Search results for: virtual partnership.
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 589

Search results for: virtual partnership.

589 Public-Public Partnership and Tourism Development Strategy: The Case of Municipality of Gazi Baba in Macedonia

Authors: Dejan Metodijeski, Elizabeta Mitreva, Nako Taskov, Oliver Filiposki

Abstract:

Tourism development strategies are an important link in the tourism policy that is used to make its management better and easier. A public-public partnership (PUP) is a partnership between two or more public authorities or between a public authority and any non-profit organization with the goal of providing services and facilities or transferring technical skills. The paper presents this kind of partnership between two public authorities in Macedonia, the Municipality of Gazi Baba on one hand, and the University of Goce Delcev on the other. The main idea of this partnership is the development of a tourism strategy for the Municipality of Gazi Baba by the University on one side, and on the other, the construction of a mini park in the court of the University by the Municipality. This paper presents the causes and analyzes the procedures relating to this partnership and the methodology of the tourism development strategy. It contains a relevant literature review related to PUPs and tourism development strategy. The results and benefits of this partnership are presented with figures.

Keywords: Public-public partnership, tourism development strategy, municipality of Gazi Baba, Macedonia.

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588 Lean Thinking and E-Commerce as New Opportunities to Improve Partnership in Supply Chain of Construction Industries

Authors: Kaustav Kundu, Alberto Portioli Staudacher

Abstract:

Construction industry plays a vital role in the economy of the world. However, due to high uncertainty and variability in the industry, its performance is not as efficient in terms of quality, lead times, productivity and costs as of other industries. Moreover, there are continuous conflicts among the different actors in the construction supply chains in terms of profit sharing. Previous studies suggested partnership as an important approach to promote cooperation among the different actors in the construction supply chains and thereby it improves the overall performance. Construction practitioners tried to focus on partnership which can enhance the performance of construction supply chains but they are not fully aware of different approaches and techniques for improving partnership. In this research, a systematic review on partnership in relation to construction supply chains is carried out to understand different elements influencing the partnership. The research development of this domain is analyzed by reviewing selected articles published from 1996 to 2015. Based on the papers, three major elements influencing partnership in construction supply chains are identified: ‘Lean approach’, ‘Relationship building’ and ‘E-commerce applications’. This study analyses the contributions in the areas within each element and provides suggestions for future developments of partnership in construction supply chains.

Keywords: Partnership, construction, lean, SCM, supply chain management.

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587 IVE: Virtual Humans’ AI Prototyping Toolkit

Authors: Cyril Brom, Zuzana Vlckova

Abstract:

IVE toolkit has been created for facilitating research,education and development in the field of virtual storytelling and computer games. Primarily, the toolkit is intended for modelling action selection mechanisms of virtual humans, investigating level-of-detail AI techniques for large virtual environments, and for exploring joint behaviour and role-passing technique (Sec. V). Additionally, the toolkit can be used as an AI middleware without any changes. The main facility of IVE is that it serves for prototyping both the AI and virtual worlds themselves. The purpose of this paper is to describe IVE's features in general and to present our current work - including an educational game - on this platform.

Keywords: AI middleware, simulation, virtual world.

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586 Virtual Firm Competitiveness

Authors: Zdeněk Mikoláš, Zuzana Wozniaková

Abstract:

In the 21. century it comes true, that competitiveness of the firm is - to a considerable level - influenced by its participation in the chain of suppliers, customers and partners and by the way how the subject cooperates in the chain. This is valid also for new forms of enterprise such as virtual organization or virtual firm. In the first part of the paper there are determined the differences between these forms of enterprise. Another part will bring methodological framework for analysis of the factors, that influence the competitiveness of the virtual organization from spontaneity and order point of view.

Keywords: abstraction, competitiveness, order, potential, spontaneity, virtual firm, virtual organization.

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585 Virtual or Virtually U: Educational Institutions in Second Life

Authors: Nancy Jennings, Chris Collins

Abstract:

Educational institutions are increasingly exploring the affordances of 3D virtual worlds for instruction and research, but few studies have been done to document current practices and uses of this emerging technology. This observational survey examines the virtual presences of 170 accredited educational institutions found in one such 3D virtual world called Second Life®, created by San- Francisco based Linden Lab®. The study focuses on what educational institutions look like in this virtual environment, the types of spaces educational institutions are creating or simulating, and what types of activities are being conducted.

Keywords: educational technology, emerging technology, metaverse, Second Life, virtual worlds

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584 Taking People, Process and Partnership on Board for Participatory Decision Making

Authors: B. Mikulskienė

Abstract:

Public administration institutions in cooperation with politicians are not the sole policy decision makers in full meaning any longer. Meanwhile, a special role, namely steering the decision making process, could be delegated to them. Despite the wide scientific discussion on different aspects what has direct impact on policy creation, there is a lack of holistic practical managerial advice, which could integrate infrastructure of policy decision making with intellectual capital and with interconnection of partnership. The proposed harmonized decision making model of process, people and partnership entitled by acronym HM-3P is analyzed as a framework for implementation of public administration steering role seeking the coherent social involvement in policy decision making.

Keywords: participatory decision making, partnership, stakeholders.

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583 IVE: Virtual Humans AI Prototyping Toolkit

Authors: Cyril Brom, Zuzana Vlckova

Abstract:

IVE toolkit has been created for facilitating research,education and development in the ?eld of virtual storytelling andcomputer games. Primarily, the toolkit is intended for modellingaction selection mechanisms of virtual humans, investigating level-of-detail AI techniques for large virtual environments, and for exploringjoint behaviour and role-passing technique (Sec. V). Additionally, thetoolkit can be used as an AI middleware without any changes. Themain facility of IVE is that it serves for prototyping both the AI andvirtual worlds themselves. The purpose of this paper is to describeIVE?s features in general and to present our current work - includingan educational game - on this platform.Keywords? AI middleware, simulation, virtual world.

Keywords: AI middleware, simulation, virtual world

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582 Virtual Reality Design Platform to Easily Create Virtual Reality Experiences

Authors: J. Casteleiro- Pitrez

Abstract:

The interest in Virtual Reality (VR) keeps increasing among the community of designers. To develop this type of immersive experience, the understanding of new processes and methodologies is as fundamental as its complex implementation which usually implies hiring a specialized team. In this paper, we introduce a case study, a platform that allows designers to easily create complex VR experiences, present its features, and its development process. We conclude that this platform provides a complete solution for the design and development of VR experiences, no-code needed.

Keywords: Designers, virtual reality, virtual reality design platform, virtual reality system, no-coding.

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581 Autonomous Virtual Agent Navigation in Virtual Environments

Authors: Jafreezal Jaafar, Eric McKenzie

Abstract:

This paper presents a solution for the behavioural animation of autonomous virtual agent navigation in virtual environments. We focus on using Dempster-Shafer-s Theory of Evidence in developing visual sensor for virtual agent. The role of the visual sensor is to capture the information about the virtual environment or identifie which part of an obstacle can be seen from the position of the virtual agent. This information is require for vitual agent to coordinate navigation in virtual environment. The virual agent uses fuzzy controller as a navigation system and Fuzzy α - level for the action selection method. The result clearly demonstrates the path produced is reasonably smooth even though there is some sharp turn and also still not diverted too far from the potential shortest path. This had indicated the benefit of our method, where more reliable and accurate paths produced during navigation task.

Keywords: Agent, Navigation, Demster Shafer, Fuzzy Logic.

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580 The Importance of Student Feedback in Development of Virtual Engineering Laboratories

Authors: A. A. Altalbe, N. W Bergmann

Abstract:

There has been significant recent interest in on-line learning, as well as considerable work on developing technologies for virtual laboratories for engineering students. After reviewing the state-of-the-art of virtual laboratories, this paper steps back from the technology issues to look in more detail at the pedagogical issues surrounding virtual laboratories, and examines the role of gathering student feedback in the development of such laboratories. The main contribution of the paper is a set of student surveys before and after a prototype deployment of a simulation laboratory tool, and the resulting analysis which leads to some tentative guidelines for the design of virtual engineering laboratories.

Keywords: Engineering education, electrical engineering, e-learning, virtual laboratories.

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579 Innovative Activity of Virtual Firm

Authors: Veronika Gruberová

Abstract:

The strengthening of competitive advantage combined with the transformation of business strategy is necessary for the company to succeed in the time of market changes. And in this sense the innovation activities of the firm are exactly significanting. Virtual firms are a specific form of enterprise in which we can't suppose all regularities obtaining in other forms. The aim of the paper is to evaluate factors influencing the innovation activity of virtual firm with the determination of their importance and influences on the basis of selected metrics.

Keywords: Innovation, virtual firm, factor

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578 Virtual Laboratory for Learning Biology – A Preliminary Investigation

Authors: Murniza Muhamad, Halimah Badioze Zaman, Azlina Ahmad

Abstract:

This study aims to conduct a preliminary investigation to determine the topic to be focused in developing Virtual Laboratory For Biology (VLab-Bio). Samples involved in answering the questionnaire are form five students (equivalent to A-Level) and biology teachers. Time and economical resources for the setting up and construction of scientific laboratories can be solved with the adaptation of virtual laboratories as an educational tool. Thus, it is hoped that the proposed virtual laboratory will help students to learn the abstract concepts in biology. Findings show that the difficult topic chosen is Cell Division and the learning objective to be focused in developing the virtual lab is “Describe the application of knowledge on mitosis in cloning".

Keywords: biology education, computer simulation, virtual laboratory, virtual reality

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577 Dempster-Shafer's Approach for Autonomous Virtual Agent Navigation in Virtual Environments

Authors: Jafreezal Jaafar, Eric McKenzie

Abstract:

This paper presents a solution for the behavioural animation of autonomous virtual agent navigation in virtual environments. We focus on using Dempster-Shafer-s Theory of Evidence in developing visual sensor for virtual agent. The role of the visual sensor is to capture the information about the virtual environment or identifie which part of an obstacle can be seen from the position of the virtual agent. This information is require for vitual agent to coordinate navigation in virtual environment. The virual agent uses fuzzy controller as a navigation system and Fuzzy α - level for the action selection method. The result clearly demonstrates the path produced is reasonably smooth even though there is some sharp turn and also still not diverted too far from the potential shortest path. This had indicated the benefit of our method, where more reliable and accurate paths produced during navigation task.

Keywords: Agent, navigation, Dempster Shafer, fuzzy logic.

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576 3D Spatial Interaction with the Wii Remote for Head-Mounted Display Virtual Reality

Authors: Yang-Wai Chow

Abstract:

This research investigates the design of a low-cost 3D spatial interaction approach using the Wii Remote for immersive Head-Mounted Display (HMD) virtual reality. Current virtual reality applications that incorporate the Wii Remote are either desktop virtual reality applications or systems that use large screen displays. However, the requirements for an HMD virtual reality system differ from such systems. This is mainly because in HMD virtual reality, the display screen does not remain at a fixed location. The user views the virtual environment through display screens that are in front of the user-s eyes and when the user moves his/her head, these screens move as well. This means that the display has to be updated in realtime based on where the user is currently looking. Normal usage of the Wii Remote requires the controller to be pointed in a certain direction, typically towards the display. This is too restrictive for HMD virtual reality systems that ideally require the user to be able to turn around in the virtual environment. Previous work proposed a design to achieve this, however it suffered from a number of drawbacks. The aim of this study is to look into a suitable method of using the Wii Remote for 3D interaction in a space around the user for HMD virtual reality. This paper presents an overview of issues that had to be considered, the system design as well as experimental results.

Keywords: 3D interaction, head-mounted display, virtual reality, Wii remote

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575 The Effect of Facial Expressions on Students in Virtual Educational Environments

Authors: G. Theonas, D. Hobbs, D. Rigas

Abstract:

The scope of this research was to study the relation between the facial expressions of three lecturers in a real academic lecture theatre and the reactions of the students to those expressions. The first experiment aimed to investigate the effectiveness of a virtual lecturer-s expressions on the students- learning outcome in a virtual pedagogical environment. The second experiment studied the effectiveness of a single facial expression, i.e. the smile, on the students- performance. Both experiments involved virtual lectures, with virtual lecturers teaching real students. The results suggest that the students performed better by 86%, in the lectures where the lecturer performed facial expressions compared to the results of the lectures that did not use facial expressions. However, when simple or basic information was used, the facial expressions of the virtual lecturer had no substantial effect on the students- learning outcome. Finally, the appropriate use of smiles increased the interest of the students and consequently their performance.

Keywords: emotion, facial expression, smile, virtual educational environment, virtual learning, virtual lecturer.

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574 Virtual Machines Cooperation for Impatient Jobs under Cloud Paradigm

Authors: Nawfal A. Mehdi, Ali Mamat, Hamidah Ibrahim, Shamala K. Syrmabn

Abstract:

The increase on the demand of IT resources diverts the enterprises to use the cloud as a cheap and scalable solution. Cloud computing promises achieved by using the virtual machine as a basic unite of computation. However, the virtual machine pre-defined settings might be not enough to handle jobs QoS requirements. This paper addresses the problem of mapping jobs have critical start deadlines to virtual machines that have predefined specifications. These virtual machines hosted by physical machines and shared a fixed amount of bandwidth. This paper proposed an algorithm that uses the idle virtual machines bandwidth to increase the quote of other virtual machines nominated as executors to urgent jobs. An algorithm with empirical study have been given to evaluate the impact of the proposed model on impatient jobs. The results show the importance of dynamic bandwidth allocation in virtualized environment and its affect on throughput metric.

Keywords: Insufficient bandwidth, virtual machine, cloudprovider, impatient jobs.

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573 A Preliminary Development of Virtual Sightseeing Website for Thai Temples on Rattanakosin Island

Authors: P. Jomsri

Abstract:

Currently, the sources of cultures and tourist attractions are presented in online documentary form only. In order to make them more virtual, the researcher then collected and presented them in the form of Virtual Temple. The prototype, which is a replica of the actual location, was developed to the website and allows people who are interested in Rattanakosin Island can see in form of Panorama Pan View. By this way, anyone can access the data and appreciate the beauty of Rattanakosin Island in the virtual model like the real place.

The result from the experiment showed that the levels of the knowledge on Thai temples in Rattanakosin Island increased; moreover, the users were highly satisfied with the systems. It can be concluded that virtual temples can support to publicize Thai arts, cultures and travels, as well as it can be utilized effectively.

Keywords: Virtual sightseeing, rattanakosin island, Thai temples.

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572 A Software of Intrusion Detection Mechanism for Virtual Platforms

Authors: Ying-Chuan Chen, Shuen-Tai Wang

Abstract:

Security is an interesting and significance issue for popular virtual platforms, such as virtualization cluster and cloud platforms. Virtualization is the powerful technology for cloud computing services, there are a lot of benefits by using virtual machine tools which be called hypervisors, such as it can quickly deploy all kinds of virtual Operating Systems in single platform, able to control all virtual system resources effectively, cost down for system platform deployment, ability of customization, high elasticity and high reliability. However, some important security problems need to take care and resolved in virtual platforms that include terrible viruses, evil programs, illegal operations and intrusion behavior. In this paper, we present useful Intrusion Detection Mechanism (IDM) software that not only can auto to analyze all system-s operations with the accounting journal database, but also is able to monitor the system-s state for virtual platforms.

Keywords: security, cluster, cloud, virtualization, virtual machine, virus, intrusion detection

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571 Teaching College Classes with Virtual Reality

Authors: Penn P. Wu

Abstract:

Recent advances in virtual reality (VR) technologies have made it possible for students to experience a virtual on-the-scene or virtual in-person observation of an educational event. In an experimental class, the author uses VR, particularly 360° videos, to virtually engage students in an event, through a wide spectrum of educational resources, such s a virtual “bystander.” Students were able to observe the event as if they were physically on site, although they could not intervene with the scene. The author will describe the adopted equipment, specification, and cost of building them as well as the quality of VR. The author will discuss (a) feasibility, effectiveness, and efficiency of using VR as a supplemental technology to teach college students and criteria and methodologies used by the authors to evaluate them; (b) barriers and issues of technological implementation; and (c) pedagogical practices learned through this experiment. The author also attempts to explore (a) how VR could provide an interactive virtual in-person learning experience; (b) how VR can possibly change traditional college education and online education; (c) how educators and balance six critical factors: cost, time, technology, quality, result, and content.

Keywords: Learning with VR, virtual experience of learning, virtual in-person learning, virtual reality for education.

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570 Virtual Scene based on VRML and Java

Authors: Hui-jun Ren, Da-kun ZHang

Abstract:

VRML( The virtual reality modeling language) is a standard language used to build up 3D virtualized models. The quick development of internet technology and computer manipulation has promoted the commercialization of reality virtualization. VRML, thereof, is expected to be the most effective framework of building up virtual reality. This article has studied plans to build virtualized scenes based on the technology of virtual reality and Java programe, and introduced how to execute real-time data transactions of VRML file and Java programe by applying Script Node, in doing so we have the VRML interactivity being strengthened.

Keywords: VRML, Java, Virtual scene, Script.

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569 The Implementation of Spatio-Temporal Graph to Represent Situations in the Virtual World

Authors: Gung-Hun Jung, Jong-Hee Park

Abstract:

In this paper, we develop a Spatio-Temporal graph as of a key component of our knowledge representation Scheme. We design an integrated representation Scheme to depict not only present and past but future in parallel with the spaces in an effective and intuitive manner. The resulting multi-dimensional comprehensive knowledge structure accommodates multi-layered virtual world developing in the time to maximize the diversity of situations in the historical context. This knowledge representation Scheme is to be used as the basis for simulation of situations composing the virtual world and for implementation of virtual agents' knowledge used to judge and evaluate the situations in the virtual world. To provide natural contexts for situated learning or simulation games, the virtual stage set by this Spatio-Temporal graph is to be populated by agents and other objects interrelated and changing which are abstracted in the ontology.

Keywords: Ontology, Virtual Reality, Spatio-Temporal graph.

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568 Application of the Virtual Reality Modeling Language for Design of Automated Workplaces

Authors: Jozef Novak-Marcincin

Abstract:

Virtual Reality Modelling Language (VRML) is description language, which belongs to a field Window on World virtual reality system. The file, which is in VRML format, can be interpreted by VRML explorer in three-dimensional scene. VRML was created with aim to represent virtual reality on Internet easier. Development of 3D graphic is connected with Silicon Graphic Corporation. VRML 2.0 is the file format for describing interactive 3D scenes and objects. It can be used in collaboration with www, can be used for 3D complex representations creating of scenes, products or VR applications VRML 2.0 enables represent static and animated objects too. Interesting application of VRML is in area of manufacturing systems presentation.

Keywords: Virtual reality, virtual reality modelling language, design of workplaces, technological workplaces.

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567 Virtual Environments...Vehicle for Pedagogical Advancement

Authors: Elizabeth M. Hodge, Sharon K. Collins, Eric Kisling

Abstract:

Virtual environments are a hot topic in academia and more importantly in courses offered via distance education. Today-s gaming generation view virtual worlds as strong social and interactive mediums for communicating and socializing. And while institutions of higher education are challenged with increasing enrollment while balancing budget cuts, offering effective courses via distance education become a valid option. Educators can utilize virtual worlds to offer students an enhanced learning environment which has the power to alleviate feelings of isolation through the promotion of communication, interaction, collaboration, teamwork, feedback, engagement and constructivists learning activities. This paper focuses on the use of virtual environments to facilitate interaction in distance education courses so as to produce positive learning outcomes for students. Furthermore, the instructional strategies were reviewed and discussed for use in virtual worlds to enhance learning within a social context.

Keywords: Virtual Environments, Second Life, Instructional Strategies and Technology

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566 Virtual Reality Classrooms Strategies for Creating a Social Presence

Authors: Elizabeth M. Hodge, M.H.N. Tabrizi, Mary A. Farwell, Karl L. Wuensch

Abstract:

Delivering course material via a virtual environment is beneficial to today-s students because it offers the interactivity, real-time interaction and social presence that students of all ages have come to accept in our gaming rich community. It is essential that the Net Generation also known as Generation Why, have exposure to learning communities that encompass interactivity to form social and educational connections. As student and professor become interconnected through collaboration and interaction in a virtual learning space, relationships develop and students begin to take on an individual identity. With this in mind the research project was developed to investigate the use of virtual environments on student satisfaction and the effectiveness of course delivery. Furthermore, the project was designed to integrate both interactive (real-time) classes conducted in the Virtual Reality (VR) environment while also creating archived VR sessions for student use in retaining and reviewing course content.

Keywords: Virtual Reality, Social Presence, Virtual Environments, Course Delivery Methods.

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565 CoP-Networks: Virtual Spaces for New Faculty’s Professional Development in the 21st Higher Education

Authors: Eman AbuKhousa, Marwan Z. Bataineh

Abstract:

The 21st century higher education and globalization challenge new faculty members to build effective professional networks and partnership with industry in order to accelerate their growth and success. This creates the need for community of practice (CoP)-oriented development approaches that focus on cognitive apprenticeship while considering individual predisposition and future career needs. This work adopts data mining, clustering analysis, and social networking technologies to present the CoP-Network as a virtual space that connects together similar career-aspiration individuals who are socially influenced to join and engage in a process for domain-related knowledge and practice acquisitions. The CoP-Network model can be integrated into higher education to extend traditional graduate and professional development programs.

Keywords: Clustering analysis, community of practice, data mining, higher education, new faculty challenges, social networks, social influence, professional development.

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564 Building Virtual Reality Environments for Distance Education on the Web: A Case Study in Medical Education

Authors: Kosmas Dimitropoulos, Athanasios Manitsaris, Ioannis Mavridis

Abstract:

The paper presents an investigation into the role of virtual reality and web technologies in the field of distance education. Within this frame, special emphasis is given on the building of web-based virtual learning environments so as to successfully fulfill their educational objectives. In particular, basic pedagogical methods are studied, focusing mainly on the efficient preparation, approach and presentation of learning content, and specific designing rules are presented considering the hypermedia, virtual and educational nature of this kind of applications. The paper also aims to highlight the educational benefits arising from the use of virtual reality technology in medicine and study the emerging area of web-based medical simulations. Finally, an innovative virtual reality environment for distance education in medicine is demonstrated. The proposed environment reproduces conditions of the real learning process and enhances learning through a real-time interactive simulator.

Keywords: Distance education, medicine, virtual reality, web.

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563 Virtual Environment Design Guidelines for Elderly People in Early Detection of Dementia

Authors: Syadiah Nor Wan Shamsuddin, Valerie Lesk , Hassan Ugail

Abstract:

Early detection of dementia by testing the spatial memory can be applied using a virtual environment. This paper presents guidelines on how to design a virtual environment specifically for elderly in early detection of dementia. The specific design needs to be considered because the effectiveness of the technology relies on the ability of the end user to use it. The primary goal of these guidelines is to promote accessibility. Based on these guidelines, a virtual simulation was developed and evaluated. The results on usability of acceptance and satisfaction that are tested on young (control group) and elderly participants indicate that these guidelines are reliable and useful for use with elderly people.

Keywords: Virtual Environment, spatial memory, design, guidelines

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562 Utilizing Virtual Worlds in Education: The Implications for Practice

Authors: Teresa Coffman, Mary Beth Klinger

Abstract:

Multi User Virtual Worlds are becoming a valuable educational tool. Learning experiences within these worlds focus on discovery and active experiences that both engage students and motivate them to explore new concepts. As educators, we need to explore these environments to determine how they can most effectively be used in our instructional practices. This paper explores the current application of virtual worlds to identify meaningful educational strategies that are being used to engage students and enhance teaching and learning.

Keywords: Virtual Environments, MUVEs, Constructivist, Distance Learning, Learner Centered.

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561 Virtual Assembly in a Semi-Immersive Environment

Authors: Emad S. Abouel Nasr, Abdulaziz M. El-Tamimi, Mustufa H. Abidi, Abdulrahman M. Al-Ahmari

Abstract:

Virtual Assembly (VA) is one of the key technologies in advanced manufacturing field. It is a promising application of virtual reality in design and manufacturing field. It has drawn much interest from industries and research institutes in the last two decades. This paper describes a process for integrating an interactive Virtual Reality-based assembly simulation of a digital mockup with the CAD/CAM infrastructure. The necessary hardware and software preconditions for the process are explained so that it can easily be adopted by non VR experts. The article outlines how assembly simulation can improve the CAD/CAM procedures and structures; how CAD model preparations have to be carried out and which virtual environment requirements have to be fulfilled. The issue of data transfer is also explained in the paper. The other challenges and requirements like anti-aliasing and collision detection have also been explained. Finally, a VA simulation has been carried out for a ball valve assembly and a car door assembly with the help of Vizard virtual reality toolkit in a semi-immersive environment and their performance analysis has been done on different workstations to evaluate the importance of graphical processing unit (GPU) in the field of VA.

Keywords: Collision Detection, Graphical Processing Unit (GPU), Virtual Reality (VR), Virtual Assembly (VA).

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560 Transformational Leaders and Challenges in COVID-19 Virtual Work Environments

Authors: Valarie A. Williams

Abstract:

This paper is a nonempirical analysis of existing literature on virtual leadership, transformational leadership, and remote work cultures. This paper will provide insight into how virtual workplaces can utilize transformational leadership styles to overcome challenges that have become a reality due to the COVID-19 Pandemic. Many organizations were forced into remote work to remain viable. It investigates the obstacles of working from home and the challenges leaders face in coaching and development. Employees lack face-to-face interactions and begin to feel isolated. Leaders cannot have in-person meetings and conversations and struggle to engage and encourage employees. In acknowledging the different dynamics of virtual work environments, organizations can make the necessary adjustments to best support employees. This paper reviews prior research studies and applies what is known to assist with current obstacles. This paper addresses how transformational leadership will assist in overcoming challenges within virtual work environments.

Keywords: Challenges in remote work, transformational leadership, virtual leadership, virtual work environments.

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