. G. Dorn, the leader of the ARCO team as Center Director, and the other experts to apply 3-D immersive visualization to aerospace and to other University Research fields, while continuing research on surface interpretation of seismic data and 3-D volumes. This paper recounts further progress and outlines plans in Aerospace applications at Lockheed Martin and CU.
The Fidelity of ’Feel’: Emotional Affordance in Virtual Environments
2005-07-01
The Fidelity of “Feel”: Emotional Affordance in Virtual Environments Jacquelyn Ford Morie, Josh Williams, Aimee Dozois, Donat-Pierre Luigi... environment but also the participant. We do this with the focus on what emotional affordances this manipulation will provide. Our first evaluation scenario...emotionally affective VEs. Keywords: Immersive Environments , Virtual Environments , VEs, Virtual Reality, emotion , affordance, fidelity, presence
Coercive Narratives, Motivation and Role Playing in Virtual Worlds
2002-01-01
resource for making immersive virtual environments highly engaging. Interaction also appeals to our natural desire to discover. Reading a book contains...participation in an open-ended Virtual Environment (VE). I intend to take advantage of a participants’ natural tendency to prefer interaction when possible...I hope this work will expand the potential of experience within virtual worlds. K e y w o r d s : Immersive Environments , Virtual Environments
Henderson, Saras; Dalton, Megan; Cartmel, Jennifer
2016-01-01
Health professionals may be expert clinicians but do not automatically make effective teachers and need educational development. In response, a team of health academics at an Australian university developed and evaluated the continuing education Graduate Certificate in Health Professional Education Program using an interprofessional learning model. The model was informed by Collins interactional expertise and Knowles adult learning theories. The team collaboratively developed and taught four courses in the program. Blended learning methods such as web-based learning, face-to-face workshops, and online discussion forums were used. Twenty-seven multidisciplinary participants enrolled in the inaugural program. Focus group interview, self-report questionnaires, and teacher observations were used to evaluate the program. Online learning motivated participants to learn in a collaborative virtual environment. The workshops conducted in an interprofessional environment promoted knowledge sharing and helped participants to better understand other discipline roles, so they could conduct clinical education within a broader health care team context. Work-integrated assessments supported learning relevance. The teachers, however, observed that some participants struggled because of lack of computer skills. Although the interprofessional learning model promoted collaboration and flexibility, it is important to note that consideration be given to participants who are not computer literate. We therefore conducted a library and computer literacy workshop in orientation week which helped. An interprofessional learning environment can assist health professionals to operate outside their "traditional silos" leading to a more collaborative approach to the provision of care. Our experience may assist other organizations in developing similar programs.
NASA Astrophysics Data System (ADS)
Harris, E.
Planning, Implementation and Optimization of Future Space Missions using an Immersive Visualization Environment (IVE) Machine E. N. Harris, Lockheed Martin Space Systems, Denver, CO and George.W. Morgenthaler, U. of Colorado at Boulder History: A team of 3-D engineering visualization experts at the Lockheed Martin Space Systems Company have developed innovative virtual prototyping simulation solutions for ground processing and real-time visualization of design and planning of aerospace missions over the past 6 years. At the University of Colorado, a team of 3-D visualization experts are developing the science of 3-D visualization and immersive visualization at the newly founded BP Center for Visualization, which began operations in October, 2001. (See IAF/IAA-01-13.2.09, "The Use of 3-D Immersive Visualization Environments (IVEs) to Plan Space Missions," G. A. Dorn and G. W. Morgenthaler.) Progressing from Today's 3-D Engineering Simulations to Tomorrow's 3-D IVE Mission Planning, Simulation and Optimization Techniques: 3-D (IVEs) and visualization simulation tools can be combined for efficient planning and design engineering of future aerospace exploration and commercial missions. This technology is currently being developed and will be demonstrated by Lockheed Martin in the (IVE) at the BP Center using virtual simulation for clearance checks, collision detection, ergonomics and reach-ability analyses to develop fabrication and processing flows for spacecraft and launch vehicle ground support operations and to optimize mission architecture and vehicle design subject to realistic constraints. Demonstrations: Immediate aerospace applications to be demonstrated include developing streamlined processing flows for Reusable Space Transportation Systems and Atlas Launch Vehicle operations and Mars Polar Lander visual work instructions. Long-range goals include future international human and robotic space exploration missions such as the development of a Mars Reconnaissance Orbiter and Lunar Base construction scenarios. Innovative solutions utilizing Immersive Visualization provide the key to streamlining the mission planning and optimizing engineering design phases of future aerospace missions.
Back to the future: virtualization of the computing environment at the W. M. Keck Observatory
NASA Astrophysics Data System (ADS)
McCann, Kevin L.; Birch, Denny A.; Holt, Jennifer M.; Randolph, William B.; Ward, Josephine A.
2014-07-01
Over its two decades of science operations, the W.M. Keck Observatory computing environment has evolved to contain a distributed hybrid mix of hundreds of servers, desktops and laptops of multiple different hardware platforms, O/S versions and vintages. Supporting the growing computing capabilities to meet the observatory's diverse, evolving computing demands within fixed budget constraints, presents many challenges. This paper describes the significant role that virtualization is playing in addressing these challenges while improving the level and quality of service as well as realizing significant savings across many cost areas. Starting in December 2012, the observatory embarked on an ambitious plan to incrementally test and deploy a migration to virtualized platforms to address a broad range of specific opportunities. Implementation to date has been surprisingly glitch free, progressing well and yielding tangible benefits much faster than many expected. We describe here the general approach, starting with the initial identification of some low hanging fruit which also provided opportunity to gain experience and build confidence among both the implementation team and the user community. We describe the range of challenges, opportunities and cost savings potential. Very significant among these was the substantial power savings which resulted in strong broad support for moving forward. We go on to describe the phasing plan, the evolving scalable architecture, some of the specific technical choices, as well as some of the individual technical issues encountered along the way. The phased implementation spans Windows and Unix servers for scientific, engineering and business operations, virtualized desktops for typical office users as well as more the more demanding graphics intensive CAD users. Other areas discussed in this paper include staff training, load balancing, redundancy, scalability, remote access, disaster readiness and recovery.
Implementing virtual reality interfaces for the geosciences
DOE Office of Scientific and Technical Information (OSTI.GOV)
Bethel, W.; Jacobsen, J.; Austin, A.
1996-06-01
For the past few years, a multidisciplinary team of computer and earth scientists at Lawrence Berkeley National Laboratory has been exploring the use of advanced user interfaces, commonly called {open_quotes}Virtual Reality{close_quotes} (VR), coupled with visualization and scientific computing software. Working closely with industry, these efforts have resulted in an environment in which VR technology is coupled with existing visualization and computational tools. VR technology may be thought of as a user interface. It is useful to think of a spectrum, ranging the gamut from command-line interfaces to completely immersive environments. In the former, one uses the keyboard to enter threemore » or six-dimensional parameters. In the latter, three or six-dimensional information is provided by trackers contained either in hand-held devices or attached to the user in some fashion, e.g. attached to a head-mounted display. Rich, extensible and often complex languages are a vehicle whereby the user controls parameters to manipulate object position and location in a virtual world, but the keyboard is the obstacle in that typing is cumbersome, error-prone and typically slow. In the latter, the user can interact with these parameters by means of motor skills which are highly developed. Two specific geoscience application areas will be highlighted. In the first, we have used VR technology to manipulate three-dimensional input parameters, such as the spatial location of injection or production wells in a reservoir simulator. In the second, we demonstrate how VR technology has been used to manipulate visualization tools, such as a tool for computing streamlines via manipulation of a {open_quotes}rake.{close_quotes} The rake is presented to the user in the form of a {open_quotes}virtual well{close_quotes} icon, and provides parameters used by the streamlines algorithm.« less
Vogt, Tobias; Herpers, Rainer; Askew, Christopher D.; Scherfgen, David; Strüder, Heiko K.; Schneider, Stefan
2015-01-01
Virtual reality environments are increasingly being used to encourage individuals to exercise more regularly, including as part of treatment those with mental health or neurological disorders. The success of virtual environments likely depends on whether a sense of presence can be established, where participants become fully immersed in the virtual environment. Exposure to virtual environments is associated with physiological responses, including cortical activation changes. Whether the addition of a real exercise within a virtual environment alters sense of presence perception, or the accompanying physiological changes, is not known. In a randomized and controlled study design, moderate-intensity Exercise (i.e., self-paced cycling) and No-Exercise (i.e., automatic propulsion) trials were performed within three levels of virtual environment exposure. Each trial was 5 minutes in duration and was followed by posttrial assessments of heart rate, perceived sense of presence, EEG, and mental state. Changes in psychological strain and physical state were generally mirrored by neural activation patterns. Furthermore, these changes indicated that exercise augments the demands of virtual environment exposures and this likely contributed to an enhanced sense of presence. PMID:26366305
Vogt, Tobias; Herpers, Rainer; Askew, Christopher D; Scherfgen, David; Strüder, Heiko K; Schneider, Stefan
2015-01-01
Virtual reality environments are increasingly being used to encourage individuals to exercise more regularly, including as part of treatment those with mental health or neurological disorders. The success of virtual environments likely depends on whether a sense of presence can be established, where participants become fully immersed in the virtual environment. Exposure to virtual environments is associated with physiological responses, including cortical activation changes. Whether the addition of a real exercise within a virtual environment alters sense of presence perception, or the accompanying physiological changes, is not known. In a randomized and controlled study design, moderate-intensity Exercise (i.e., self-paced cycling) and No-Exercise (i.e., automatic propulsion) trials were performed within three levels of virtual environment exposure. Each trial was 5 minutes in duration and was followed by posttrial assessments of heart rate, perceived sense of presence, EEG, and mental state. Changes in psychological strain and physical state were generally mirrored by neural activation patterns. Furthermore, these changes indicated that exercise augments the demands of virtual environment exposures and this likely contributed to an enhanced sense of presence.
What is a virtual multidisciplinary team (vMDT)?
Munro, A J; Swartzman, S
2013-01-01
Background: Multidisciplinary team meetings (MDTs), also known as tumour boards or multidisciplinary case conferences, are an integral component of contemporary cancer care. There are logistical problems with setting up and maintaining participation in these meetings. An ill-defined concept, the virtual MDT (vMDT), has arisen in response to these difficulties. We have, in order to provide clarity and to generate discussion, attempted to define the concept of the vMDT, outline its advantages and disadvantages, and consider some of the practical aspects involved in setting up a virtual MDT. Methods: This is an unstructured review of published evidence and personal experience relating to virtual teams in general, and to MDTs in particular. Results: We have devised a simple taxonomy for MDTs, discussed some of the practicalities involved in setting up a vMDT, and described some of the potential advantages and disadvantages associated with vMDTs. Conclusion: The vMDT may be useful for discussions concerning rare or unusual tumours, or for helping guide the assessment and management of patients with uncommon complications related to treatment. However, the vMDT is a niche concept and is currently unlikely to replace the more traditional face-to-face MDT in the management of common tumours at specific sites. PMID:23756866
ERIC Educational Resources Information Center
Dutton Feliu, Genevieve
2018-01-01
Social capital theory conceptualized social capital as key to connecting team members into the flow of valued resources and activities, with knowledge deemed one of the most valuable of these resources. Yet, the literature found teams struggle to effectively share knowledge. This quantitative survey-based study assessed the interrelationship…
The Anonymity Factor in Making Multicultural Teams Work: Virtual and Real Teams
ERIC Educational Resources Information Center
Berg, Roberta Wiig
2012-01-01
A major purpose of courses in intercultural communication is often to improve students' ability to perform well in situations with the potential to be both highly enlightening and highly difficult--in multicultural teams. This article reports the results of exercises in which members of a dysfunctional multicultural class were assigned to teams…
ERIC Educational Resources Information Center
Jiman, Juhanita
This paper discusses the use of Virtual Reality (VR) in e-learning environments where an intelligent three-dimensional (3D) virtual person plays the role of an instructor. With the existence of this virtual instructor, it is hoped that the teaching and learning in the e-environment will be more effective and productive. This virtual 3D animated…
Cybersickness and Anxiety During Simulated Motion: Implications for VRET.
Bruck, Susan; Watters, Paul
2009-01-01
Some clinicians have suggested using virtual reality environments to deliver psychological interventions to treat anxiety disorders. However, given a significant body of work on cybersickness symptoms which may arise in virtual environments - especially those involving simulated motion - we tested (a) whether being exposed to a virtual reality environment alone causes anxiety to increase, and (b) whether exposure to simulated motion in a virtual reality environment increases anxiety. Using a repeated measures design, we used Kim's Anxiety Scale questionnaire to compare baseline anxiety, anxiety after virtual environment exposure, and anxiety after simulated motion. While there was no significant effect on anxiety for being in a virtual environment with no simulated motion, the introduction of simulated motion caused anxiety to significantly increase, but not to a severe or extreme level. The implications of this work for virtual reality exposure therapy (VRET) are discussed.
Team Learning for Healthcare Quality Improvement
Eppstein, Margaret J.; Horbar, Jeffrey D.
2014-01-01
In organized healthcare quality improvement collaboratives (QICs), teams of practitioners from different hospitals exchange information on clinical practices with the aim of improving health outcomes at their own institutions. However, what works in one hospital may not work in others with different local contexts because of nonlinear interactions among various demographics, treatments, and practices. In previous studies of collaborations where the goal is a collective problem solving, teams of diverse individuals have been shown to outperform teams of similar individuals. However, when the purpose of collaboration is knowledge diffusion in complex environments, it is not clear whether team diversity will help or hinder effective learning. In this paper, we first use an agent-based model of QICs to show that teams comprising similar individuals outperform those with more diverse individuals under nearly all conditions, and that this advantage increases with the complexity of the landscape and level of noise in assessing performance. Examination of data from a network of real hospitals provides encouraging evidence of a high degree of similarity in clinical practices, especially within teams of hospitals engaging in QIC teams. However, our model also suggests that groups of similar hospitals could benefit from larger teams and more open sharing of details on clinical outcomes than is currently the norm. To facilitate this, we propose a secure virtual collaboration system that would allow hospitals to efficiently identify potentially better practices in use at other institutions similar to theirs without any institutions having to sacrifice the privacy of their own data. Our results may also have implications for other types of data-driven diffusive learning such as in personalized medicine and evolutionary search in noisy, complex combinatorial optimization problems. PMID:25360395
Riddell, Jeff; Patocka, Catherine; Lin, Michelle; Sherbino, Jonathan
2017-01-01
Background Team-based learning (TBL) is an instructional method that is being increasingly incorporated in health professions education, although use in graduate medical education (GME) has been more limited. Objective To curate and describe themes that emerged from a virtual journal club discussion about TBL in GME, held across multiple digital platforms, while also evaluating the use of social media in online academic discussions. Methods The Journal of Graduate Medical Education (JGME) and the Academic Life in Emergency Medicine blog facilitated a weeklong, open-access, virtual journal club on the 2015 JGME article “Use of Team-Based Learning Pedagogy for Internal Medicine Ambulatory Resident Teaching.” Using 4 stimulus questions (hosted on a blog as a starting framework), we facilitated discussions via the blog, Twitter, and Google Hangouts on Air platforms. We evaluated 2-week web analytics and performed a thematic analysis of the discussion. Results The virtual journal club reached a large international audience as exemplified by the blog page garnering 685 page views from 241 cities in 42 countries. Our thematic analysis identified 4 domains relevant to TBL in GME: (1) the benefits and barriers to TBL; (2) the design of teams; (3) the role of assessment and peer evaluation; and (4) crowdsourced TBL resources. Conclusions The virtual journal club provided a novel forum across multiple social media platforms, engaging authors, content experts, and the health professions education community in a discussion about the importance, impediments to implementation, available resources, and logistics of adopting TBL in GME. PMID:28261403
Collet, Christian
2013-01-01
Possession is thought of as central to success in modern football, but questions remain about its impact on positive team outcomes (Bate, 1988; Hughes & Franks, 2005; Pollard & Reep, 1997; Stanhope, 2001). Recent studies (e.g. Bloomfield, Polman, & O'Donoghue, 2005; Carling, Williams, & Reilly, 2005; James, Mellallieu, & Holley, 2002; Jones, James, & Mellalieu, 2004; Lago, 2009; Lago & Martin, 2007; Lago-Peñas & Dellal, 2010; Lago-Peñas, Lago-Ballesteros, Dellal, & Gómez, 2010; Taylor, Mellalieu, & James, 2005; Tucker, Mellalieu, James, & Taylor, 2005) that have examined these questions have often been constrained by an exclusive focus on English or Spanish domestic play. Using data from five European leagues, UEFA and FIFA tournaments, the study found that while possession time and passing predicted aggregated team success in domestic league play, both variables were poor predictors at the individual match level once team quality and home advantage were accounted for. In league play, the effect of greater possession was consistently negative; in the Champions League, it had virtually no impact. In national team tournaments, possession failed to reach significance when offensive factors were accounted for. Much of the success behind the 'possession game' was thus a function of elite teams confined in geographic and competitive space. That ball hegemony was not consistently tied to success suggests that a nuanced approach to possession is needed to account for variant strategic environments (e.g. James et al., 2002) and compels match analysts to re-examine the metric's overall value.
Laboratory E-Notebooks: A Learning Object-Based Repository
ERIC Educational Resources Information Center
Abari, Ilior; Pierre, Samuel; Saliah-Hassane, Hamadou
2006-01-01
During distributed virtual laboratory experiment sessions, a major problem is to be able to collect, store, manage and share heterogeneous data (intermediate results, analysis, annotations, etc) manipulated simultaneously by geographically distributed teammates composing a virtual team. The electronic notebook is a possible response to this…
Virtually Usable: A Test of the Information Gardens
ERIC Educational Resources Information Center
Johnson, Megan; Ochoa, Louise; Purpur, Geraldine
2007-01-01
This paper presents the results of a usability study conducted to determine the functionality of a desktop, three-dimensional virtual library designed and supported by the Appalachian State University Distance Learning Library Services team. Formative evaluations were performed with representative students utilizing Morae software. Results…
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…
NASA Technical Reports Server (NTRS)
Griffith, Karen
2011-01-01
The purpose of this paper is to look for links in a virtual trainee's interest and self-efficacy in a simulated event as it relates to their previous self-reported technical skill level. Ultimately, the idea would be to provide the right amount of support at the right place at the right time to set the conditions for maximum transfer of the skill sets to the work place. An anecdotal recap of a recent experiment of a medium-scale training event produced in a virtual world will provide examples for discussion. In July 2010, a virtual training event was produced for the Air Force Research Lab's Games for Team Training (GaMeTT) at the Patriot Exercise at Volk Field in Wisconsin. There were 29 EMEDS participants who completed the simulated OCO event using the OLIVE gaming engine. Approximately 25 avatars were present at any given time; including role players, observers, coordinators and participants.
Reaction time for processing visual stimulus in a computer-assisted rehabilitation environment.
Sanchez, Yerly; Pinzon, David; Zheng, Bin
2017-10-01
To examine the reaction time when human subjects process information presented in the visual channel under both a direct vision and a virtual rehabilitation environment when walking was performed. Visual stimulus included eight math problems displayed on the peripheral vision to seven healthy human subjects in a virtual rehabilitation training (computer-assisted rehabilitation environment (CAREN)) and a direct vision environment. Subjects were required to verbally report the results of these math calculations in a short period of time. Reaction time measured by Tobii Eye tracker and calculation accuracy were recorded and compared between the direct vision and virtual rehabilitation environment. Performance outcomes measured for both groups included reaction time, reading time, answering time and the verbal answer score. A significant difference between the groups was only found for the reaction time (p = .004). Participants had more difficulty recognizing the first equation of the virtual environment. Participants reaction time was faster in the direct vision environment. This reaction time delay should be kept in mind when designing skill training scenarios in virtual environments. This was a pilot project to a series of studies assessing cognition ability of stroke patients who are undertaking a rehabilitation program with a virtual training environment. Implications for rehabilitation Eye tracking is a reliable tool that can be employed in rehabilitation virtual environments. Reaction time changes between direct vision and virtual environment.
Integration of e-learning technologies in an interprofessional health science course.
Carbonaro, Mike; King, Sharla; Taylor, Elizabeth; Satzinger, Franziska; Snart, Fern; Drummond, Jane
2008-02-01
Advances in information and communication technology are influencing instructional formats and delivery modes for post secondary teaching and learning. The purpose of this study was to determine whether interprofessional team process skills traditionally taught in a small group face-to-face classroom setting could be taught in a blended learning environment; without compromising the pedagogical approach and collaborative Group Investigation Model (Sharan & Sharan 1992) used in the course. A required interprofessional team development course designed to teach health science students (Medicine, Nursing, Pharmacy, Occupational Therapy, Physical Therapy, Dentistry, Dental Hygiene, Medical Laboratory Science, and Nutrition) team process skills was redesigned from a 100% face-to-face delivery format to a blended learning format where 70% of the instruction was delivered using a new synchronous virtual classroom technology (Elluminate www.elluminate.com) in conjunction with asynchronous technology (WebCT). It was hypothesized there would be no significant difference between the blended learning format and the traditional face-to-face format in the development of interprofessional team knowledge, skills and attitudes. The two formats were evaluated on demographic information, computer experience, and interprofessional team attitudes, knowledge and skills. The three main findings are: (a) no significant differences between student groups on achieving team process skills, (b) an observation of differences between the groups on team dynamics, and (c) a more positive achievement of course learning objectives perceived by students in the blended learning class. The results provide evidence to support our blended learning format without compromising pedagogy. They also suggest that this format enhances students' perceptions of their learning.
Brain Activity on Navigation in Virtual Environments.
ERIC Educational Resources Information Center
Mikropoulos, Tassos A.
2001-01-01
Assessed the cognitive processing that takes place in virtual environments by measuring electrical brain activity using Fast Fourier Transform analysis. University students performed the same task in a real and a virtual environment, and eye movement measurements showed that all subjects were more attentive when navigating in the virtual world.…
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…
Utilizing media arts principles for developing effective interactive neurorehabilitation systems.
Rikakis, Thanassis
2011-01-01
This paper discusses how interactive neurorehabilitation systems can increase their effectiveness through systematic integration of media arts principles and practice. Media arts expertise can foster the development of complex yet intuitive extrinsic feedback displays that match the inherent complexity and intuitive nature of motor learning. Abstract, arts-based feedback displays can be powerful metaphors that provide re-contextualization, engagement and appropriate reward mechanisms for mature adults. Such virtual feedback displays must be seamlessly integrated with physical components to produce mixed reality training environments that promote active, generalizable learning. The proposed approaches are illustrated through examples from mixed reality rehabilitation systems developed by our team.
Building a Winning Recruiting Team.
ERIC Educational Resources Information Center
Taguchi, Sherrie Gong
2002-01-01
Building a winning recruiting team is essential to the well being of virtually every organization. Putting together a great mix of people to represent an organization and bring in new talent can serve an organization well when competition is fierce or demand is down. (GCP)
Lee, Jae M; Ku, Jeong H; Jang, Dong P; Kim, Dong H; Choi, Young H; Kim, In Y; Kim, Sun I
2002-06-01
The fear of speaking is often cited as the world's most common social phobia. The rapid growth of computer technology enabled us to use virtual reality (VR) for the treatment of the fear of public speaking. There have been two techniques used to construct a virtual environment for the treatment of the fear of public speaking: model-based and movie-based. Virtual audiences and virtual environments made by model-based technique are unrealistic and unnatural. The movie-based technique has a disadvantage in that each virtual audience cannot be controlled respectively, because all virtual audiences are included in one moving picture file. To address this disadvantage, this paper presents a virtual environment made by using image-based rendering (IBR) and chroma keying simultaneously. IBR enables us to make the virtual environment realistic because the images are stitched panoramically with the photos taken from a digital camera. And the use of chroma keying allows a virtual audience to be controlled individually. In addition, a real-time capture technique was applied in constructing the virtual environment to give the subjects more interaction, in that they can talk with a therapist or another subject.
2017-08-08
Usability Studies In Virtual And Traditional Computer Aided Design Environments For Spatial Awareness Dr. Syed Adeel Ahmed, Xavier University of...virtual environment with wand interfaces compared directly with a workstation non-stereoscopic traditional CAD interface with keyboard and mouse. In...navigate through a virtual environment. The wand interface provides a significantly improved means of interaction. This study quantitatively measures the
A virtual therapeutic environment with user projective agents.
Ookita, S Y; Tokuda, H
2001-02-01
Today, we see the Internet as more than just an information infrastructure, but a socializing place and a safe outlet of inner feelings. Many personalities develop aside from real world life due to its anonymous environment. Virtual world interactions are bringing about new psychological illnesses ranging from netaddiction to technostress, as well as online personality disorders and conflicts in multiple identities that exist in the virtual world. Presently, there are no standard therapy models for the virtual environment. There are very few therapeutic environments, or tools especially made for virtual therapeutic environments. The goal of our research is to provide the therapy model and middleware tools for psychologists to use in virtual therapeutic environments. We propose the Cyber Therapy Model, and Projective Agents, a tool used in the therapeutic environment. To evaluate the effectiveness of the tool, we created a prototype system, called the Virtual Group Counseling System, which is a therapeutic environment that allows the user to participate in group counseling through the eyes of their Projective Agent. Projective Agents inherit the user's personality traits. During the virtual group counseling, the user's Projective Agent interacts and collaborates to recover and increase their psychological growth. The prototype system provides a simulation environment where psychologists can adjust the parameters and customize their own simulation environment. The model and tool is a first attempt toward simulating online personalities that may exist only online, and provide data for observation.
NASA Astrophysics Data System (ADS)
Gordova, Yulia; Martynova, Yulia; Shulgina, Tamara
2015-04-01
The current situation with the training of specialists in environmental sciences is complicated by the fact that the very scientific field is experiencing a period of rapid development. Global change has caused the development of measurement techniques and modeling of environmental characteristics, accompanied by the expansion of the conceptual and mathematical apparatus. Understanding and forecasting processes in the Earth system requires extensive use of mathematical modeling and advanced computing technologies. As a rule, available training programs in the environmental sciences disciplines do not have time to adapt to such rapid changes in the domain content. As a result, graduates of faculties do not understand processes and mechanisms of the global change, have only superficial knowledge of mathematical modeling of processes in the environment. They do not have the required skills in numerical modeling, data processing and analysis of observations and computation outputs and are not prepared to work with the meteorological data. For adequate training of future specialists in environmental sciences we propose the following approach, which reflects the new "research" paradigm in education. We believe that the training of such specialists should be done not in an artificial learning environment, but based on actual operating information-computational systems used in environment studies, in the so-called virtual research environment via development of virtual research and learning laboratories. In the report the results of the use of computational-informational web-GIS system "Climate" (http://climate.scert.ru/) as a prototype of such laboratory are discussed. The approach is realized at Tomsk State University to prepare bachelors in meteorology. Student survey shows that their knowledge has become deeper and more systemic after undergoing training in virtual learning laboratory. The scientific team plans to assist any educators to utilize the system in earth science education. This work is partially supported by SB RAS project VIII.80.2.1, RFBR grants 13-05-12034 and 14-05-00502.
NASA Technical Reports Server (NTRS)
Schmidt, Gregory K.
2014-01-01
The NASA Solar System Exploration Research Virtual Institute (SSERVI), originally chartered in 2008 as the NASA Lunar Science Institute (NLSI), is chartered to advance both the scientific goals needed to enable human space exploration, as well as the science enabled by such exploration. NLSI and SSERVI have in succession been "institutes without walls," fostering collaboration between domestic teams (7 teams for NLSI, 9 for SSERVI) as well as between these teams and the institutes' international partners, resulting in a greater global endeavor. SSERVI teams and international partners participate in sharing ideas, information, and data arising from their respective research efforts, and contribute to the training of young scientists and bringing the scientific results and excitement of exploration to the public. The domestic teams also respond to NASA's strategic needs, providing community-based responses to NASA needs in partnership with NASA's Analysis Groups. Through the many partnerships enabled by NLSI and SSERVI, scientific results have well exceeded initial projections based on the original PI proposals, proving the validity of the virtual institute model. NLSI and SSERVI have endeavored to represent not just the selected and funded domestic teams, but rather the entire relevant scientific community; this has been done through many means such as the annual Lunar Science Forum (now re-named Exploration Science Forum), community-based grass roots Focus Groups on a wide range of topics, and groups chartered to further the careers of young scientists. Additionally, NLSI and SSERVI have co-founded international efforts such as the pan-European lunar science consortium, with an overall goal of raising the tide of lunar science (and now more broadly exploration science) across the world.
Ecological validity of virtual environments to assess human navigation ability
van der Ham, Ineke J. M.; Faber, Annemarie M. E.; Venselaar, Matthijs; van Kreveld, Marc J.; Löffler, Maarten
2015-01-01
Route memory is frequently assessed in virtual environments. These environments can be presented in a fully controlled manner and are easy to use. Yet they lack the physical involvement that participants have when navigating real environments. For some aspects of route memory this may result in reduced performance in virtual environments. We assessed route memory performance in four different environments: real, virtual, virtual with directional information (compass), and hybrid. In the hybrid environment, participants walked the route outside on an open field, while all route information (i.e., path, landmarks) was shown simultaneously on a handheld tablet computer. Results indicate that performance in the real life environment was better than in the virtual conditions for tasks relying on survey knowledge, like pointing to start and end point, and map drawing. Performance in the hybrid condition however, hardly differed from real life performance. Performance in the virtual environment did not benefit from directional information. Given these findings, the hybrid condition may offer the best of both worlds: the performance level is comparable to that of real life for route memory, yet it offers full control of visual input during route learning. PMID:26074831
ERIC Educational Resources Information Center
Ehrlich, Justin
2010-01-01
The application of virtual reality is becoming ever more important as technology reaches new heights allowing virtual environments (VE) complete with global illumination. One successful application of virtual environments is educational interventions meant to treat individuals with autism spectrum disorder (ASD). VEs are effective with these…
Virtual Virtuosos: A Case Study in Learning Music in Virtual Learning Environments in Spain
ERIC Educational Resources Information Center
Alberich-Artal, Enric; Sangra, Albert
2012-01-01
In recent years, the development of Information and Communication Technologies (ICT) has contributed to the generation of a number of interesting initiatives in the field of music education and training in virtual learning environments. However, music education initiatives employing virtual learning environments have replicated and perpetuated the…
Transfer of motor learning from virtual to natural environments in individuals with cerebral palsy.
de Mello Monteiro, Carlos Bandeira; Massetti, Thais; da Silva, Talita Dias; van der Kamp, John; de Abreu, Luiz Carlos; Leone, Claudio; Savelsbergh, Geert J P
2014-10-01
With the growing accessibility of computer-assisted technology, rehabilitation programs for individuals with cerebral palsy (CP) increasingly use virtual reality environments to enhance motor practice. Thus, it is important to examine whether performance improvements in the virtual environment generalize to the natural environment. To examine this issue, we had 64 individuals, 32 of which were individuals with CP and 32 typically developing individuals, practice two coincidence-timing tasks. In the more tangible button-press task, the individuals were required to 'intercept' a falling virtual object at the moment it reached the interception point by pressing a key. In the more abstract, less tangible task, they were instructed to 'intercept' the virtual object by making a hand movement in a virtual environment. The results showed that individuals with CP timed less accurate than typically developing individuals, especially for the more abstract task in the virtual environment. The individuals with CP did-as did their typically developing peers-improve coincidence timing with practice on both tasks. Importantly, however, these improvements were specific to the practice environment; there was no transfer of learning. It is concluded that the implementation of virtual environments for motor rehabilitation in individuals with CP should not be taken for granted but needs to be considered carefully. Copyright © 2014 Elsevier Ltd. All rights reserved.
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.
Development of a virtual speaking simulator using Image Based Rendering.
Lee, J M; Kim, H; Oh, M J; Ku, J H; Jang, D P; Kim, I Y; Kim, S I
2002-01-01
The fear of speaking is often cited as the world's most common social phobia. The rapid growth of computer technology has enabled the use of virtual reality (VR) for the treatment of the fear of public speaking. There are two techniques for building virtual environments for the treatment of this fear: a model-based and a movie-based method. Both methods have the weakness that they are unrealistic and not controllable individually. To understand these disadvantages, this paper presents a virtual environment produced with Image Based Rendering (IBR) and a chroma-key simultaneously. IBR enables the creation of realistic virtual environments where the images are stitched panoramically with the photos taken from a digital camera. And the use of chroma-keys puts virtual audience members under individual control in the environment. In addition, real time capture technique is used in constructing the virtual environments enabling spoken interaction between the subject and a therapist or another subject.
Team Leader: Tom Peters--TAP Information Services
ERIC Educational Resources Information Center
Library Journal, 2005
2005-01-01
Tom Peters packs 36 hours of work into the confines of a 24-hour day. Without breaking a sweat, he juggles multiple collaborative projects, which currently include an Illinois academic library shared storage facility; a multistate virtual reference and instruction service for blind and visually impaired individuals (InfoEyes); a virtual meeting…
ERIC Educational Resources Information Center
O'Connor, Eileen A.
2015-01-01
Opening with the history, recent advances, and emerging ways to use avatar-based virtual reality, an instructor who has used virtual environments since 2007 shares how these environments bring more options to community building, teaching, and education. With the open-source movement, where the source code for virtual environments was made…
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.
Social Interaction Development through Immersive Virtual Environments
ERIC Educational Resources Information Center
Beach, Jason; Wendt, Jeremy
2014-01-01
The purpose of this pilot study was to determine if participants could improve their social interaction skills by participating in a virtual immersive environment. The participants used a developing virtual reality head-mounted display to engage themselves in a fully-immersive environment. While in the environment, participants had an opportunity…
Cross-Border Student Collaborations: Opportunities for Videoconferencing
ERIC Educational Resources Information Center
Scovotti, Carol; Spiller, Lisa D.
2011-01-01
Globalization has prompted businesses to adopt burgeoning technologies that support the efforts of distributed teams. This project unites students from geographically dispersed master's-level programs on two continents. Using videoconferencing, virtual workspace, telephone, and e-mail, MBA students at a U.S. university teamed with students from…
KEYNOTE 2 : Rebuilding the Tower of Babel - Better Communication with Standards
2013-02-01
and a member of the Object Management Group (OMG) SysML specification team. He has been developing multi-national complex systems for almost 35 years...critical systems development, virtual team management, systems development, and software development with UML, SysML and Architectural Frameworks
Virtual environments simulation in research reactor
NASA Astrophysics Data System (ADS)
Muhamad, Shalina Bt. Sheik; Bahrin, Muhammad Hannan Bin
2017-01-01
Virtual reality based simulations are interactive and engaging. It has the useful potential in improving safety training. Virtual reality technology can be used to train workers who are unfamiliar with the physical layout of an area. In this study, a simulation program based on the virtual environment at research reactor was developed. The platform used for virtual simulation is 3DVia software for which it's rendering capabilities, physics for movement and collision and interactive navigation features have been taken advantage of. A real research reactor was virtually modelled and simulated with the model of avatars adopted to simulate walking. Collision detection algorithms were developed for various parts of the 3D building and avatars to restrain the avatars to certain regions of the virtual environment. A user can control the avatar to move around inside the virtual environment. Thus, this work can assist in the training of personnel, as in evaluating the radiological safety of the research reactor facility.
Carman, Margaret; Xu, Shu; Rushton, Sharron; Smallheer, Benjamin A; Williams, Denise; Amarasekara, Sathya; Oermann, Marilyn H
Acute care nurse practitioner (ACNP) programs that use high-fidelity simulation as a teaching tool need to consider innovative strategies to provide distance-based students with learning experiences that are comparable to those in a simulation laboratory. The purpose of this article is to describe the use of virtual simulations in a distance-based ACNP program and student performance in the simulations. Virtual simulations using iSimulate were integrated into the ACNP course to promote the translation of content into a clinical context and enable students to develop their knowledge and decision-making skills. With these simulations, students worked as a team, even though they were at different sites from each other and from the faculty, to manage care of an acutely ill patient. The students were assigned to simulation groups of 4 students each. One week before the simulation, they reviewed past medical records. The virtual simulation sessions were recorded and then evaluated. The evaluation tools assessed 8 areas of performance and included key behaviors in each of these areas to be performed by students in the simulation. More than 80% of the student groups performed the key behaviors. Virtual simulations provide a learning platform that allows live interaction between students and faculty, at a distance, and application of content to clinical situations. With simulation, learners have an opportunity to practice assessment and decision-making in emergency and high-risk situations. Simulations not only are valuable for student learning but also provide a nonthreatening environment for staff to practice, receive feedback on their skills, and improve their confidence.
Evaluation of the cognitive effects of travel technique in complex real and virtual environments.
Suma, Evan A; Finkelstein, Samantha L; Reid, Myra; V Babu, Sabarish; Ulinski, Amy C; Hodges, Larry F
2010-01-01
We report a series of experiments conducted to investigate the effects of travel technique on information gathering and cognition in complex virtual environments. In the first experiment, participants completed a non-branching multilevel 3D maze at their own pace using either real walking or one of two virtual travel techniques. In the second experiment, we constructed a real-world maze with branching pathways and modeled an identical virtual environment. Participants explored either the real or virtual maze for a predetermined amount of time using real walking or a virtual travel technique. Our results across experiments suggest that for complex environments requiring a large number of turns, virtual travel is an acceptable substitute for real walking if the goal of the application involves learning or reasoning based on information presented in the virtual world. However, for applications that require fast, efficient navigation or travel that closely resembles real-world behavior, real walking has advantages over common joystick-based virtual travel techniques.
Butterfly valve in a virtual environment
NASA Astrophysics Data System (ADS)
Talekar, Aniruddha; Patil, Saurabh; Thakre, Prashant; Rajkumar, E.
2017-11-01
Assembly of components is one of the processes involved in product design and development. The present paper deals with the assembly of a simple butterfly valve components in a virtual environment. The assembly has been carried out using virtual reality software by trial and error methods. The parts are modelled using parametric software (SolidWorks), meshed accordingly, and then called into virtual environment for assembly.
Ergonomic aspects of a virtual environment.
Ahasan, M R; Väyrynen, S
1999-01-01
A virtual environment is an interactive graphic system mediated through computer technology that allows a certain level of reality or a sense of presence to access virtual information. To create reality in a virtual environment, ergonomics issues are explored in this paper, aiming to develop the design of presentation formats with related information, that is possible to attain and to maintain user-friendly application.
Cohen-Hatton, Sabrina R; Honey, R C
2015-12-01
Decisions made by operational commanders at emergency incidents have been characterized as involving a period of information gathering followed by courses of action that are often generated without explicit plan formulation. We examined the efficacy of goal-oriented training in engendering explicit planning that would enable better communication at emergency incidents. While standard training mirrored current operational guidance, goal-oriented training incorporated "decision controls" that highlighted the importance of evaluating goals, anticipated consequences, and risk/benefit analyses once a potential course of action has been identified. In Experiment 1, 3 scenarios (a house fire, road traffic collision, and skip fire) were presented in a virtual environment, and in Experiment 2 they were recreated on the fireground. In Experiment 3, the house fire was recreated as a "live burn," and incident commanders and their crews responded to this scenario as an emergency incident. In all experiments, groups given standard training showed the reported tendency to move directly from information gathering to action, whereas those given goal-oriented training were more likely to develop explicit plans and show anticipatory situational awareness. These results indicate that training can be readily modified to promote explicit plan formulation that could facilitate plan sharing between incident commanders and their teams. (c) 2015 APA, all rights reserved).
Sarver, Nina Wong; Beidel, Deborah C; Spitalnick, Josh S
2014-01-01
Two significant challenges for the dissemination of social skills training programs are the need to assure generalizability and provide sufficient practice opportunities. In the case of social anxiety disorder, virtual environments may provide one strategy to address these issues. This study evaluated the utility of an interactive virtual school environment for the treatment of social anxiety disorder in preadolescent children. Eleven children with a primary diagnosis of social anxiety disorder between 8 to 12 years old participated in this initial feasibility trial. All children were treated with Social Effectiveness Therapy for Children, an empirically supported treatment for children with social anxiety disorder. However, the in vivo peer generalization sessions and standard parent-assisted homework assignments were substituted by practice in a virtual environment. Overall, the virtual environment programs were acceptable, feasible, and credible treatment components. Both children and clinicians were satisfied with using the virtual environment technology, and children believed it was a high-quality program overall. In addition, parents were satisfied with the virtual environment augmented treatment and indicated that they would recommend the program to family and friends. Findings indicate that the virtual environments are viewed as acceptable and credible by potential recipients. Furthermore, they are easy to implement by even novice users and appear to be useful adjunctive elements for the treatment of childhood social anxiety disorder.
Human Rights and Private Ordering in Virtual Worlds
NASA Astrophysics Data System (ADS)
Oosterbaan, Olivier
This paper explores the application of human rights in (persistent) virtual world environments. The paper begins with describing a number of elements that most virtual environments share and that are relevant for the application of human rights in such a setting; and by describing in a general nature the application of human rights between private individuals. The paper then continues by discussing the application in virtual environments of two universally recognized human rights, namely freedom of expression, and freedom from discrimination. As these specific rights are discussed, a number of more general conclusions on the application of human rights in virtual environments are drawn. The first general conclusion being that, because virtual worlds are private environments, participants are subject to private ordering. The second general conclusion being that participants and non-participants alike have to accept at times that in-world expressions are to an extent private speech. The third general conclusion is that, where participants represent themselves in-world, other participants cannot assume that such in-world representation share the characteristics of the human player; and that where virtual environments contain game elements, participants and non-participants alike should not take everything that happens in the virtual environment at face value or literally, which does however not amount to having to accept a higher level of infringement on their rights for things that happen in such an environment.
Wong, Nina; Beidel, Deborah C.; Spitalnick, Josh
2013-01-01
Objective Two significant challenges for the dissemination of social skills training programs are the need to assure generalizability and provide sufficient practice opportunities. In the case of social anxiety disorder, virtual environments may provide one strategy to address these issues. This study evaluated the utility of an interactive virtual school environment for the treatment of social anxiety disorder in preadolescent children. Method Eleven children with a primary diagnosis of social anxiety disorder between 8 to 12 years old participated in this initial feasibility trial. All children were treated with Social Effectiveness Therapy for Children, an empirically supported treatment for children with social anxiety disorder. However, the in vivo peer generalization sessions and standard parent-assisted homework assignments were substituted by practice in a virtual environment. Results Overall, the virtual environment programs were acceptable, feasible, and credible treatment components. Both children and clinicians were satisfied with using the virtual environment technology, and children believed it was a high quality program overall. Additionally, parents were satisfied with the virtual environment augmented treatment and indicated that they would recommend the program to family and friends. Conclusion Virtual environments are viewed as acceptable and credible by potential recipients. Furthermore, they are easy to implement by even novice users and appear to be useful adjunctive elements for the treatment of childhood social anxiety disorder. PMID:24144182
2014-08-15
CAPE CANAVERAL, Fla. – Former astronaut Greg Johnson, at left, executive director of the Center for the Advancement of Science in Space, and NASA Kennedy Space Center Director Bob Cabana, visit with Florida middle school students and their teachers before the start of the Zero Robotics finals competition at NASA Kennedy Space Center's Space Station Processing Facility in Florida. Students designed software to control Synchronized Position Hold Engage and Reorient Experimental Satellites, or SPHERES, and competed with other teams locally. The Zero Robotics is a robotics programming competition where the robots are SPHERES. The competition starts online, where teams program the SPHERES to solve an annual challenge. After several phases of virtual competition in a simulation environment that mimics the real SPHERES, finalists are selected to compete in a live championship aboard the space station. Students compete to win a technically challenging game by programming their strategies into the SPHERES satellites. The programs are autonomous and the students cannot control the satellites during the test. Photo credit: NASA/Daniel Casper
[The benefits of rehabilitation in people with low potential for recuperation].
Bisson, Janick; Cantin, Johanne; Lambert, Johanne; Beauregard, Line
2007-12-01
This article presents the story of a young man who sustained severe limitations following a traumatic brain injury. Considering his very slow recovery rate and a virtual absence of contact with the environment, hopes for rehabilitation were deemed very low. He was nevertheless admitted to a rehabilitation institute for a trial period in November of 2000. This trial revealed potential for rehabilitation and daily treatments were undertaken. This young man left the rehabilitation centre two years later capable of new social participation, including attending an adapted school and even taking small trips. The mobilisation of the rehabilitation team, the financial support of the insurance company, the contribution of assistive devices, the support of those around him, collaborations with his community and above all his own motivation were all factors that played a major role in his rehabilitation. This rehabilitation experience brought the team to reflect on factors that determine rehabilitation potential, the notion of significant progress, as well as concepts of quality of life and social participation.
Sessa, Luca; Perrenot, Cyril; Xu, Song; Hubert, Jacques; Bresler, Laurent; Brunaud, Laurent; Perez, Manuela
2018-03-01
In robotic surgery, the coordination between the console-side surgeon and bed-side assistant is crucial, more than in standard surgery or laparoscopy where the surgical team works in close contact. Xperience™ Team Trainer (XTT) is a new optional component for the dv-Trainer ® platform and simulates the patient-side working environment. We present preliminary results for face, content, and the workload imposed regarding the use of the XTT virtual reality platform for the psychomotor and communication skills training of the bed-side assistant in robot-assisted surgery. Participants were categorized into "Beginners" and "Experts". They tested a series of exercises (Pick & Place Laparoscopic Demo, Pick & Place 2 and Team Match Board 1) and completed face validity questionnaires. "Experts" assessed content validity on another questionnaire. All the participants completed a NASA Task Load Index questionnaire to assess the workload imposed by XTT. Twenty-one consenting participants were included (12 "Beginners" and 9 "Experts"). XTT was shown to possess face and content validity, as evidenced by the rankings given on the simulator's ease of use and realism parameters and on the simulator's usefulness for training. Eight out of nine "Experts" judged the visualization of metrics after the exercises useful. However, face validity has shown some weaknesses regarding interactions and instruments. Reasonable workload parameters were registered. XTT demonstrated excellent face and content validity with acceptable workload parameters. XTT could become a useful tool for robotic surgery team training.
A Process and Programming Design to Develop Virtual Patients for Medical Education
McGee, James B.; Wu, Martha
1999-01-01
Changes in the financing and delivery of healthcare in our nation's teaching hospitals have diminished the variety and quality of a medical student's clinical training. The Virtual Patient Project is a series of computer-based, multimedia, clinical simulations, designed to fill this gap. After the development of a successful prototype and obtaining funding for a series of 16 cases, a method to write and produce many virtual patients was created. Case authors now meet with our production team to write and edit a movie-like script. This script is converted into a design document which specifies the clinical aspects, teaching points, media production, and interactivity of each case. The program's code was modularized, using object-oriented techniques, to allow for the variations in cases and for team programming. All of the clinical and teaching content is stored in a database, that allows for faster and easier editing by many persons simultaneously.
Strength in Numbers: A Team-Based Approach to Managing Patients with Hyponatremia.
Adams, Kirkwood; Kearney, Michelle; Lee, Kiwon; Rhoney, Denise; Smith, K Melissa
2018-05-24
This virtual patient panel provides learners with real-world application of best practices among various members of the healthcare team in the management of patients with hyponatremia. A patient case is provided, followed by discussion among the team members to provide insight and context to why particular courses of action were chosen. (Online access: https://courses.elseviercme.com/hyponatremia17). Copyright © 2018. Published by Elsevier Inc.
Defense AT&L. Volume 37, Number 4, July-August 2008
2008-08-01
allowed the Greek philosopher to share some tidbits of wisdom regarding pro- gram management and changing the way we view chaos and order. 21...on your team. Virtual teaming is chang- ing the way we develop and work with team members. 37 Project Manager and Program Manager : What’s the...Difference? Jeffrey Peisach and Timothy S. Kroecker Identifying the roles and responsibilities of project managers and program managers will
NASA Astrophysics Data System (ADS)
Ge, Yuanzheng; Chen, Bin; liu, Liang; Qiu, Xiaogang; Song, Hongbin; Wang, Yong
2018-02-01
Individual-based computational environment provides an effective solution to study complex social events by reconstructing scenarios. Challenges remain in reconstructing the virtual scenarios and reproducing the complex evolution. In this paper, we propose a framework to reconstruct a synthetic computational environment, reproduce the epidemic outbreak, and evaluate management interventions in a virtual university. The reconstructed computational environment includes 4 fundamental components: the synthetic population, behavior algorithms, multiple social networks, and geographic campus environment. In the virtual university, influenza H1N1 transmission experiments are conducted, and gradually enhanced interventions are evaluated and compared quantitatively. The experiment results indicate that the reconstructed virtual environment provides a solution to reproduce complex emergencies and evaluate policies to be executed in the real world.
Online Experiential Education for Technological Entrepreneurs
ERIC Educational Resources Information Center
Ermolovich, Thomas R.
2011-01-01
Technological Entrepreneurship is both an art and a science. As such, the education of a technological entrepreneur requires both an academic and an experiential component. One form of experiential education is creating real new ventures with student teams. When these ventures are created in an online modality, students work in virtual teams and…
Virtual Team Communication and Collaboration in Army and Corporate Applications
2009-06-12
Sharmila Pixy Ferri , 49-75. Hershey, PA: Idea Group Inc. Brown, Frederic J. 2006. Building high-performing commander leader teams: Intensive collaboration...Process, Technologies and Practice eds. Susan Hayes Godar and Sharmila Pixy Ferri , 49- 75. Hershey, Pennsylvania: Idea Group Inc. DeMarie, Samuel M. 2000
2009-03-20
involved the development of an environment within the Multiverse virtual world, oriented toward allowing individuals to acquire and reinforce skills via...PetBrain software G2: Creation of a scavenger hunt scenario in the Multiverse virtual world, in which humans and AIs can collaboratively play scavenger...carried out by Novamente LLC for AOARD during June 2008 ? February 2009. It involved the development of an environment within the Multiverse virtual world
Validation of smoking-related virtual environments for cue exposure therapy.
García-Rodríguez, Olaya; Pericot-Valverde, Irene; Gutiérrez-Maldonado, José; Ferrer-García, Marta; Secades-Villa, Roberto
2012-06-01
Craving is considered one of the main factors responsible for relapse after smoking cessation. Cue exposure therapy (CET) consists of controlled and repeated exposure to drug-related stimuli in order to extinguish associated responses. The main objective of this study was to assess the validity of 7 virtual reality environments for producing craving in smokers that can be used within the CET paradigm. Forty-six smokers and 44 never-smokers were exposed to 7 complex virtual environments with smoking-related cues that reproduce typical situations in which people smoke, and to a neutral virtual environment without smoking cues. Self-reported subjective craving and psychophysiological measures were recorded during the exposure. All virtual environments with smoking-related cues were able to generate subjective craving in smokers, while no increase was observed for the neutral environment. The most sensitive psychophysiological variable to craving increases was heart rate. The findings provide evidence of the utility of virtual reality for simulating real situations capable of eliciting craving. We also discuss how CET for smoking cessation can be improved through these virtual tools. Copyright © 2012 Elsevier Ltd. All rights reserved.
Eappen, Sunil; Flanagan, Hugh; Lithman, Rachel; Bhattacharyya, Neil
2007-03-01
To determine whether a regional block team with a dedicated space for performance of regional anesthetics would decrease turnover time and shorten the working day in a busy orthopedic practice with lengthy turnover times. Prospective, randomized study. Tertiary-care teaching hospital. 927 orthopedic procedures over a three-month period. The randomized placement of a regional block team to the orthopedic operating room (OR) suite. We evaluated the differences in anesthesia-controlled times, first-case start times, turnover times, and OR end times using a computerized OR information system. We also surveyed the surgeons regarding their perceptions of changes in turnover time and anesthesia-controlled times during the study period. Standard descriptive statistics were computed. Of a total of 927 cases, 398 cases were cared for by a regional block team and 529 cases received care in the usual manner, with the OR team providing the regional block. There was no difference between the study and control groups for on-time, first-case starts (57.73% vs 42.27%), induction time (13.2 vs 14.2 min), emergence time (8.1 vs 9.0 min), turnover time (70.3 vs 77.8 min), and OR end times. Most of the surgeons surveyed felt that the regional block team reduced turnover time significantly. A regional block team in this environment does not reduce anesthesia-controlled times and turnover times in an orthopedic OR suite with long turnover times, and it would be virtually impossible to recover the associated extra cost. The surgeons' perspective of turnover time is inaccurate.
STS-133 crew during MSS/EVAA TEAM training in Virtual Reality Lab
2010-10-01
JSC2010-E-170877 (1 Oct. 2010) --- A large monitor is featured in this image during STS-133 crew members? training activities in the virtual reality laboratory in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center. Photo credit: NASA or National Aeronautics and Space Administration
Federal Register 2010, 2011, 2012, 2013, 2014
2012-07-30
..., scheduling, promotion, production, and delivery of an NIC Virtual Conference entitled ``Handcuff Key to Door... conference through design, scheduling, promotion, and delivery; (2) In-studio and/or onsite production staff... in a project plan a detailed chart and description of a project management structure and team roles...
The Virtual Factory Teaching System (VFTS): Project Review and Results.
ERIC Educational Resources Information Center
Kazlauskas, E. J.; Boyd, E. F., III; Dessouky, M. M.
This paper presents a review of the Virtual Factory Teaching (VFTS) project, a Web-based, multimedia collaborative learning network. The system allows students, working alone or in teams, to build factories, forecast demand for products, plan production, establish release rules for new work into the factory, and set scheduling rules for…
We Learn as We Go: What Five Years Playing with Virtual Worlds Has Taught Us
ERIC Educational Resources Information Center
Schutt, Stefan; Linegar, Dale
2013-01-01
The authors' team has been working with virtual worlds since 2006, deploying them in diverse contexts including secondary schools, special schools, vocational education and training, higher education and the community sector. Here the authors outline their operational experience of the complex web of interrelated factors involved in running…
Leadership in MMOGs: A Field of Research on Virtual Teams
ERIC Educational Resources Information Center
Mysirlaki, Sofia; Paraskeva, Fotini
2012-01-01
As our need for collaboration constantly grows, new tools have emerged to connect us in social networks, supporting the development of online communities, such as online games and virtual worlds. MMOGs (Massively Multiplayer Online Games) and MMORPGs (Massively Multiplayer Online Role-Playing Games) are complex systems, in which players are…
Belle2VR: A Virtual-Reality Visualization of Subatomic Particle Physics in the Belle II Experiment.
Duer, Zach; Piilonen, Leo; Glasson, George
2018-05-01
Belle2VR is an interactive virtual-reality visualization of subatomic particle physics, designed by an interdisciplinary team as an educational tool for learning about and exploring subatomic particle collisions. This article describes the tool, discusses visualization design decisions, and outlines our process for collaborative development.
Kanbay's Global Leadership Development Program: A Case Study of Virtual Action Learning
ERIC Educational Resources Information Center
Marsh, Catherine; Johnson, Carrie
2005-01-01
This study examines action learning as a vehicle for the transfer of organizational values in a multi-cultural, virtual-team based leadership development process. A Case Study of Kanbay International's Global Leadership Development Program is used as a lens through which HRD researchers and practitioners may glimpse new possibilities for the…
Distracting people from sources of discomfort in a simulated aircraft environment.
Lewis, Laura; Patel, Harshada; Cobb, Sue; D'Cruz, Mirabelle; Bues, Matthias; Stefani, Oliver; Grobler, Tredeaux
2016-07-19
Comfort is an important factor in the acceptance of transport systems. In 2010 and 2011, the European Commission (EC) put forward its vision for air travel in the year 2050 which envisaged the use of in-flight virtual reality. This paper addressed the EC vision by investigating the effect of virtual environments on comfort. Research has shown that virtual environments can provide entertaining experiences and can be effective distracters from painful experiences. To determine the extent to which a virtual environment could distract people from sources of discomfort. Experiments which involved inducing discomfort commonly experienced in-flight (e.g. limited space, noise) in order to determine the extent to which viewing a virtual environment could distract people from discomfort. Virtual environments can fully or partially distract people from sources of discomfort, becoming more effective when they are interesting. They are also more effective at distracting people from discomfort caused by restricted space than noise disturbances. Virtual environments have the potential to enhance passenger comfort by providing positive distractions from sources of discomfort. Further research is required to understand more fully the reasons why the effect was stronger for one source of discomfort than the other.
EVER-EST: European Virtual Environment for Research in Earth Science Themes
NASA Astrophysics Data System (ADS)
Glaves, H.; Albani, M.
2016-12-01
EVER-EST is an EC Horizon 2020 project having the goal to develop a Virtual Research Environment (VRE) providing a state-of-the-art solution to allow Earth Scientists to preserve their work and publications for reference and future reuse, and to share with others. The availability of such a solution, based on an innovative concept and state of art technology infrastructure, will considerably enhance the quality of how Earth Scientists work together within their own institution and also across other organizations, regions and countries. The concept of Research Objects (ROs), used in the Earth Sciences for the first time, will form the backbone of the EVER-EST VRE infrastructure. ROs will enhance the ability to preserve, re-use and share entire or individual parts of scientific workflows and all the resources related to a specific scientific investigation. These ROs will also potentially be used as part of the scholarly publication process. EVER-EST is building on technologies developed during almost 15 years of research on Earth Science data management infrastructures. The EVER-EST VRE Service Oriented Architecture is being meticulously designed to accommodate at best the requirements of a wide range of Earth Science communities and use cases: focus is put on common requirements and on minimising the level of complexity in the EVER-EST VRE to ensure future sustainability within the user communities beyond the end of the project. The EVER-EST VRE will be validated through its customisation and deployment by four Virtual Research Communities (VRCs) from different Earth Science disciplines and will support enhanced interaction between data providers and scientists in the Earth Science domain. User community will range from bio-marine researchers (Sea Monitoring use case), to common foreign and security policy institutions and stakeholders (Land Monitoring for Security use case), natural hazards forecasting systems (Natural Hazards use case), and disaster and risk management teams (Supersites use case). The EVER-EST project will coordinate and collaborate with other relevant initiatives worldwide mainly through the Research Data Alliance (RDA) Virtual Research Environments interest group (VRE-IG).
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.
Clandestine Message Passing in Virtual Environments
2008-09-01
accessed April 4, 2008). Weir, Laila. “Boring Game? Outsorce It.” (August 24, 2004). http://www.wired.com/ entertainment / music /news/2004/08/ 64638...Multiplayer Online MOVES - Modeling Virtual Environments and Simulation MTV – Music Television NPS - Naval Postgraduate School PAN – Personal Area...Network PSP - PlayStation Portable RPG – Role-playing Game SL - Second Life SVN - Subversion VE – Virtual Environments vMTV – Virtual Music
Pacheco, Thaiana Barbosa Ferreira; Oliveira Rego, Isabelle Ananda; Campos, Tania Fernandes; Cavalcanti, Fabrícia Azevedo da Costa
2017-01-01
Virtual Reality (VR) has been contributing to Neurological Rehabilitation because of its interactive and multisensory nature, providing the potential of brain reorganization. Given the use of mobile EEG devices, there is the possibility of investigating how the virtual therapeutic environment can influence brain activity. To compare theta, alpha, beta and gamma power in healthy young adults during a lower limb motor task in a virtual and real environment. Ten healthy adults were submitted to an EEG assessment while performing a one-minute task consisted of going up and down a step in a virtual environment - Nintendo Wii virtual game "Basic step" - and in a real environment. Real environment caused an increase in theta and alpha power, with small to large size effects mainly in the frontal region. VR caused a greater increase in beta and gamma power, however, with small or negligible effects on a variety of regions regarding beta frequency, and medium to very large effects on the frontal and the occipital regions considering gamma frequency. Theta, alpha, beta and gamma activity during the execution of a motor task differs according to the environment that the individual is exposed - real or virtual - and may have varying size effects if brain area activation and frequency spectrum in each environment are taken into consideration.
Virtual World Currency Value Fluctuation Prediction System Based on User Sentiment Analysis.
Kim, Young Bin; Lee, Sang Hyeok; Kang, Shin Jin; Choi, Myung Jin; Lee, Jung; Kim, Chang Hun
2015-01-01
In this paper, we present a method for predicting the value of virtual currencies used in virtual gaming environments that support multiple users, such as massively multiplayer online role-playing games (MMORPGs). Predicting virtual currency values in a virtual gaming environment has rarely been explored; it is difficult to apply real-world methods for predicting fluctuating currency values or shares to the virtual gaming world on account of differences in domains between the two worlds. To address this issue, we herein predict virtual currency value fluctuations by collecting user opinion data from a virtual community and analyzing user sentiments or emotions from the opinion data. The proposed method is straightforward and applicable to predicting virtual currencies as well as to gaming environments, including MMORPGs. We test the proposed method using large-scale MMORPGs and demonstrate that virtual currencies can be effectively and efficiently predicted with it.
Virtual World Currency Value Fluctuation Prediction System Based on User Sentiment Analysis
Kim, Young Bin; Lee, Sang Hyeok; Kang, Shin Jin; Choi, Myung Jin; Lee, Jung; Kim, Chang Hun
2015-01-01
In this paper, we present a method for predicting the value of virtual currencies used in virtual gaming environments that support multiple users, such as massively multiplayer online role-playing games (MMORPGs). Predicting virtual currency values in a virtual gaming environment has rarely been explored; it is difficult to apply real-world methods for predicting fluctuating currency values or shares to the virtual gaming world on account of differences in domains between the two worlds. To address this issue, we herein predict virtual currency value fluctuations by collecting user opinion data from a virtual community and analyzing user sentiments or emotions from the opinion data. The proposed method is straightforward and applicable to predicting virtual currencies as well as to gaming environments, including MMORPGs. We test the proposed method using large-scale MMORPGs and demonstrate that virtual currencies can be effectively and efficiently predicted with it. PMID:26241496
The effect of viewing a virtual environment through a head-mounted display on balance.
Robert, Maxime T; Ballaz, Laurent; Lemay, Martin
2016-07-01
In the next few years, several head-mounted displays (HMD) will be publicly released making virtual reality more accessible. HMD are expected to be widely popular at home for gaming but also in clinical settings, notably for training and rehabilitation. HMD can be used in both seated and standing positions; however, presently, the impact of HMD on balance remains largely unknown. It is therefore crucial to examine the impact of viewing a virtual environment through a HMD on standing balance. To compare static and dynamic balance in a virtual environment perceived through a HMD and the physical environment. The visual representation of the virtual environment was based on filmed image of the physical environment and was therefore highly similar. This is an observational study in healthy adults. No significant difference was observed between the two environments for static balance. However, dynamic balance was more perturbed in the virtual environment when compared to that of the physical environment. HMD should be used with caution because of its detrimental impact on dynamic balance. Sensorimotor conflict possibly explains the impact of HMD on balance. Copyright © 2016 Elsevier B.V. All rights reserved.
Vision-based navigation in a dynamic environment for virtual human
NASA Astrophysics Data System (ADS)
Liu, Yan; Sun, Ji-Zhou; Zhang, Jia-Wan; Li, Ming-Chu
2004-06-01
Intelligent virtual human is widely required in computer games, ergonomics software, virtual environment and so on. We present a vision-based behavior modeling method to realize smart navigation in a dynamic environment. This behavior model can be divided into three modules: vision, global planning and local planning. Vision is the only channel for smart virtual actor to get information from the outside world. Then, the global and local planning module use A* and D* algorithm to find a way for virtual human in a dynamic environment. Finally, the experiments on our test platform (Smart Human System) verify the feasibility of this behavior model.
Height effects in real and virtual environments.
Simeonov, Peter I; Hsiao, Hongwei; Dotson, Brian W; Ammons, Douglas E
2005-01-01
The study compared human perceptions of height, danger, and anxiety, as well as skin conductance and heart rate responses and postural instability effects, in real and virtual height environments. The 24 participants (12 men, 12 women), whose average age was 23.6 years, performed "lean-over-the-railing" and standing tasks on real and comparable virtual balconies, using a surround-screen virtual reality (SSVR) system. The results indicate that the virtual display of elevation provided realistic perceptual experience and induced some physiological responses and postural instability effects comparable to those found in a real environment. It appears that a simulation of elevated work environment in a SSVR system, although with reduced visual fidelity, is a valid tool for safety research. Potential applications of this study include the design of virtual environments that will help in safe evaluation of human performance at elevation, identification of risk factors leading to fall incidents, and assessment of new fall prevention strategies.
Strasser, D C; Falconer, J A; Martino-Saltzmann, D
1994-02-01
Although inpatient rehabilitation is an interdisciplinary activity organized around a treatment team, there is a limited understanding of the workings of the interdisciplinary process. To elucidate staff perceptions of key aspects of the rehabilitation treatment process, we surveyed staff (n = 113) from selected inpatient teams. The staff completed social psychological instruments that measure perceptions of the hospital environment (The Ward Atmosphere Scale [WAS]), the team's environment (the Group Environment Scale [GES]), and interprofessional relations (Interprofessional Perception Scale [IPS]). Rehabilitation staff generally endorse the team approach, but express concerns over professional boundaries. Interprofessional difficulties seemed to be independent of team membership or professional training. Compared with published data from other settings, rehabilitation teams resembled task-oriented groups, but showed significant differences across teams in their perceptions of the team and hospital environments. The task-oriented character of rehabilitation teams, team-specific characteristics, and discord in interprofessional relationships may need to be considered in studies of rehabilitation teams effectiveness.
ISS emergency scenarios and a virtual training simulator for Flight Controllers
NASA Astrophysics Data System (ADS)
Uhlig, Thomas; Roshani, Frank-Cyrus; Amodio, Ciro; Rovera, Alessandro; Zekusic, Nikola; Helmholz, Hannes; Fairchild, Matthew
2016-11-01
The current emergency response concept for the International Space Station (ISS) includes the support of the Flight Control Team. Therefore, the team members need to be trained in emergencies and the corresponding crew procedures to ensure a smooth collaboration between crew and ground. In the case where the astronaut and ground personnel training is not collocated it is a challenging endeavor to ensure and maintain proper knowledge and skills for the Flight Control Team. Therefore, a virtual 3D simulator at the Columbus Control Center (Col-CC) is presented, which is used for ground personnel training in the on-board emergency response. The paper briefly introduces the main ISS emergency scenarios and the corresponding response strategy, details the resulting learning objectives for the Flight Controllers and elaborates on the new simulation method, which will be used in the future. The status of the 3D simulator, first experiences and further plans are discussed.
Jones, Jake S.
1999-01-01
An apparatus and method of issuing commands to a computer by a user interfacing with a virtual reality environment. To issue a command, the user directs gaze at a virtual button within the virtual reality environment, causing a perceptible change in the virtual button, which then sends a command corresponding to the virtual button to the computer, optionally after a confirming action is performed by the user, such as depressing a thumb switch.
Exploring virtual mental practice in maintenance task training.
Bauerle, Tim; Brnich, Michael J; Navoyski, Jason
- This paper aims to contribute to a general understanding of mental practice by investigating the utility of and participant reaction to a virtual reality maintenance training among underground coal mine first responders. - Researchers at the National Institute for Occupational Safety and Health's Office of Mine Safety and Health Research (OMSHR) developed software to provide opportunities for mine rescue team members to learn to inspect, assemble and test their closed-circuit breathing apparatus and to practice those skills. In total, 31 mine rescue team members utilized OMSHR's BG 4 Benching Trainer software and provided feedback to the development team. After training, participants completed a brief post-training questionnaire, which included demographics, perceived training climate and general training evaluation items. - The results overall indicate a generally positive reaction to and high perceived utility of the BG 4 benching software. In addition, the perceived training climate appears to have an effect on the perceived utility of the mental practice virtual reality game, with benchmen from mines with more positive training climates reporting greater perceived efficacy in the training's ability to prepare trainees for real emergencies. - This paper helps to broaden current applications of mental practice and is one of the few empirical investigations into a non-rehabilitation virtual reality extension of mental practice. This paper also contributes to the growing literature advocating for greater usage of accurate and well-informed mental practice techniques, tools and methodologies, especially for occupational populations with limitations on exposure to hands-on training.
Perception of Graphical Virtual Environments by Blind Users via Sensory Substitution
Maidenbaum, Shachar; Buchs, Galit; Abboud, Sami; Lavi-Rotbain, Ori; Amedi, Amir
2016-01-01
Graphical virtual environments are currently far from accessible to blind users as their content is mostly visual. This is especially unfortunate as these environments hold great potential for this population for purposes such as safe orientation, education, and entertainment. Previous tools have increased accessibility but there is still a long way to go. Visual-to-audio Sensory-Substitution-Devices (SSDs) can increase accessibility generically by sonifying on-screen content regardless of the specific environment and offer increased accessibility without the use of expensive dedicated peripherals like electrode/vibrator arrays. Using SSDs virtually utilizes similar skills as when using them in the real world, enabling both training on the device and training on environments virtually before real-world visits. This could enable more complex, standardized and autonomous SSD training and new insights into multisensory interaction and the visually-deprived brain. However, whether congenitally blind users, who have never experienced virtual environments, will be able to use this information for successful perception and interaction within them is currently unclear.We tested this using the EyeMusic SSD, which conveys whole-scene visual information, to perform virtual tasks otherwise impossible without vision. Congenitally blind users had to navigate virtual environments and find doors, differentiate between them based on their features (Experiment1:task1) and surroundings (Experiment1:task2) and walk through them; these tasks were accomplished with a 95% and 97% success rate, respectively. We further explored the reactions of congenitally blind users during their first interaction with a more complex virtual environment than in the previous tasks–walking down a virtual street, recognizing different features of houses and trees, navigating to cross-walks, etc. Users reacted enthusiastically and reported feeling immersed within the environment. They highlighted the potential usefulness of such environments for understanding what visual scenes are supposed to look like and their potential for complex training and suggested many future environments they wished to experience. PMID:26882473
Perception of Graphical Virtual Environments by Blind Users via Sensory Substitution.
Maidenbaum, Shachar; Buchs, Galit; Abboud, Sami; Lavi-Rotbain, Ori; Amedi, Amir
2016-01-01
Graphical virtual environments are currently far from accessible to blind users as their content is mostly visual. This is especially unfortunate as these environments hold great potential for this population for purposes such as safe orientation, education, and entertainment. Previous tools have increased accessibility but there is still a long way to go. Visual-to-audio Sensory-Substitution-Devices (SSDs) can increase accessibility generically by sonifying on-screen content regardless of the specific environment and offer increased accessibility without the use of expensive dedicated peripherals like electrode/vibrator arrays. Using SSDs virtually utilizes similar skills as when using them in the real world, enabling both training on the device and training on environments virtually before real-world visits. This could enable more complex, standardized and autonomous SSD training and new insights into multisensory interaction and the visually-deprived brain. However, whether congenitally blind users, who have never experienced virtual environments, will be able to use this information for successful perception and interaction within them is currently unclear.We tested this using the EyeMusic SSD, which conveys whole-scene visual information, to perform virtual tasks otherwise impossible without vision. Congenitally blind users had to navigate virtual environments and find doors, differentiate between them based on their features (Experiment1:task1) and surroundings (Experiment1:task2) and walk through them; these tasks were accomplished with a 95% and 97% success rate, respectively. We further explored the reactions of congenitally blind users during their first interaction with a more complex virtual environment than in the previous tasks-walking down a virtual street, recognizing different features of houses and trees, navigating to cross-walks, etc. Users reacted enthusiastically and reported feeling immersed within the environment. They highlighted the potential usefulness of such environments for understanding what visual scenes are supposed to look like and their potential for complex training and suggested many future environments they wished to experience.
Ganier, Franck; Hoareau, Charlotte; Tisseau, Jacques
2014-01-01
Virtual reality opens new opportunities for operator training in complex tasks. It lowers costs and has fewer constraints than traditional training. The ultimate goal of virtual training is to transfer knowledge gained in a virtual environment to an actual real-world setting. This study tested whether a maintenance procedure could be learnt equally well by virtual-environment and conventional training. Forty-two adults were divided into three equally sized groups: virtual training (GVT® [generic virtual training]), conventional training (using a real tank suspension and preparation station) and control (no training). Participants then performed the procedure individually in the real environment. Both training types (conventional and virtual) produced similar levels of performance when the procedure was carried out in real conditions. Performance level for the two trained groups was better in terms of success and time taken to complete the task, time spent consulting job instructions and number of times the instructor provided guidance.
Focus, locus, and sensus: the three dimensions of virtual experience.
Waterworth, E L; Waterworth, J A
2001-04-01
A model of virtual/physical experience is presented, which provides a three dimensional conceptual space for virtual and augmented reality (VR and AR) comprising the dimensions of focus, locus, and sensus. Focus is most closely related to what is generally termed presence in the VR literature. When in a virtual environment, presence is typically shared between the VR and the physical world. "Breaks in presence" are actually shifts of presence away from the VR and toward the external environment. But we can also have "breaks in presence" when attention moves toward absence--when an observer is not attending to stimuli present in the virtual environment, nor to stimuli present in the surrounding physical environment--when the observer is present in neither the virtual nor the physical world. We thus have two dimensions of presence: focus of attention (between presence and absence) and the locus of attention (the virtual vs. the physical world). A third dimension is the sensus of attention--the level of arousal determining whether the observer is highly conscious or relatively unconscious while interacting with the environment. After expanding on each of these three dimensions of experience in relation to VR, we present a couple of educational examples as illustrations, and also relate our model to a suggested spectrum of evaluation methods for virtual environments.
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.
Digital Immersive Virtual Environments and Instructional Computing
ERIC Educational Resources Information Center
Blascovich, Jim; Beall, Andrew C.
2010-01-01
This article reviews theory and research relevant to the development of digital immersive virtual environment-based instructional computing systems. The review is organized within the context of a multidimensional model of social influence and interaction within virtual environments that models the interaction of four theoretical factors: theory…
Structuring Successful Global Virtual Teams
2015-01-01
Standard Form 298 (Rev 8/98) Prescribed by ANSI Std. Z39.18 W911NF-08-1-0144 301-405-6972 Book Chapter 54224-LS-MUR.288 a. REPORT 14. ABSTRACT 16...distributed. If, however, partial distribution is inevitable, team leaders need to monitor the team for formation of subgroup tensions and encourage frequent...official Army policy. References Balthazard, P. A., Waldman, D. A., & Warren, J. E. (2009). Predictors of the emergence of trans- formational
2017-01-18
cu.ac.jp Period of Performance: September/30/2014– September/30/2016 Abstract: Traditionally, a team has been defined as a group of people that...INTRODUCTION Traditionally, a team has been defined as a group of people that meet face-to-face to achieve a common goal. Yet the past two decades have...are conducive to developing trust quickly in the absence of a strong “in- group .” GVTs working for MNCs are also assembled differently from
STS-134 crew in Virtual Reality Lab during their MSS/EVAA SUPT2 Team training
2010-08-27
JSC2010-E-121049 (27 Aug. 2010) --- NASA astronaut Andrew Feustel (foreground), STS-134 mission specialist, uses the virtual reality lab in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to train for some of his duties aboard the space shuttle and space station. This type of computer interface, paired with virtual reality training hardware and software, helps to prepare crew members for dealing with space station elements. Photo credit: NASA or National Aeronautics and Space Administration
STS-133 crew during MSS/EVAA TEAM training in Virtual Reality Lab
2010-10-01
JSC2010-E-170878 (1 Oct. 2010) --- NASA astronaut Michael Barratt, STS-133 mission specialist, uses the virtual reality lab in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to train for some of his duties aboard the space shuttle and space station. This type of computer interface, paired with virtual reality training hardware and software, helps to prepare crew members for dealing with space station elements. Photo credit: NASA or National Aeronautics and Space Administration
STS-134 crew in Virtual Reality Lab during their MSS/EVAA SUPT2 Team training
2010-08-27
JSC2010-E-121056 (27 Aug. 2010) --- NASA astronaut Gregory H. Johnson, STS-134 pilot, uses the virtual reality lab in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to train for some of his duties aboard the space shuttle and space station. This type of computer interface, paired with virtual reality training hardware and software, helps to prepare crew members for dealing with space station elements. Photo credit: NASA or National Aeronautics and Space Administration
STS-133 crew during MSS/EVAA TEAM training in Virtual Reality Lab
2010-10-01
JSC2010-E-170888 (1 Oct. 2010) --- NASA astronaut Nicole Stott, STS-133 mission specialist, uses the virtual reality lab in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to train for some of her duties aboard the space shuttle and space station. This type of computer interface, paired with virtual reality training hardware and software, helps to prepare crew members for dealing with space station elements. Photo credit: NASA or National Aeronautics and Space Administration
STS-133 crew during MSS/EVAA TEAM training in Virtual Reality Lab
2010-10-01
JSC2010-E-170882 (1 Oct. 2010) --- NASA astronaut Nicole Stott, STS-133 mission specialist, uses the virtual reality lab in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to train for some of her duties aboard the space shuttle and space station. This type of computer interface, paired with virtual reality training hardware and software, helps to prepare crew members for dealing with space station elements. Photo credit: NASA or National Aeronautics and Space Administration
Jones, J.S.
1999-01-12
An apparatus and method of issuing commands to a computer by a user interfacing with a virtual reality environment are disclosed. To issue a command, the user directs gaze at a virtual button within the virtual reality environment, causing a perceptible change in the virtual button, which then sends a command corresponding to the virtual button to the computer, optionally after a confirming action is performed by the user, such as depressing a thumb switch. 4 figs.
Federal Register 2010, 2011, 2012, 2013, 2014
2011-07-07
... between American and Russian secondary school students. Bi-national teams will work together in a joint... legislation. Purpose: The U.S.-Russia Virtual Science Challenge for Youth will link teams of secondary school...: (1) An online, interactive project between Russian and American high school students that includes...
ERIC Educational Resources Information Center
Berthoud, L.; Gliddon, J.
2018-01-01
In today's global Aerospace industry, virtual workspaces are commonly used for collaboration between geographically distributed multidisciplinary teams. This study investigated the use of wikis to look at communication, collaboration and engagement in 'Capstone' team design projects at the end of an engineering degree. Wikis were set up for teams…
2016-06-01
including empathy , personality, and IQ questionnaires, are correlated with either the UAV (see Figure 5) or subarctic survival task (see Figure 6...Measure of five factor model of personality, IRI (Interpersonal Reactivity Index): empathy test, AMNART (American version of the National Adult Reading
Virtual Learning Environment for Interactive Engagement with Advanced Quantum Mechanics
ERIC Educational Resources Information Center
Pedersen, Mads Kock; Skyum, Birk; Heck, Robert; Müller, Romain; Bason, Mark; Lieberoth, Andreas; Sherson, Jacob F.
2016-01-01
A virtual learning environment can engage university students in the learning process in ways that the traditional lectures and lab formats cannot. We present our virtual learning environment "StudentResearcher," which incorporates simulations, multiple-choice quizzes, video lectures, and gamification into a learning path for quantum…
ERIC Educational Resources Information Center
Hassani, Kaveh; Nahvi, Ali; Ahmadi, Ali
2016-01-01
In this paper, we present an intelligent architecture, called intelligent virtual environment for language learning, with embedded pedagogical agents for improving listening and speaking skills of non-native English language learners. The proposed architecture integrates virtual environments into the Intelligent Computer-Assisted Language…
Usability Evaluation of an Adaptive 3D Virtual Learning Environment
ERIC Educational Resources Information Center
Ewais, Ahmed; De Troyer, Olga
2013-01-01
Using 3D virtual environments for educational purposes is becoming attractive because of their rich presentation and interaction capabilities. Furthermore, dynamically adapting the 3D virtual environment to the personal preferences, prior knowledge, skills and competence, learning goals, and the personal or (social) context in which the learning…
Exploring Non-Traditional Learning Methods in Virtual and Real-World Environments
ERIC Educational Resources Information Center
Lukman, Rebeka; Krajnc, Majda
2012-01-01
This paper identifies the commonalities and differences within non-traditional learning methods regarding virtual and real-world environments. The non-traditional learning methods in real-world have been introduced within the following courses: Process Balances, Process Calculation, and Process Synthesis, and within the virtual environment through…
Learning Relative Motion Concepts in Immersive and Non-Immersive Virtual Environments
ERIC Educational Resources Information Center
Kozhevnikov, Michael; Gurlitt, Johannes; Kozhevnikov, Maria
2013-01-01
The focus of the current study is to understand which unique features of an immersive virtual reality environment have the potential to improve learning relative motion concepts. Thirty-seven undergraduate students learned relative motion concepts using computer simulation either in immersive virtual environment (IVE) or non-immersive desktop…
ERIC Educational Resources Information Center
Katlianik, Ivan
2013-01-01
Enabling distant individuals to assemble in one virtual environment, synchronous distance learning appeals to researchers and practitioners alike because of its unique educational opportunities. One of the vital components of successful synchronous distance learning is interactivity. In virtual environments, interactivity is limited by the…
Nature and origins of virtual environments - A bibliographical essay
NASA Technical Reports Server (NTRS)
Ellis, S. R.
1991-01-01
Virtual environments presented via head-mounted, computer-driven displays provide a new media for communication. They may be analyzed by considering: (1) what may be meant by an environment; (2) what is meant by the process of virtualization; and (3) some aspects of human performance that constrain environmental design. Their origins are traced from previous work in vehicle simulation and multimedia research. Pointers are provided to key technical references, in the dispersed, archival literature, that are relevant to the development and evaluation of virtual-environment interface systems.
ERIC Educational Resources Information Center
Hewitt, Anne M.; Spencer, Susan; Mirliss, Danielle; Twal, Riad
2009-01-01
Anne M. Hewitt, Susan Spencer, Danielle Mirliss, and Riad Twal report on a collaborative team initiative to create a virtual world emergency preparedness simulation that focuses on crisis and emergency risk communication (CERC). CERC is a key competency for students enrolled in Seton Hall University's (SHU) Master of Healthcare Administration…
OtagoNet: One Region's Model for Virtual Schooling
ERIC Educational Resources Information Center
Pratt, Keryn; Pullar, Ken
2013-01-01
Virtual schools are increasingly common in New Zealand and internationally as schools are challenged to meet the needs of their students. This article presents a description of the distance-learning model used by a group of schools in rural Otago for the last decade. The leadership team and roles are described, and the funding model, which is…
Where's the Chicken? Virtual Reality Brings Poultry Science to the Community College
ERIC Educational Resources Information Center
Kloepper, Marcia Owens; Zweiacher, Ed; Curtis, Pat; Evert, Amanda
2010-01-01
This article highlights how two institutions--Redlands Community College (RCC) and Auburn University--teamed up to create a virtual world called Eagle Island, where learners enter to learn all they need to know about poultry science. Eagle Island, located in Second Life, provides an opportunity to tour a real-life food processing…
ERIC Educational Resources Information Center
Johnson, Kevin A.
2012-01-01
The purpose of this quantitative correlational study was to examine the possible relationship between transformational leadership style behaviors and the influence it had on employee satisfaction. The information presented in this study involved virtual team members at the Defense Contract Management Agency, Navy Special Emphasis Operations. The…
Ontological implications of being in immersive virtual environments
NASA Astrophysics Data System (ADS)
Morie, Jacquelyn F.
2008-02-01
The idea of Virtual Reality once conjured up visions of new territories to explore, and expectations of awaiting worlds of wonder. VR has matured to become a practical tool for therapy, medicine and commercial interests, yet artists, in particular, continue to expand the possibilities for the medium. Artistic virtual environments created over the past two decades probe the phenomenological nature of these virtual environments. When we inhabit a fully immersive virtual environment, we have entered into a new form of Being. Not only does our body continue to exist in the real, physical world, we are also embodied within the virtual by means of technology that translates our bodied actions into interactions with the virtual environment. Very few states in human existence allow this bifurcation of our Being, where we can exist simultaneously in two spaces at once, with the possible exception of meta-physical states such as shamanistic trance and out-of-body experiences. This paper discusses the nature of this simultaneous Being, how we enter the virtual space, what forms of persona we can don there, what forms of spaces we can inhabit, and what type of wondrous experiences we can both hope for and expect.
Roles and Responsibilities in Feature Teams
NASA Astrophysics Data System (ADS)
Eckstein, Jutta
Agile development requires self-organizing teams. The set-up of a (feature) team has to enable self-organization. Special care has to be taken if the project is not only distributed, but also large and more than one feature team is involved. Every feature team needs in such a setting a product owner who ensures the continuous focus on business delivery. The product owners collaborate by working together in a virtual team. Each feature team is supported by a coach who ensures not only the agile process of the individual feature team but also across all feature teams. An architect (or if necessary a team of architects) takes care that the system is technically sound. Contrariwise to small co-located projects, large global projects require a project manager who deals with—among other things—internal and especially external politics.
NASA Astrophysics Data System (ADS)
McFadden, D.; Tavakkoli, A.; Regenbrecht, J.; Wilson, B.
2017-12-01
Virtual Reality (VR) and Augmented Reality (AR) applications have recently seen an impressive growth, thanks to the advent of commercial Head Mounted Displays (HMDs). This new visualization era has opened the possibility of presenting researchers from multiple disciplines with data visualization techniques not possible via traditional 2D screens. In a purely VR environment researchers are presented with the visual data in a virtual environment, whereas in a purely AR application, a piece of virtual object is projected into the real world with which researchers could interact. There are several limitations to the purely VR or AR application when taken within the context of remote planetary exploration. For example, in a purely VR environment, contents of the planet surface (e.g. rocks, terrain, or other features) should be created off-line from a multitude of images using image processing techniques to generate 3D mesh data that will populate the virtual surface of the planet. This process usually takes a tremendous amount of computational resources and cannot be delivered in real-time. As an alternative, video frames may be superimposed on the virtual environment to save processing time. However, such rendered video frames will lack 3D visual information -i.e. depth information. In this paper, we present a technique to utilize a remotely situated robot's stereoscopic cameras to provide a live visual feed from the real world into the virtual environment in which planetary scientists are immersed. Moreover, the proposed technique will blend the virtual environment with the real world in such a way as to preserve both the depth and visual information from the real world while allowing for the sensation of immersion when the entire sequence is viewed via an HMD such as Oculus Rift. The figure shows the virtual environment with an overlay of the real-world stereoscopic video being presented in real-time into the virtual environment. Notice the preservation of the object's shape, shadows, and depth information. The distortions shown in the image are due to the rendering of the stereoscopic data into a 2D image for the purposes of taking screenshots.
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.
Measurement Tools for the Immersive Visualization Environment: Steps Toward the Virtual Laboratory.
Hagedorn, John G; Dunkers, Joy P; Satterfield, Steven G; Peskin, Adele P; Kelso, John T; Terrill, Judith E
2007-01-01
This paper describes a set of tools for performing measurements of objects in a virtual reality based immersive visualization environment. These tools enable the use of the immersive environment as an instrument for extracting quantitative information from data representations that hitherto had be used solely for qualitative examination. We provide, within the virtual environment, ways for the user to analyze and interact with the quantitative data generated. We describe results generated by these methods to obtain dimensional descriptors of tissue engineered medical products. We regard this toolbox as our first step in the implementation of a virtual measurement laboratory within an immersive visualization environment.
Modeling Environmental Impacts on Cognitive Performance for Artificially Intelligent Entities
2017-06-01
of the agent behavior model is presented in a military-relevant virtual game environment. We then outline a quantitative approach to test the agent...relevant virtual game environment. We then outline a quantitative approach to test the agent behavior model within the virtual environment. Results show...x Game View of Hot Environment Condition Displaying Total “f” Cost for Each Searched Waypoint Node
ERIC Educational Resources Information Center
Lim, Keol; Kim, Mi Hwa
2015-01-01
The use of virtual learning environments (VLEs) has become more common and educators recognized the potential of VLEs as educational environments. The learning community in VLEs can be a mixture of people from all over the world with different cultural backgrounds. However, despite many studies about the use of virtual environments for learning,…
Methods and systems relating to an augmented virtuality environment
Nielsen, Curtis W; Anderson, Matthew O; McKay, Mark D; Wadsworth, Derek C; Boyce, Jodie R; Hruska, Ryan C; Koudelka, John A; Whetten, Jonathan; Bruemmer, David J
2014-05-20
Systems and methods relating to an augmented virtuality system are disclosed. A method of operating an augmented virtuality system may comprise displaying imagery of a real-world environment in an operating picture. The method may further include displaying a plurality of virtual icons in the operating picture representing at least some assets of a plurality of assets positioned in the real-world environment. Additionally, the method may include displaying at least one virtual item in the operating picture representing data sensed by one or more of the assets of the plurality of assets and remotely controlling at least one asset of the plurality of assets by interacting with a virtual icon associated with the at least one asset.
Object Creation and Human Factors Evaluation for Virtual Environments
NASA Technical Reports Server (NTRS)
Lindsey, Patricia F.
1998-01-01
The main objective of this project is to provide test objects for simulated environments utilized by the recently established Army/NASA Virtual Innovations Lab (ANVIL) at Marshall Space Flight Center, Huntsville, Al. The objective of the ANVIL lab is to provide virtual reality (VR) models and environments and to provide visualization and manipulation methods for the purpose of training and testing. Visualization equipment used in the ANVIL lab includes head-mounted and boom-mounted immersive virtual reality display devices. Objects in the environment are manipulated using data glove, hand controller, or mouse. These simulated objects are solid or surfaced three dimensional models. They may be viewed or manipulated from any location within the environment and may be viewed on-screen or via immersive VR. The objects are created using various CAD modeling packages and are converted into the virtual environment using dVise. This enables the object or environment to be viewed from any angle or distance for training or testing purposes.
The Influence of Virtual Learning Environments in Students' Performance
ERIC Educational Resources Information Center
Alves, Paulo; Miranda, Luísa; Morais, Carlos
2017-01-01
This paper focuses mainly on the relation between the use of a virtual learning environment (VLE) and students' performance. Therefore, virtual learning environments are characterised and a study is presented emphasising the frequency of access to a VLE and its relation with the students' performance from a public higher education institution…
Full Immersive Virtual Environment Cave[TM] in Chemistry Education
ERIC Educational Resources Information Center
Limniou, M.; Roberts, D.; Papadopoulos, N.
2008-01-01
By comparing two-dimensional (2D) chemical animations designed for computer's desktop with three-dimensional (3D) chemical animations designed for the full immersive virtual reality environment CAVE[TM] we studied how virtual reality environments could raise student's interest and motivation for learning. By using the 3ds max[TM], we can visualize…
Temporal Issues in the Design of Virtual Learning Environments.
ERIC Educational Resources Information Center
Bergeron, Bryan; Obeid, Jihad
1995-01-01
Describes design methods used to influence user perception of time in virtual learning environments. Examines the use of temporal cues in medical education and clinical competence testing. Finds that user perceptions of time affects user acceptance, ease of use, and the level of realism of a virtual learning environment. Contains 51 references.…
The Doubtful Guest? A Virtual Research Environment for Education
ERIC Educational Resources Information Center
Laterza, Vito; Carmichael, Patrick; Procter, Richard
2007-01-01
In this paper the authors describe a novel "Virtual Research Environment" (VRE) based on the Sakai Virtual Collaboration Environment and designed to support education research. This VRE has been used for the past two years by projects of the UK Economic and Social Research Council's Teaching and Learning Research Programme, 10 of which…
Using Virtual Reality to Help Students with Social Interaction Skills
ERIC Educational Resources Information Center
Beach, Jason; Wendt, Jeremy
2015-01-01
The purpose of this study was to determine if participants could improve their social interaction skills by participating in a virtual immersive environment. The participants used a developing virtual reality head-mounted display to engage themselves in a fully-immersive environment. While in the environment, participants had an opportunity to…
ERIC Educational Resources Information Center
Passarelli, Brasilina
2008-01-01
Introduction: The ToLigado Project--Your School Interactive Newspaper is an interactive virtual learning environment conceived, developed, implemented and supported by researchers at the School of the Future Research Laboratory of the University of Sao Paulo, Brazil. Method: This virtual learning environment aims to motivate trans-disciplinary…
Using SOLO to Evaluate an Educational Virtual Environment in a Technology Education Setting
ERIC Educational Resources Information Center
Padiotis, Ioannis; Mikropoulos, Tassos A.
2010-01-01
The present research investigates the contribution of an interactive educational virtual environment on milk pasteurization to the learning outcomes of 40 students in a technical secondary school using SOLO taxonomy. After the interaction with the virtual environment the majority of the students moved to higher hierarchical levels of understanding…
Virtual Environments Supporting Learning and Communication in Special Needs Education
ERIC Educational Resources Information Center
Cobb, Sue V. G.
2007-01-01
Virtual reality (VR) describes a set of technologies that allow users to explore and experience 3-dimensional computer-generated "worlds" or "environments." These virtual environments can contain representations of real or imaginary objects on a small or large scale (from modeling of molecular structures to buildings, streets, and scenery of a…
ERIC Educational Resources Information Center
Akdemir, Ömür; Vural, Ömer F.; Çolakoglu, Özgür M.
2015-01-01
Individuals act different in virtual environment than real life. The primary purpose of this study is to investigate the prospective teachers' likelihood of performing unethical behaviors in the real and virtual environments. Prospective teachers are surveyed online and their perceptions have been collected for various scenarios. Findings revealed…
Virtual environments for scene of crime reconstruction and analysis
NASA Astrophysics Data System (ADS)
Howard, Toby L. J.; Murta, Alan D.; Gibson, Simon
2000-02-01
This paper describes research conducted in collaboration with Greater Manchester Police (UK), to evalute the utility of Virtual Environments for scene of crime analysis, forensic investigation, and law enforcement briefing and training. We present an illustrated case study of the construction of a high-fidelity virtual environment, intended to match a particular real-life crime scene as closely as possible. We describe and evaluate the combination of several approaches including: the use of the Manchester Scene Description Language for constructing complex geometrical models; the application of a radiosity rendering algorithm with several novel features based on human perceptual consideration; texture extraction from forensic photography; and experiments with interactive walkthroughs and large-screen stereoscopic display of the virtual environment implemented using the MAVERIK system. We also discuss the potential applications of Virtual Environment techniques in the Law Enforcement and Forensic communities.
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.
The Problem Patron and the Academic Library Web Site as Virtual Reference Desk.
ERIC Educational Resources Information Center
Taylor, Daniel; Porter, George S.
2002-01-01
Considers problem library patrons in a virtual environment based on experiences at California Institute of Technology's Web site and its use for virtual reference. Discusses the virtual reference desk concept; global visibility and access to the World Wide Web; problematic email; and advantages in the electronic environment. (LRW)
Brundage, Shelley B; Brinton, James M; Hancock, Adrienne B
2016-12-01
Virtual reality environments (VREs) allow for immersion in speaking environments that mimic real-life interactions while maintaining researcher control. VREs have been used successfully to engender arousal in other disorders. The purpose of this study was to investigate the utility of virtual reality environments to examine physiological reactivity and subjective ratings of distress in persons who stutter (PWS). Subjective and objective measures of arousal were collected from 10PWS during four-minute speeches to a virtual audience and to a virtual empty room. Stuttering frequency and physiological measures (skin conductance level and heart rate) did not differ across speaking conditions, but subjective ratings of distress were significantly higher in the virtual audience condition compared to the virtual empty room. VREs have utility in elevating subjective ratings of distress in PWS. VREs have the potential to be useful tools for practicing treatment targets in a safe, controlled, and systematic manner. Copyright © 2016 Elsevier Inc. All rights reserved.
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.
Information Virtulization in Virtual Environments
NASA Technical Reports Server (NTRS)
Bryson, Steve; Kwak, Dochan (Technical Monitor)
2001-01-01
Virtual Environments provide a natural setting for a wide range of information visualization applications, particularly wlieit the information to be visualized is defined on a three-dimensional domain (Bryson, 1996). This chapter provides an overview of the issues that arise when designing and implementing an information visualization application in a virtual environment. Many design issues that arise, such as, e.g., issues of display, user tracking are common to any application of virtual environments. In this chapter we focus on those issues that are special to information visualization applications, as issues of wider concern are addressed elsewhere in this book.
Kibria, Muhammad Golam; Ali, Sajjad; Jarwar, Muhammad Aslam; Kumar, Sunil; Chong, Ilyoung
2017-09-22
Due to a very large number of connected virtual objects in the surrounding environment, intelligent service features in the Internet of Things requires the reuse of existing virtual objects and composite virtual objects. If a new virtual object is created for each new service request, then the number of virtual object would increase exponentially. The Web of Objects applies the principle of service modularity in terms of virtual objects and composite virtual objects. Service modularity is a key concept in the Web Objects-Enabled Internet of Things (IoT) environment which allows for the reuse of existing virtual objects and composite virtual objects in heterogeneous ontologies. In the case of similar service requests occurring at the same, or different locations, the already-instantiated virtual objects and their composites that exist in the same, or different ontologies can be reused. In this case, similar types of virtual objects and composite virtual objects are searched and matched. Their reuse avoids duplication under similar circumstances, and reduces the time it takes to search and instantiate them from their repositories, where similar functionalities are provided by similar types of virtual objects and their composites. Controlling and maintaining a virtual object means controlling and maintaining a real-world object in the real world. Even though the functional costs of virtual objects are just a fraction of those for deploying and maintaining real-world objects, this article focuses on reusing virtual objects and composite virtual objects, as well as discusses similarity matching of virtual objects and composite virtual objects. This article proposes a logistic model that supports service modularity for the promotion of reusability in the Web Objects-enabled IoT environment. Necessary functional components and a flowchart of an algorithm for reusing composite virtual objects are discussed. Also, to realize the service modularity, a use case scenario is studied and implemented.
Chong, Ilyoung
2017-01-01
Due to a very large number of connected virtual objects in the surrounding environment, intelligent service features in the Internet of Things requires the reuse of existing virtual objects and composite virtual objects. If a new virtual object is created for each new service request, then the number of virtual object would increase exponentially. The Web of Objects applies the principle of service modularity in terms of virtual objects and composite virtual objects. Service modularity is a key concept in the Web Objects-Enabled Internet of Things (IoT) environment which allows for the reuse of existing virtual objects and composite virtual objects in heterogeneous ontologies. In the case of similar service requests occurring at the same, or different locations, the already-instantiated virtual objects and their composites that exist in the same, or different ontologies can be reused. In this case, similar types of virtual objects and composite virtual objects are searched and matched. Their reuse avoids duplication under similar circumstances, and reduces the time it takes to search and instantiate them from their repositories, where similar functionalities are provided by similar types of virtual objects and their composites. Controlling and maintaining a virtual object means controlling and maintaining a real-world object in the real world. Even though the functional costs of virtual objects are just a fraction of those for deploying and maintaining real-world objects, this article focuses on reusing virtual objects and composite virtual objects, as well as discusses similarity matching of virtual objects and composite virtual objects. This article proposes a logistic model that supports service modularity for the promotion of reusability in the Web Objects-enabled IoT environment. Necessary functional components and a flowchart of an algorithm for reusing composite virtual objects are discussed. Also, to realize the service modularity, a use case scenario is studied and implemented. PMID:28937590
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
Design and development of a virtual reality simulator for advanced cardiac life support training.
Vankipuram, Akshay; Khanal, Prabal; Ashby, Aaron; Vankipuram, Mithra; Gupta, Ashish; DrummGurnee, Denise; Josey, Karen; Smith, Marshall
2014-07-01
The use of virtual reality (VR) training tools for medical education could lead to improvements in the skills of clinicians while providing economic incentives for healthcare institutions. The use of VR tools can also mitigate some of the drawbacks currently associated with providing medical training in a traditional clinical environment such as scheduling conflicts and the need for specialized equipment (e.g., high-fidelity manikins). This paper presents the details of the framework and the development methodology associated with a VR-based training simulator for advanced cardiac life support, a time critical, team-based medical scenario. In addition, we also report the key findings of a usability study conducted to assess the efficacy of various features of this VR simulator through a postuse questionnaire administered to various care providers. The usability questionnaires were completed by two groups that used two different versions of the VR simulator. One version consisted of the VR trainer with it all its features and a minified version with certain immersive features disabled. We found an increase in usability scores from the minified group to the full VR group.
NASA SSERVI Contributions to Lunar Science and Exploration
NASA Technical Reports Server (NTRS)
Pendleton, Yvonne J.
2015-01-01
NASA's Solar System Exploration Research Virtual Institute (SSERVI) represents a close collaboration between science, technology and exploration that will enable deeper understanding of the Moon and other airless bodies as we move further out of low-Earth orbit. The new Solar System Exploration Research Virtual Institute (SSERVI) will focus on the scientific aspects of exploration as they pertain to the Moon, Near Earth Asteroids (NEAs) and the moons of Mars. The Institute focuses on interdisciplinary, exploration-related science centered around all airless bodies targeted as potential human destinations. Areas of study reported here will represent the broad spectrum of lunar, NEA, and Martian moon sciences encompassing investigations of the surface, interior, exosphere, and near-space environments as well as science uniquely enabled from these bodies. We will provide a detailed look at research being conducted by each of the 9 domestic US teams as well as our 7 international partners. The research profile of the Institute integrates investigations of plasma physics, geology/geochemistry, technology integration, solar system origins/evolution, regolith geotechnical properties, analogues, volatiles, ISRU and exploration potential of the target bodies.
ERIC Educational Resources Information Center
Liu, Xiaojing; Magjuka, Richard J.; Lee, Seung-hee
2008-01-01
The emergence of new technologies has made it increasingly easy for distributed collaboration in both educational and noneducational settings. Although the effectiveness in traditional settings of the dynamics of small group work has been widely researched, there is limited research that offers evidence on how teams can work effectively in a…
ERIC Educational Resources Information Center
San Diego, Jonathan P.; Cox, Margaret J.; Quinn, Barry F. A.; Newton, Jonathan Tim; Banerjee, Avijit; Woolford, Mark
2012-01-01
hapTEL, an interdisciplinary project funded by two UK research councils from 2007 to 2011, involves a large interdisciplinary team (with undergraduate and post-graduate student participants) which has been developing and evaluating a virtual learning system within an HE healthcare education setting, working on three overlapping strands. Strand 1…
STS-105 Crew Training in VR Lab
2001-03-15
JSC2001-00751 (15 March 2001) --- Astronaut Scott J. Horowitz, STS-105 mission commander, uses the virtual reality lab at the Johnson Space Center (JSC) to train for his duties aboard the Space Shuttle Discovery. This type of computer interface paired with virtual reality training hardware and software helps to prepare the entire team for dealing with International Space Station (ISS) elements.
Photographic coverage of STS-112 during EVA 3 in VR Lab.
2002-08-21
JSC2002-E-34622 (21 August 2002) --- Astronaut David A. Wolf, STS-112 mission specialist, uses the virtual reality lab at the Johnson Space Center (JSC) to train for his duties aboard the Space Shuttle Atlantis. This type of computer interface paired with virtual reality training hardware and software helps to prepare the entire team for dealing with ISS elements.
2005-06-07
JSC2005-E-21191 (7 June 2005) --- Astronaut Steven G. MacLean, STS-115 mission specialist representing the Canadian Space Agency, uses the virtual reality lab at the Johnson Space Center to train for his duties aboard the space shuttle. This type of computer interface, paired with virtual reality training hardware and software, helps to prepare the entire team for dealing with space station elements.
STS-105 Crew Training in VR Lab
2001-03-15
JSC2001-00758 (15 March 2001) --- Astronaut Frederick W. Sturckow, STS-105 pilot, uses the virtual reality lab at the Johnson Space Center (JSC) to train for his duties aboard the Space Shuttle Discovery. This type of computer interface paired with virtual reality training hardware and software helps to prepare the entire team for dealing with International Space Station (ISS) elements.
2005-06-07
JSC2005-E-21192 (7 June 2005) --- Astronauts Christopher J. Ferguson (left), STS-115 pilot, and Daniel C. Burbank, mission specialist, use the virtual reality lab at the Johnson Space Center to train for their duties aboard the space shuttle. This type of computer interface, paired with virtual reality training hardware and software, helps to prepare the entire team for dealing with space station elements.
ERIC Educational Resources Information Center
Brown-Turner, Jasmine
2017-01-01
Edutainment refers to curriculum and instruction designed with a clear educational purpose, including multi-faceted virtual learning game design. Tools such as the Jacob's Ladder pre-production design tactic have been developed to ensure that voices of both engineers and educators are heard. However, it is unclear how development team members…
The Effect of Social Network Diagrams on a Virtual Network of Practice: A Korean Case
ERIC Educational Resources Information Center
Jo, Il-Hyun
2009-01-01
This study investigates the effect of the presentation of social network diagrams on virtual team members' interaction behavior via e-mail. E-mail transaction data from 22 software developers in a Korean IT company was analyzed and depicted as diagrams by social network analysis (SNA), and presented to the members as an intervention. Results…
ERIC Educational Resources Information Center
Wolusky, G. Anthony
2016-01-01
This quantitative study used a web-based questionnaire to assess the attitudes and perceptions of online and hybrid faculty towards student-centered asynchronous virtual teamwork (AVT) using the technology acceptance model (TAM) of Davis (1989). AVT is online student participation in a team approach to problem-solving culminating in a written…
Using Virtual Reality Computer Models to Support Student Understanding of Astronomical Concepts
ERIC Educational Resources Information Center
Barnett, Michael; Yamagata-Lynch, Lisa; Keating, Tom; Barab, Sasha A.; Hay, Kenneth E.
2005-01-01
The purpose of this study was to examine how 3-dimensional (3-D) models of the Solar System supported student development of conceptual understandings of various astronomical phenomena that required a change in frame of reference. In the course described in this study, students worked in teams to design and construct 3-D virtual reality computer…
NASA Astrophysics Data System (ADS)
Prusten, Mark J.; McIntyre, Michelle; Landis, Marvin
2006-02-01
A 3D workflow pipeline is presented for High Dynamic Range (HDR) image capture of projected scenes or objects for presentation in CAVE virtual environments. The methods of HDR digital photography of environments vs. objects are reviewed. Samples of both types of virtual authoring being the actual CAVE environment and a sculpture are shown. A series of software tools are incorporated into a pipeline called CAVEPIPE, allowing for high-resolution objects and scenes to be composited together in natural illumination environments [1] and presented in our CAVE virtual reality environment. We also present a way to enhance the user interface for CAVE environments. The traditional methods of controlling the navigation through virtual environments include: glove, HUD's and 3D mouse devices. By integrating a wireless network that includes both WiFi (IEEE 802.11b/g) and Bluetooth (IEEE 802.15.1) protocols the non-graphical input control device can be eliminated. Therefore wireless devices can be added that would include: PDA's, Smart Phones, TabletPC's, Portable Gaming consoles, and PocketPC's.
Computer Vision Assisted Virtual Reality Calibration
NASA Technical Reports Server (NTRS)
Kim, W.
1999-01-01
A computer vision assisted semi-automatic virtual reality (VR) calibration technology has been developed that can accurately match a virtual environment of graphically simulated three-dimensional (3-D) models to the video images of the real task environment.
EVEREST: a virtual research environment for the Earth Sciences
NASA Astrophysics Data System (ADS)
Glaves, H. M.; Marelli, F.; Albani, M.
2015-12-01
There is an increasing requirement for researchers to work collaboratively using common resources whilst being geographically dispersed. By creating a virtual research environment (VRE) using a service oriented architecture (SOA) tailored to the needs of Earth Science (ES) communities, the EVEREST project will provide a range of both generic and domain specific data management services to support a dynamic approach to collaborative research. EVER-EST will provide the means to overcome existing barriers to sharing of Earth Science data and information allowing research teams to discover, access, share and process heterogeneous data, algorithms, results and experiences within and across their communities, including those domains beyond Earth Science. Data providers will be also able to monitor user experiences and collect feedback through the VRE, improving their capacity to adapt to the changing requirements of their end-users. The EVER-EST e-infrastructure will be validated by four virtual research communities (VRC) covering different multidisciplinary ES domains: including ocean monitoring, selected natural hazards (flooding, ground instability and extreme weather events), land monitoring and risk management (volcanoes and seismicity). Each of the VRC represents a different collaborative use case for the VRE according to its own specific requirements for data, software, best practice and community engagement. The diverse use cases will demonstrate how the VRE can be used for a range of activities from straight forward data/software sharing to investigating ways to improve cooperative working. Development of the EVEREST VRE will leverage on the results of several previous projects which have produced state-of-the-art technologies for scientific data management and curation as well those initiatives which have developed models, techniques and tools for the preservation of scientific methods and their implementation in computational forms such as scientific workflows.
Weapon system simulation in flight (WaSiF)
NASA Astrophysics Data System (ADS)
Bartoldus, Klaus H.
2005-05-01
The research and technology demonstration program was co-funded by the Ministries of Defence of five European countries under the framework of the "EUropean Cooperation for the Long term in Defence" (EUCLID) MoU to include Germany, Italy, The Netherlands, Portugal and Turkey with considerable financial contribution from the industrial entities. EADS Military Aircraft Munich has led a team of seven industries and research centers, including Aermacchi of Italy, DutchSpace and NLR of The Netherlands, OGMA and INETI of Portugal and Marmara Research Center of Turkey. The purpose of the project was the design, realization and demonstration of an embedded real time simulation system allowing the combat training of operational aircrew in a virtual air defence scenario and threat environment against computer generated forces in the air and on the ground while flying on a real aircraft. The simulated scenario is focused on air-to-air beyond visual range engagements of fighter aircraft. WaSiF represents one of the first demonstrations of an advanced embedded real time training system onboard a fighter/training aircraft. The system is integrated onboard the MB339CX aircraft. The overall flight test activity covered a wide variety of test conditions for a total of 21 test flights; the operational airborne time of the WaSiF amounted to nearly 18 hours. The demonstration and evaluation were quite positive; the five-nation aircrew was very fond of their first encounter with the virtual world in the military flight training. A common view and approach towards Network Centric Warfare is but emerging. WaSiF in a future networked configuration holds lots of promise to serve the needs of Integrated Air Defence: Common training in a virtual environment.
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.
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.
3D multiplayer virtual pets game using Google Card Board
NASA Astrophysics Data System (ADS)
Herumurti, Darlis; Riskahadi, Dimas; Kuswardayan, Imam
2017-08-01
Virtual Reality (VR) is a technology which allows user to interact with the virtual environment. This virtual environment is generated and simulated by computer. This technology can make user feel the sensation when they are in the virtual environment. The VR technology provides real virtual environment view for user and it is not viewed from screen. But it needs another additional device to show the view of virtual environment. This device is known as Head Mounted Device (HMD). Oculust Rift and Microsoft Hololens are the most famous HMD devices used in VR. And in 2014, Google Card Board was introduced at Google I/O developers conference. Google Card Board is VR platform which allows user to enjoy the VR with simple and cheap way. In this research, we explore Google Card Board to develop simulation game of raising pet. The Google Card Board is used to create view for the VR environment. The view and control in VR environment is built using Unity game engine. And the simulation process is designed using Finite State Machine (FSM). This FSM can help to design the process clearly. So the simulation process can describe the simulation of raising pet well. Raising pet is fun activity. But sometimes, there are many conditions which cause raising pet become difficult to do, i.e. environment condition, disease, high cost, etc. this research aims to explore and implement Google Card Board in simulation of raising pet.
ERIC Educational Resources Information Center
Thomas, Wayne W.; Boechler, Patricia M.
2014-01-01
With teachers taking more interest in utilizing 3D virtual environments for educational purposes, research is needed to understand how learners perceive and process information within virtual environments (Eschenbrenner, Nah, & Siau, 2008). In this study, the authors sought to determine if learning style or digital literacy predict incidental…
ERIC Educational Resources Information Center
Demirer, Veysel; Erbas, Cagdas
2016-01-01
This study aims to review studies on virtual learning environments in Turkey through the content analysis method. 63 studies consisting of thesis, articles and proceedings published in Turkish and English between 1996-2014 years were analyzed. It was observed that "Second Life" was mostly preferred as the virtual learning environment.…
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
Coffey, Amy Jo; Kamhawi, Rasha; Fishwick, Paul; Henderson, Julie
2017-01-01
Relatively few studies have empirically tested computer-based immersive virtual environments' efficacy in teaching or enhancing pro-social attitudes, such as intercultural sensitivity. This channel study experiment was conducted (N = 159) to compare what effects, if any, an immersive 3D virtual environment would have upon subjects' intercultural…
ERIC Educational Resources Information Center
Bakas, Christos; Mikropoulos, Tassos A.
2003-01-01
Explains the design and development of an educational virtual environment to support the teaching of planetary phenomena, particularly the movements of Earth and the sun, day and night cycle, and change of seasons. Uses an interactive, three-dimensional (3D) virtual environment. Initial results show that the majority of students enthused about…
ERIC Educational Resources Information Center
Ferrer-Garcia, Marta; Gutierrez-Maldonado, Jose; Caqueo-Urizar, Alejandra; Moreno, Elena
2009-01-01
This article explores the efficacy of virtual environments representing situations that are emotionally significant to patients with eating disorders (ED) to modify depression and anxiety levels both in these patients and in controls. Eighty-five ED patients and 108 students were randomly exposed to five experimental virtual environments (a…
ERIC Educational Resources Information Center
Standen, P. J.; Brown, D. J.; Cromby, J. J.
2001-01-01
Reviews the use of one type of computer software, virtual environments, for its potential in the education and rehabilitation of people with intellectual disabilities. Topics include virtual environments in special education; transfer of learning; adult learning; the role of the tutor; and future directions, including availability, accessibility,…
ERIC Educational Resources Information Center
Martinez, Guadalupe; Naranjo, Francisco L.; Perez, Angel L.; Suero, Maria Isabel; Pardo, Pedro J.
2011-01-01
This study compared the educational effects of computer simulations developed in a hyper-realistic virtual environment with the educational effects of either traditional schematic simulations or a traditional optics laboratory. The virtual environment was constructed on the basis of Java applets complemented with a photorealistic visual output.…
ERIC Educational Resources Information Center
Barkand, Jonathan; Kush, Joseph
2009-01-01
Virtual Learning Environments (VLEs) are becoming increasingly popular in online education environments and have multiple pedagogical advantages over more traditional approaches to education. VLEs include 3D worlds where students can engage in simulated learning activities such as Second Life. According to Claudia L'Amoreaux at Linden Lab, "at…
ERIC Educational Resources Information Center
Barbalios, N.; Ioannidou, I.; Tzionas, P.; Paraskeuopoulos, S.
2013-01-01
This paper introduces a realistic 3D model supported virtual environment for environmental education, that highlights the importance of water resource sharing by focusing on the tragedy of the commons dilemma. The proposed virtual environment entails simulations that are controlled by a multi-agent simulation model of a real ecosystem consisting…
Learning in 3D Virtual Environments: Collaboration and Knowledge Spirals
ERIC Educational Resources Information Center
Burton, Brian G.; Martin, Barbara N.
2010-01-01
The purpose of this case study was to determine if learning occurred within a 3D virtual learning environment by determining if elements of collaboration and Nonaka and Takeuchi's (1995) knowledge spiral were present. A key portion of this research was the creation of a Virtual Learning Environment. This 3D VLE utilized the Torque Game Engine…
Exploring virtual mental practice in maintenance task training
Bauerle, Tim; Brnich, Michael J.; Navoyski, Jason
2016-01-01
Purpose – This paper aims to contribute to a general understanding of mental practice by investigating the utility of and participant reaction to a virtual reality maintenance training among underground coal mine first responders. Design/methodology/approach – Researchers at the National Institute for Occupational Safety and Health's Office of Mine Safety and Health Research (OMSHR) developed software to provide opportunities for mine rescue team members to learn to inspect, assemble and test their closed-circuit breathing apparatus and to practice those skills. In total, 31 mine rescue team members utilized OMSHR's BG 4 Benching Trainer software and provided feedback to the development team. After training, participants completed a brief post-training questionnaire, which included demographics, perceived training climate and general training evaluation items. Findings – The results overall indicate a generally positive reaction to and high perceived utility of the BG 4 benching software. In addition, the perceived training climate appears to have an effect on the perceived utility of the mental practice virtual reality game, with benchmen from mines with more positive training climates reporting greater perceived efficacy in the training's ability to prepare trainees for real emergencies. Originality/value – This paper helps to broaden current applications of mental practice and is one of the few empirical investigations into a non-rehabilitation virtual reality extension of mental practice. This paper also contributes to the growing literature advocating for greater usage of accurate and well-informed mental practice techniques, tools and methodologies, especially for occupational populations with limitations on exposure to hands-on training. PMID:27594801
Virtual hand: a 3D tactile interface to virtual environments
NASA Astrophysics Data System (ADS)
Rogowitz, Bernice E.; Borrel, Paul
2008-02-01
We introduce a novel system that allows users to experience the sensation of touch in a computer graphics environment. In this system, the user places his/her hand on an array of pins, which is moved about space on a 6 degree-of-freedom robot arm. The surface of the pins defines a surface in the virtual world. This "virtual hand" can move about the virtual world. When the virtual hand encounters an object in the virtual world, the heights of the pins are adjusted so that they represent the object's shape, surface, and texture. A control system integrates pin and robot arm motions to transmit information about objects in the computer graphics world to the user. It also allows the user to edit, change and move the virtual objects, shapes and textures. This system provides a general framework for touching, manipulating, and modifying objects in a 3-D computer graphics environment, which may be useful in a wide range of applications, including computer games, computer aided design systems, and immersive virtual worlds.
NASA Technical Reports Server (NTRS)
Lehnert, H.; Blauert, Jens; Pompetzki, W.
1991-01-01
In every-day listening the auditory event perceived by a listener is determined not only by the sound signal that a sound emits but also by a variety of environmental parameters. These parameters are the position, orientation and directional characteristics of the sound source, the listener's position and orientation, the geometrical and acoustical properties of surfaces which affect the sound field and the sound propagation properties of the surrounding fluid. A complete set of these parameters can be called an Acoustic Environment. If the auditory event perceived by a listener is manipulated in such a way that the listener is shifted acoustically into a different acoustic environment without moving himself physically, a Virtual Acoustic Environment has been created. Here, we deal with a special technique to set up nearly arbitrary Virtual Acoustic Environments, the Binaural Room Simulation. The purpose of the Binaural Room Simulation is to compute the binaural impulse response related to a virtual acoustic environment taking into account all parameters mentioned above. One possible way to describe a Virtual Acoustic Environment is the concept of the virtual sound sources. Each of the virtual sources emits a certain signal which is correlated but not necessarily identical with the signal emitted by the direct sound source. If source and receiver are non moving, the acoustic environment becomes a linear time-invariant system. Then, the Binaural Impulse Response from the source to a listener' s eardrums contains all relevant auditory information related to the Virtual Acoustic Environment. Listening into the simulated environment can easily be achieved by convolving the Binaural Impulse Response with dry signals and representing the results via headphones.
Massetti, Thais; Fávero, Francis Meire; Menezes, Lilian Del Ciello de; Alvarez, Mayra Priscila Boscolo; Crocetta, Tânia Brusque; Guarnieri, Regiani; Nunes, Fátima L S; Monteiro, Carlos Bandeira de Mello; Silva, Talita Dias da
2018-04-01
To evaluate whether people with Duchenne muscular dystrophy (DMD) practicing a task in a virtual environment could improve performance given a similar task in a real environment, as well as distinguishing whether there is transference between performing the practice in virtual environment and then a real environment and vice versa. Twenty-two people with DMD were evaluated and divided into two groups. The goal was to reach out and touch a red cube. Group A began with the real task and had to touch a real object, and Group B began with the virtual task and had to reach a virtual object using the Kinect system. ANOVA showed that all participants decreased the movement time from the first (M = 973 ms) to the last block of acquisition (M = 783 ms) in both virtual and real tasks and motor learning could be inferred by the short-term retention and transfer task (with increasing distance of the target). However, the evaluation of task performance demonstrated that the virtual task provided an inferior performance when compared to the real task in all phases of the study, and there was no effect for sequence. Both virtual and real tasks promoted improvement of performance in the acquisition phase, short-term retention, and transfer. However, there was no transference of learning between environments. In conclusion, it is recommended that the use of virtual environments for individuals with DMD needs to be considered carefully.
ERIC Educational Resources Information Center
Kraemer, David J. M.; Schinazi, Victor R.; Cawkwell, Philip B.; Tekriwal, Anand; Epstein, Russell A.; Thompson-Schill, Sharon L.
2017-01-01
Using novel virtual cities, we investigated the influence of verbal and visual strategies on the encoding of navigation-relevant information in a large-scale virtual environment. In 2 experiments, participants watched videos of routes through 4 virtual cities and were subsequently tested on their memory for observed landmarks and their ability to…
Virtual agents in a simulated virtual training environment
NASA Technical Reports Server (NTRS)
Achorn, Brett; Badler, Norman L.
1993-01-01
A drawback to live-action training simulations is the need to gather a large group of participants in order to train a few individuals. One solution to this difficulty is the use of computer-controlled agents in a virtual training environment. This allows a human participant to be replaced by a virtual, or simulated, agent when only limited responses are needed. Each agent possesses a specified set of behaviors and is capable of limited autonomous action in response to its environment or the direction of a human trainee. The paper describes these agents in the context of a simulated hostage rescue training session, involving two human rescuers assisted by three virtual (computer-controlled) agents and opposed by three other virtual agents.
Headphone and Head-Mounted Visual Displays for Virtual Environments
NASA Technical Reports Server (NTRS)
Begault, Duran R.; Ellis, Stephen R.; Wenzel, Elizabeth M.; Trejo, Leonard J. (Technical Monitor)
1998-01-01
A realistic auditory environment can contribute to both the overall subjective sense of presence in a virtual display, and to a quantitative metric predicting human performance. Here, the role of audio in a virtual display and the importance of auditory-visual interaction are examined. Conjectures are proposed regarding the effectiveness of audio compared to visual information for creating a sensation of immersion, the frame of reference within a virtual display, and the compensation of visual fidelity by supplying auditory information. Future areas of research are outlined for improving simulations of virtual visual and acoustic spaces. This paper will describe some of the intersensory phenomena that arise during operator interaction within combined visual and auditory virtual environments. Conjectures regarding audio-visual interaction will be proposed.
Marks, M A; Zaccaro, S J; Mathieu, J E
2000-12-01
The authors examined how leader briefings and team-interaction training influence team members' knowledge structures concerning processes related to effective performance in both routine and novel environments. Two-hundred thirty-seven undergraduates from a large mid-Atlantic university formed 79 three-member tank platoon teams and participated in a low-fidelity tank simulation. Team-interaction training, leader briefings, and novelty of performance environment were manipulated. Findings indicated that both leader briefings and team-interaction training affected the development of mental models, which in turn positively influenced team communication processes and team performance. Mental models and communication processes predicted performance more strongly in novel than in routine environments. Implications for the role of team-interaction training, leader briefings, and mental models as mechanisms for team adaptation are discussed.
Training in virtual environments: putting theory into practice.
Moskaliuk, Johannes; Bertram, Johanna; Cress, Ulrike
2013-01-01
Virtual training environments are used when training in reality is challenging because of the high costs, danger, time or effort involved. In this paper we argue for a theory-driven development of such environments, with the aim of connecting theory to practice and ensuring that the training provided fits the needs of the trained persons and their organisations. As an example, we describe the development of VirtualPolice (ViPOL), a training environment for police officers in a federal state of Germany. We provided the theoretical foundation for ViPOL concerning the feeling of being present, social context, learning motivation and perspective-taking. We developed a framework to put theory into practice. To evaluate our framework we interviewed the stakeholders of ViPOL and surveyed current challenges and limitations of virtual training. The results led to a review of a theory-into-practice framework which is presented in the conclusion. Feeling of presence, social context, learning motivation and perspective-taking are relevant for training in virtual environments. The theory-into-practice framework presented here supports developers and trainers in implementing virtual training tools. The framework was validated with an interview study of stakeholders of a virtual training project. We identified limitations, opportunities and challenges.
Gokeler, Alli; Bisschop, Marsha; Myer, Gregory D; Benjaminse, Anne; Dijkstra, Pieter U; van Keeken, Helco G; van Raay, Jos J A M; Burgerhof, Johannes G M; Otten, Egbert
2016-07-01
The purpose of this study was to evaluate the influence of immersion in a virtual reality environment on knee biomechanics in patients after ACL reconstruction (ACLR). It was hypothesized that virtual reality techniques aimed to change attentional focus would influence altered knee flexion angle, knee extension moment and peak vertical ground reaction force (vGRF) in patients following ACLR. Twenty athletes following ACLR and 20 healthy controls (CTRL) performed a step-down task in both a non-virtual reality environment and a virtual reality environment displaying a pedestrian traffic scene. A motion analysis system and force plates were used to measure kinematics and kinetics during a step-down task to analyse each single-leg landing. A significant main effect was found for environment for knee flexion excursion (P = n.s.). Significant interaction differences were found between environment and groups for vGRF (P = 0.004), knee moment (P < 0.001), knee angle at peak vGRF (P = 0.01) and knee flexion excursion (P = 0.03). There was larger effect of virtual reality environment on knee biomechanics in patients after ACLR compared with controls. Patients after ACLR immersed in virtual reality environment demonstrated knee joint biomechanics that approximate those of CTRL. The results of this study indicate that a realistic virtual reality scenario may distract patients after ACLR from conscious motor control. Application of clinically available technology may aid in current rehabilitation programmes to target altered movement patterns after ACLR. Diagnostic study, Level III.
Virtual environments special needs and evaluative methods.
Brown, D J; Standen, P J; Cobb, S V
1998-01-01
This paper presents an overview of the development of the Learning in Virtual Environments programme (LIVE), carried out in special education over the last four years. It is more precisely a project chronology, so that the reader can sense the historical development of the programme rather than giving emphasis to any one particular feature or breakthrough, which are covered in other papers and available through the authors. The project conception in a special school in Nottingham is followed by a description of the development of experiential and communicational virtual learning environments. These are followed, in turn, by the results of our testing programmes which show that experience gained in a virtual environment can transfer to the real world and that their use can encourage self-directed activity in students with severe learning difficulties. Also included is a discussion of the role of virtual learning environments (VLEs) in special education and of its attributes in the context of contemporary educational theory.
NASA Astrophysics Data System (ADS)
Simonnet, Mathieu; Jacobson, Dan; Vieilledent, Stephane; Tisseau, Jacques
Navigating consists of coordinating egocentric and allocentric spatial frames of reference. Virtual environments have afforded researchers in the spatial community with tools to investigate the learning of space. The issue of the transfer between virtual and real situations is not trivial. A central question is the role of frames of reference in mediating spatial knowledge transfer to external surroundings, as is the effect of different sensory modalities accessed in simulated and real worlds. This challenges the capacity of blind people to use virtual reality to explore a scene without graphics. The present experiment involves a haptic and auditory maritime virtual environment. In triangulation tasks, we measure systematic errors and preliminary results show an ability to learn configurational knowledge and to navigate through it without vision. Subjects appeared to take advantage of getting lost in an egocentric “haptic” view in the virtual environment to improve performances in the real environment.
Seeing ahead: experience and language in spatial perspective.
Alloway, Tracy Packiam; Corley, Martin; Ramscar, Michael
2006-03-01
Spatial perspective can be directed by various reference frames, as well as by the direction of motion. In the present study, we explored how ambiguity in spatial tasks can be resolved. Participants were presented with virtual reality environments in order to stimulate a spatialreference frame based on motion. They interacted with an ego-moving spatial system in Experiment 1 and an object-moving spatial system in Experiment 2. While interacting with the virtual environment, the participants were presented with either a question representing a motion system different from that of the virtual environment or a nonspatial question relating to physical features of the virtual environment. They then performed the target task assign the label front in an ambiguous spatial task. The findings indicate that the disambiguation of spatial terms can be influenced by embodied experiences, as represented by the virtual environment, as well as by linguistic context.
NASA Technical Reports Server (NTRS)
1994-01-01
This symposium on measurement and control in robotics included sessions on: (1) rendering, including tactile perception and applied virtual reality; (2) applications in simulated medical procedures and telerobotics; (3) tracking sensors in a virtual environment; (4) displays for virtual reality applications; (5) sensory feedback including a virtual environment application with partial gravity simulation; and (6) applications in education, entertainment, technical writing, and animation.
2017-06-01
assigned to the individual study. The same is done in case only two people or one person show(s) up. Storing of large data files: When preparing...AWARD NUMBER: W81XWH-15-1-0042 TITLE: Psychobiological Assessment & Enhancement of Team Cohesion and Psychological Resilience in ROTC Cadets...4302. Respondents should be aware that notwithstanding any other provision of law, no person shall be subject to any penalty for failing to comply with
[The use of virtual learning environment in teaching basic and advanced life support].
Cogo, Ana Luísa Petersen; Silveira, Denise Tolfo; Lírio, Aline de Morais; Severo, Carolina Lopes
2003-12-01
The present paper is the result of an experiment conducted as part of the Nursing: basic and advanced life support course, which was offered as a semi-online course using the virtual learning environment called Learning Space. The virtual learning environment optimizes classroom dynamics, since in the classroom setting, practical activities may be privileged; besides, learning is customized as students may access the environment whenever and wherever they wish.
Verification of Emmert's law in actual and virtual environments.
Nakamizo, Sachio; Imamura, Mariko
2004-11-01
We examined Emmert's law by measuring the perceived size of an afterimage and the perceived distance of the surface on which the afterimage was projected in actual and virtual environments. The actual environment consisted of a corridor with ample cues as to distance and depth. The virtual environment was made from the CAVE of a virtual reality system. The afterimage, disc-shaped and one degree in diameter, was produced by flashing with an electric photoflash. The observers were asked to estimate the perceived distance to surfaces located at various physical distances (1 to 24 m) by the magnitude estimation method and to estimate the perceived size of the afterimage projected on the surfaces by a matching method. The results show that the perceived size of the afterimage was directly proportional to the perceived distance in both environments; thus, Emmert's law holds in virtual as well as actual environments. We suggest that Emmert's law is a specific case of a functional principle of distance scaling by the visual system.
STS-134 crew in Virtual Reality Lab during their MSS/EVAA SUPT2 Team training
2010-08-27
JSC2010-E-121045 (27 Aug. 2010) --- NASA astronaut Andrew Feustel (right), STS-134 mission specialist, uses the virtual reality lab in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to train for some of his duties aboard the space shuttle and space station. This type of computer interface, paired with virtual reality training hardware and software, helps to prepare crew members for dealing with space station elements. David Homan assisted Feustel. Photo credit: NASA or National Aeronautics and Space Administration
Effects of optokinetic stimulation induced by virtual reality on locomotion: a preliminary study.
Ohyama, Seizo; Nishiike, Suetaka; Watanabe, Hiroshi; Matsuoka, Katsunori; Takeda, Noriaki
2008-11-01
Exposure to a virtual environment for 20 min was sufficient to cause adaptive changes in locomotion in healthy subjects, suggesting that virtual environments might improve locomotor deviation in patients with unilateral labyrinthine defects. Postural and locomotor control in patients with unilateral labyrinthine defects deviates towards the lesion side. The aim of this study was to examine whether active locomotion within a virtual environment can increase the functionality of rehabilitation. We examined the effects of optokinetic stimulation produced by a virtual reality environment on ocular movement and locomotor tracks in 10 healthy subjects. During the 20 min experiment, the mean locomotor deviation and the mean frequency and mean amplitude of optokinetic nystagmus during the last period of the experiment were significantly higher than those during the initial period.
2017-08-08
Usability Studies In Virtual And Traditional Computer Aided Design Environments For Fault Identification Dr. Syed Adeel Ahmed, Xavier University...virtual environment with wand interfaces compared directly with a workstation non-stereoscopic traditional CAD interface with keyboard and mouse. In...the differences in interaction when compared with traditional human computer interfaces. This paper provides analysis via usability study methods
ERIC Educational Resources Information Center
Bailenson, Jeremy N.; Yee, Nick; Blascovich, Jim; Beall, Andrew C.; Lundblad, Nicole; Jin, Michael
2008-01-01
This article illustrates the utility of using virtual environments to transform social interaction via behavior and context, with the goal of improving learning in digital environments. We first describe the technology and theories behind virtual environments and then report data from 4 empirical studies. In Experiment 1, we demonstrated that…
Instructional Features for Training in Virtual Environments
2006-07-01
Technical Report 1184 Instructional Features for Training in Virtual Environments Michael J. Singer U. S. Army Research Institute Jason P. Kring...Report 1184 Instructional Features for Training in Virtual Environments Michael J. Singer U. S. Army Research Institute Jason P. Kring University of...provides in comparison to traditional, real world experience training programs (Hays & Singer , 1989; Swezey & Andrews, 2001). First, as with the
Human Machine Interfaces for Teleoperators and Virtual Environments
NASA Technical Reports Server (NTRS)
Durlach, Nathaniel I. (Compiler); Sheridan, Thomas B. (Compiler); Ellis, Stephen R. (Compiler)
1991-01-01
In Mar. 1990, a meeting organized around the general theme of teleoperation research into virtual environment display technology was conducted. This is a collection of conference-related fragments that will give a glimpse of the potential of the following fields and how they interplay: sensorimotor performance; human-machine interfaces; teleoperation; virtual environments; performance measurement and evaluation methods; and design principles and predictive models.
ERIC Educational Resources Information Center
Zeichner, Orit; Zilka, Gila
2016-01-01
This study focused on feelings of threat and challenge among pre-service teachers in different learning environments--virtual and blended courses. The two goals of this study were (1) to define the subjects' feelings in virtual and blended learning environments, and the relationship between them, and (2) to examine how their feelings changed…
Virtual Golden Foods Corporation: Generic Skills in a Virtual Crisis Environment (A Pilot Study)
ERIC Educational Resources Information Center
Godat, Meredith
2007-01-01
Workplace learning in a crisis-rich environment is often difficult if not impossible to integrate into programs so that students are able to experience and apply crisis management practices and principles. This study presents the results of a pilot project that examined the effective use of a virtual reality (VR) environment as a tool to teach…
NASA Technical Reports Server (NTRS)
Ellis, Stephen R.
1991-01-01
Natural environments have a content, i.e., the objects in them; a geometry, i.e., a pattern of rules for positioning and displacing the objects; and a dynamics, i.e., a system of rules describing the effects of forces acting on the objects. Human interaction with most common natural environments has been optimized by centuries of evolution. Virtual environments created through the human-computer interface similarly have a content, geometry, and dynamics, but the arbitrary character of the computer simulation creating them does not insure that human interaction with these virtual environments will be natural. The interaction, indeed, could be supernatural but it also could be impossible. An important determinant of the comprehensibility of a virtual environment is the correspondence between the environmental frames of reference and those associated with the control of environmental objects. The effects of rotation and displacement of control frames of reference with respect to corresponding environmental references differ depending upon whether perceptual judgement or manual tracking performance is measured. The perceptual effects of frame of reference displacement may be analyzed in terms of distortions in the process of virtualizing the synthetic environment space. The effects of frame of reference displacement and rotation have been studied by asking subjects to estimate exocentric direction in a virtual space.
NASA Technical Reports Server (NTRS)
1990-01-01
While a new technology called 'virtual reality' is still at the 'ground floor' level, one of its basic components, 3D computer graphics is already in wide commercial use and expanding. Other components that permit a human operator to 'virtually' explore an artificial environment and to interact with it are being demonstrated routinely at Ames and elsewhere. Virtual reality might be defined as an environment capable of being virtually entered - telepresence, it is called - or interacted with by a human. The Virtual Interface Environment Workstation (VIEW) is a head-mounted stereoscopic display system in which the display may be an artificial computer-generated environment or a real environment relayed from remote video cameras. Operator can 'step into' this environment and interact with it. The DataGlove has a series of fiber optic cables and sensors that detect any movement of the wearer's fingers and transmit the information to a host computer; a computer generated image of the hand will move exactly as the operator is moving his gloved hand. With appropriate software, the operator can use the glove to interact with the computer scene by grasping an object. The DataSuit is a sensor equipped full body garment that greatly increases the sphere of performance for virtual reality simulations.
Novel Virtual Environment for Alternative Treatment of Children with Cerebral Palsy
de Oliveira, Juliana M.; Fernandes, Rafael Carneiro G.; Pinto, Cristtiano S.; Pinheiro, Plácido R.; Ribeiro, Sidarta
2016-01-01
Cerebral palsy is a severe condition usually caused by decreased brain oxygenation during pregnancy, at birth or soon after birth. Conventional treatments for cerebral palsy are often tiresome and expensive, leading patients to quit treatment. In this paper, we describe a virtual environment for patients to engage in a playful therapeutic game for neuropsychomotor rehabilitation, based on the experience of the occupational therapy program of the Nucleus for Integrated Medical Assistance (NAMI) at the University of Fortaleza, Brazil. Integration between patient and virtual environment occurs through the hand motion sensor “Leap Motion,” plus the electroencephalographic sensor “MindWave,” responsible for measuring attention levels during task execution. To evaluate the virtual environment, eight clinical experts on cerebral palsy were subjected to a questionnaire regarding the potential of the experimental virtual environment to promote cognitive and motor rehabilitation, as well as the potential of the treatment to enhance risks and/or negatively influence the patient's development. Based on the very positive appraisal of the experts, we propose that the experimental virtual environment is a promising alternative tool for the rehabilitation of children with cerebral palsy. PMID:27403154
Nanorobotics control design: a collective behavior approach for medicine
NASA Astrophysics Data System (ADS)
Cavalcanti, A.; Freitas, R. A., Jr.
2005-06-01
The authors present a new approach using genetic algorithms, neural networks, and nanorobotics concepts applied to the problem of control design for nanoassembly automation and its application in medicine. As a practical approach to validate the proposed design, we have elaborated and simulated a virtual environment focused on control automation for nanorobotics teams that exhibit collective behavior. This collective behavior is a suitable way to perform a large range of tasks and positional assembly manipulation in a complex three-dimensional workspace. We emphasize the application of such techniques as a feasible approach for the investigation of nanorobotics system design in nanomedicine. Theoretical and practical analyses of control modeling is one important aspect that will enable rapid development in the emerging field of nanotechnology.
A problem of optimal control and observation for distributed homogeneous multi-agent system
NASA Astrophysics Data System (ADS)
Kruglikov, Sergey V.
2017-12-01
The paper considers the implementation of a algorithm for controlling a distributed complex of several mobile multi-robots. The concept of a unified information space of the controlling system is applied. The presented information and mathematical models of participants and obstacles, as real agents, and goals and scenarios, as virtual agents, create the base forming the algorithmic and software background for computer decision support system. The controlling scheme assumes the indirect management of the robotic team on the basis of optimal control and observation problem predicting intellectual behavior in a dynamic, hostile environment. A basic content problem is a compound cargo transportation by a group of participants in the case of a distributed control scheme in the terrain with multiple obstacles.
Physical environment virtualization for human activities recognition
NASA Astrophysics Data System (ADS)
Poshtkar, Azin; Elangovan, Vinayak; Shirkhodaie, Amir; Chan, Alex; Hu, Shuowen
2015-05-01
Human activity recognition research relies heavily on extensive datasets to verify and validate performance of activity recognition algorithms. However, obtaining real datasets are expensive and highly time consuming. A physics-based virtual simulation can accelerate the development of context based human activity recognition algorithms and techniques by generating relevant training and testing videos simulating diverse operational scenarios. In this paper, we discuss in detail the requisite capabilities of a virtual environment to aid as a test bed for evaluating and enhancing activity recognition algorithms. To demonstrate the numerous advantages of virtual environment development, a newly developed virtual environment simulation modeling (VESM) environment is presented here to generate calibrated multisource imagery datasets suitable for development and testing of recognition algorithms for context-based human activities. The VESM environment serves as a versatile test bed to generate a vast amount of realistic data for training and testing of sensor processing algorithms. To demonstrate the effectiveness of VESM environment, we present various simulated scenarios and processed results to infer proper semantic annotations from the high fidelity imagery data for human-vehicle activity recognition under different operational contexts.
The Virtual Mission Operations Center
NASA Technical Reports Server (NTRS)
Moore, Mike; Fox, Jeffrey
1994-01-01
Spacecraft management is becoming more human intensive as spacecraft become more complex and as operations costs are growing accordingly. Several automation approaches have been proposed to lower these costs. However, most of these approaches are not flexible enough in the operations processes and levels of automation that they support. This paper presents a concept called the Virtual Mission Operations Center (VMOC) that provides highly flexible support for dynamic spacecraft management processes and automation. In a VMOC, operations personnel can be shared among missions, the operations team can change personnel and their locations, and automation can be added and removed as appropriate. The VMOC employs a form of on-demand supervisory control called management by exception to free operators from having to actively monitor their system. The VMOC extends management by exception, however, so that distributed, dynamic teams can work together. The VMOC uses work-group computing concepts and groupware tools to provide a team infrastructure, and it employs user agents to allow operators to define and control system automation.
Effects of telework and the virtual enterprise on the organization
DOE Office of Scientific and Technical Information (OSTI.GOV)
Moore, R.A.
1996-12-31
This paper provides information on the growing trend towards telework and using {open_quotes}virtual employees{close_quotes} as a fundamental component of the human resource requirements for the conduct of business. As the organization moves from a traditional approach of fixed plant and permanent employees toward a more dynamic model of motile office arrangements and virtual workers, new challenges arise for workers, supervisors, and managers. These challenges pertain to both the individual and the organization and are rooted in both technology and human behavior. Notwithstanding the challenges, the opportunities created for increased productivity and cost-effective operations are propelling organizations globally to adopt themore » virtual enterprise model, to a greater or lesser extent. Management hierarchy is giving way to autonomous teams. Middle management is being replaced by better organizational communication systems, better information storage and retrieval systems, and a newly developing classification of software called groupware. In the midst of these changes, the business process of identifying and acquiring the services of the virtual team member seems to lie at an intersection where Human Resources, Information Systems, Contracts/Subcontracts, and the functional department requiring the services intersect. Human Resources departments are slowly coming to grips with the virtual worker model but are largely uncomfortable in the role. Information Systems departments can implement networks; but, dynamic links outside the traditional organization bring up a myriad of questions about compatibility and system security. The champion of the virtual worker is the Functional Department. This might be engineering, software development, the design department, the financial analysis group, or whichever department in the organization is faced with the responsibility of creating knowledge work product and has resource constraints and upper management support.« less
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
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…
ERIC Educational Resources Information Center
Annetta, Leonard; Klesath, Marta; Meyer, John
2009-01-01
A 3-D virtual field trip was integrated into an online college entomology course and developed as a trial for the possible incorporation of future virtual environments to supplement online higher education laboratories. This article provides an explanation of the rationale behind creating the virtual experience, the Bug Farm; the method and…