Search results for: Virtual Reality.
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 698

Search results for: Virtual Reality.

608 A Psychophysiological Evaluation of an Effective Recognition Technique Using Interactive Dynamic Virtual Environments

Authors: Mohammadhossein Moghimi, Robert Stone, Pia Rotshtein

Abstract:

Recording psychological and physiological correlates of human performance within virtual environments and interpreting their impacts on human engagement, ‘immersion’ and related emotional or ‘effective’ states is both academically and technologically challenging. By exposing participants to an effective, real-time (game-like) virtual environment, designed and evaluated in an earlier study, a psychophysiological database containing the EEG, GSR and Heart Rate of 30 male and female gamers, exposed to 10 games, was constructed. Some 174 features were subsequently identified and extracted from a number of windows, with 28 different timing lengths (e.g. 2, 3, 5, etc. seconds). After reducing the number of features to 30, using a feature selection technique, K-Nearest Neighbour (KNN) and Support Vector Machine (SVM) methods were subsequently employed for the classification process. The classifiers categorised the psychophysiological database into four effective clusters (defined based on a 3-dimensional space – valence, arousal and dominance) and eight emotion labels (relaxed, content, happy, excited, angry, afraid, sad, and bored). The KNN and SVM classifiers achieved average cross-validation accuracies of 97.01% (±1.3%) and 92.84% (±3.67%), respectively. However, no significant differences were found in the classification process based on effective clusters or emotion labels.

Keywords: Virtual Reality, effective computing, effective VR, emotion-based effective physiological database.

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607 Mitigating the Cost of Empty Container Repositioning through the Virtual Container Yard: An Appraisal of Carriers’ Perceptions

Authors: L. Edirisinghe, Z. Jin, A. W. Wijeratne, R. Mudunkotuwa

Abstract:

Empty container repositioning is a fundamental problem faced by the shipping industry. The virtual container yard is a novel strategy underpinning the container interchange between carriers that could substantially reduce this ever-increasing shipping cost. This paper evaluates the shipping industry perception of the virtual container yard using chi-square tests. It examines if the carriers perceive that the selected independent variables, namely culture, organization, decision, marketing, attitudes, legal, independent, complexity, and stakeholders of carriers, impact the efficiency and benefits of the virtual container yard. There are two major findings of the research. Firstly, carriers view that complexity, attitudes, and stakeholders may impact the effectiveness of container interchange and may influence the perceived benefits of the virtual container yard. Secondly, the three factors of legal, organization, and decision influence only the perceived benefits of the virtual container yard. Accordingly, the implementation of the virtual container yard will be influenced by six key factors, namely complexity, attitudes, stakeholders, legal, organization and decision. Since the virtual container yard could reduce overall shipping costs, it is vital to examine the carriers’ perception of this concept.

Keywords: Virtual container yard, imbalance, management, inventory.

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606 Collaborative and Experimental Cultures in Virtual Reality Journalism: From the Perspective of Content Creators

Authors: Radwa Mabrook

Abstract:

Virtual Reality (VR) content creation is a complex and an expensive process, which requires multi-disciplinary teams of content creators. Grant schemes from technology companies help media organisations to explore the VR potential in journalism and factual storytelling. Media organisations try to do as much as they can in-house, but they may outsource due to time constraints and skill availability. Journalists, game developers, sound designers and creative artists work together and bring in new cultures of work. This study explores the collaborative experimental nature of VR content creation, through tracing every actor involved in the process and examining their perceptions of the VR work. The study builds on Actor Network Theory (ANT), which decomposes phenomena into their basic elements and traces the interrelations among them. Therefore, the researcher conducted 22 semi-structured interviews with VR content creators between November 2017 and April 2018. Purposive and snowball sampling techniques allowed the researcher to recruit fact-based VR content creators from production studios and media organisations, as well as freelancers. Interviews lasted up to three hours, and they were a mix of Skype calls and in-person interviews. Participants consented for their interviews to be recorded, and for their names to be revealed in the study. The researcher coded interviews’ transcripts in Nvivo software, looking for key themes that correspond with the research questions. The study revealed that VR content creators must be adaptive to change, open to learn and comfortable with mistakes. The VR content creation process is very iterative because VR has no established work flow or visual grammar. Multi-disciplinary VR team members often speak different languages making it hard to communicate. However, adaptive content creators perceive VR work as a fun experience and an opportunity to learn. The traditional sense of competition and the strive for information exclusivity are now replaced by a strong drive for knowledge sharing. VR content creators are open to share their methods of work and their experiences. They target to build a collaborative network that aims to harness VR technology for journalism and factual storytelling. Indeed, VR is instilling collaborative and experimental cultures in journalism.

Keywords: Collaborative culture, content creation, experimental culture, virtual reality.

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605 Cities Simulation and Representation in Locative Games from the Perspective of Cultural Studies

Authors: B. A. A. Paixão, J. V. B. Gomide

Abstract:

This work aims to analyze the locative structure used by the locative games of the company Niantic. To fulfill this objective, a literature review on the representation and simulation of cities was developed; interviews with Ingress players and playing Ingress. Relating these data, it was possible to deepen the relationship between the virtual and the real to create the simulation of cities and their cultural objects in locative games. Cities representation associates geo-location provided by the Global Positioning System (GPS), with augmented reality and digital image, and provides a new paradigm in the city interaction with its parts and real and virtual world elements, homeomorphic to real world. Bibliographic review of papers related to the representation and simulation study and their application in locative games was carried out and is presented in the present paper. The cities representation and simulation concepts in locative games, and how this setting enables the flow and immersion in urban space, are analyzed. Some examples of games are discussed for this new setting development, which is a mix of real and virtual world. Finally, it was proposed a Locative Structure for electronic games using the concepts of heterotrophic representations and isotropic representations conjoined with immediacy and hypermediacy.

Keywords: Cities representation, city simulation, games simulation, locative games.

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604 An Efficient Architecture for Dynamic Customization and Provisioning of Virtual Appliance in Cloud Environment

Authors: Rajendar Kandan, Mohammad Zakaria Alli, Hong Ong

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Cloud computing is a business model which provides an easier management of computing resources. Cloud users can request virtual machine and install additional softwares and configure them if needed. However, user can also request virtual appliance which provides a better solution to deploy application in much faster time, as it is ready-built image of operating system with necessary softwares installed and configured. Large numbers of virtual appliances are available in different image format. User can download available appliances from public marketplace and start using it. However, information published about the virtual appliance differs from each providers leading to the difficulty in choosing required virtual appliance as it is composed of specific OS with standard software version. However, even if user choses the appliance from respective providers, user doesn’t have any flexibility to choose their own set of softwares with required OS and application. In this paper, we propose a referenced architecture for dynamically customizing virtual appliance and provision them in an easier manner. We also add our experience in integrating our proposed architecture with public marketplace and Mi-Cloud, a cloud management software.

Keywords: Cloud computing, marketplace, virtualization, virtual appliance.

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603 Students’ Willingness to Accept Virtual Lecturing Systems: An Empirical Study by Extending the UTAUT Model

Authors: Ahmed Shuhaiber

Abstract:

The explosion of the World Wide Web and the electronic trend of university teaching have transformed the learning style to become more learner-centered, which has popularized the digital delivery of mediated lectures as an alternative or an adjunct to traditional lectures. Despite its potential and popularity, virtual lectures have not been adopted yet in Jordanian universities. This research aimed to fill this gap by studying the factors that influence students’ willingness to accept virtual lectures in one Jordanian University. A quantitative approach was followed, by obtaining 216 survey responses and statistically applying the UTAUT model with some modifications. Results revealed that performance expectancy, effort expectancy, social influences, and self-efficacy could significantly influence students’ attitudes towards virtual lectures. Additionally, Facilitating conditions and attitudes towards virtual lectures were found with significant influence on students’ intention to take virtual lectures. Research implications and future work were specified afterwards.

Keywords: E-Learning, Student willingness, UTAUT, Virtual Lectures, Web-based learning systems.

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602 Local Algorithm for Establishing a Virtual Backbone in 3D Ad Hoc Network

Authors: Alaa E. Abdallah, M. Bsoul, Emad E. Abdallah, Ahmad Al-Khasawneh, Muath Alzghool

Abstract:

Due to the limited lifetime of the nodes in ad hoc and sensor networks, energy efficiency needs to be an important design consideration in any routing algorithm. It is known that by employing a virtual backbone in a wireless network, the efficiency of any routing scheme for the network can be improved. One common design for routing protocols in mobile ad hoc networks is to use positioning information; we use the node-s geometric locations to introduce an algorithm that can construct the virtual backbone structure locally in 3D environment. The algorithm construction has a constant time.

Keywords: Virtual backbone, dominating set, UDG.

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601 Dependence of Virtual Subjects Reflection from the Features of Coping Behavior of Students

Authors: F.S.Tashimova, A. Mirzabekova, Z. Ismagambetova, Y. Massanov, Z. Gabit

Abstract:

In the globalization process, when the struggle for minds and values of the people is taking place, the impact of the virtual space can cause unexpected effects and consequences in the process of adjustment of young people in this world. Their special significance is defined by unconscious influence on the underlying process of meaning and therefore the values preached by them are much more effective and affect both the personal characteristics and the peculiarities of adjustment process. Related to this the challenge is to identify factors influencing the reflection characteristics of virtual subjects and measures their impact on the personal characteristics of the students.

Keywords: Coping behavior, overcoming, personalization (representation), psychological defense, values, virtual space, virtual subject, subjective reflection.

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600 A Multi-Modal Virtual Walkthrough of the Virtual Past and Present Based on Panoramic View, Crowd Simulation and Acoustic Heritage on Mobile Platform

Authors: Lim Chen Kim, Tan Kian Lam, Chan Yi Chee

Abstract:

This research presents a multi-modal simulation in the reconstruction of the past and the construction of present in digital cultural heritage on mobile platform. In bringing the present life, the virtual environment is generated through a presented scheme for rapid and efficient construction of 360° panoramic view. Then, acoustical heritage model and crowd model are presented and improvised into the 360° panoramic view. For the reconstruction of past life, the crowd is simulated and rendered in an old trading port. However, the keystone of this research is in a virtual walkthrough that shows the virtual present life in 2D and virtual past life in 3D, both in an environment of virtual heritage sites in George Town through mobile device. Firstly, the 2D crowd is modelled and simulated using OpenGL ES 1.1 on mobile platform. The 2D crowd is used to portray the present life in 360° panoramic view of a virtual heritage environment based on the extension of Newtonian Laws. Secondly, the 2D crowd is animated and rendered into 3D with improved variety and incorporated into the virtual past life using Unity3D Game Engine. The behaviours of the 3D models are then simulated based on the enhancement of the classical model of Boid algorithm. Finally, a demonstration system is developed and integrated with the models, techniques and algorithms of this research. The virtual walkthrough is demonstrated to a group of respondents and is evaluated through the user-centred evaluation by navigating around the demonstration system. The results of the evaluation based on the questionnaires have shown that the presented virtual walkthrough has been successfully deployed through a multi-modal simulation and such a virtual walkthrough would be particularly useful in a virtual tour and virtual museum applications.

Keywords: Boid algorithm, crowd simulation, mobile platform, Newtonian laws, virtual heritage.

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599 Virtual Learning Environments in Spanish Traditional Universities

Authors: Leire Urcola, Amaia Altuzarra

Abstract:

This communication is intended to provide some issues for thought on the importance of implementation of Blended Learning in traditional universities, particularly in the Spanish university system. In this respect, we believe that virtual environments are likely to meet some of the needs raised by the Bologna agreement, trying to maintain the quality of teaching and at the same time taking advantage of the functionalities that virtual learning platforms offer. We are aware that an approach of learning from an open and constructivist nature in universities is a complex process that faces significant technological, administrative and human barriers. Therefore, in order to put plans in our universities, it is necessary to analyze the state of the art of some indicators relating to the use of ICT, with special attention to virtual teaching and learning, so that we can identify the main obstacles and design adaptive strategies for their full integration in the education system. Finally, we present major initiatives launched in the European and state framework for the effective implementation of new virtual environments in the area of higher education.

Keywords: Blended learning, e-Learning, ICT, Virtual LearningEnvironments

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598 Modeling Method and Application in Digital Mockup System towards Mechanical Product

Authors: Huaiyu Zhang

Abstract:

The method of modeling is the key technology for digital mockup (DMU). Based upon the developing for mechanical product DMU, the theory, method and approach for virtual environment (VE) and virtual object (VO) were studied. This paper has expounded the design goal and architecture of DMU system, analyzed the method of DMU application, and researched the general process of physics modeling and behavior modeling.

Keywords: DMU, VR, virtual environment, virtual object, physics modeling, behavior modeling

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597 Behavioral Experiments of Small Societies in Social Media: Facebook Expressions of Anchored Relationships

Authors: Nuran Öze

Abstract:

Communities and societies have been changing towards computer mediated communication. This paper explores online and offline identities and how relationships are formed and negotiated within internet environments which offer opportunities for people who know each other offline and move into relationships online. The expectations and norms of behavior within everyday life cause people to be embodied self. According to the age categories of Turkish Cypriots, their measurements of attitudes in Facebook will be investigated. Face-to-face field research and semi-structured interview methods are used in the study. Face-to-face interview has been done with Turkish Cypriots who are using Facebook already. According to the study, in constructing a linkage between real and virtual identities mostly affected from societal relations serves as a societal grooming tool for Turkish Cypriots.

Keywords: Facebook, identity, social media, virtual reality.

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596 Implicit Responses for Assessment of Autism Based on Natural Behaviors Obtained Inside Immersive Virtual Environment

Authors: E. Olmos-Raya, A. Cascales Martínez, N. Minto de Sousa, M. Alcañiz Raya

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The late detection and subjectivity of the assessment of Autism Spectrum Disorder (ASD) imposed a difficulty for the children’s clinical and familiar environment. The results showed in this paper, are part of a research project about the assessment and training of social skills in children with ASD, whose overall goal is the use of virtual environments together with physiological measures in order to find a new model of objective ASD assessment based on implicit brain processes measures. In particular, this work tries to contribute by studying the differences and changes in the Skin Conductance Response (SCR) and Eye Tracking (ET) between a typical development group (TD group) and an ASD group (ASD group) after several combined stimuli using a low cost Immersive Virtual Environment (IVE). Subjects were exposed to a virtual environment that showed natural scenes that stimulated visual, auditory and olfactory perceptual system. By exposing them to the IVE, subjects showed natural behaviors while measuring SCR and ET. This study compared measures of subjects diagnosed with ASD (N = 18) with a control group of subjects with typical development (N=10) when exposed to three different conditions: only visual (V), visual and auditory (VA) and visual, auditory and olfactory (VAO) stimulation. Correlations between SCR and ET measures were also correlated with the Autism Diagnostic Observation Schedule (ADOS) test. SCR measures showed significant differences among the experimental condition between groups. The ASD group presented higher level of SCR while we did not find significant differences between groups regarding DF. We found high significant correlations among all the experimental conditions in SCR measures and the subscale of ADOS test of imagination and symbolic thinking. Regarding the correlation between ET measures and ADOS test, the results showed significant relationship between VA condition and communication scores.

Keywords: Autism, electrodermal activity, eye tracking, immersive virtual environment, virtual reality.

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595 A Methodology to Virtualize Technical Engineering Laboratories: MastrLAB-VR

Authors: Ivana Scidà, Francesco Alotto, Anna Osello

Abstract:

Due to the importance given today to innovation, the education sector is evolving thanks digital technologies. Virtual Reality (VR) can be a potential teaching tool offering many advantages in the field of training and education, as it allows to acquire theoretical knowledge and practical skills using an immersive experience in less time than the traditional educational process. These assumptions allow to lay the foundations for a new educational environment, involving and stimulating for students. Starting from the objective of strengthening the innovative teaching offer and the learning processes, the case study of the research concerns the digitalization of MastrLAB, High Quality Laboratory (HQL) belonging to the Department of Structural, Building and Geotechnical Engineering (DISEG) of the Polytechnic of Turin, a center specialized in experimental mechanical tests on traditional and innovative building materials and on the structures made with them. The MastrLAB-VR has been developed, a revolutionary innovative training tool designed with the aim of educating the class in total safety on the techniques of use of machinery, thus reducing the dangers arising from the performance of potentially dangerous activities. The virtual laboratory, dedicated to the students of the Building and Civil Engineering Courses of the Polytechnic of Turin, has been projected to simulate in an absolutely realistic way the experimental approach to the structural tests foreseen in their courses of study: from the tensile tests to the relaxation tests, from the steel qualification tests to the resilience tests on elements at environmental conditions or at characterizing temperatures. The research work proposes a methodology for the virtualization of technical laboratories through the application of Building Information Modelling (BIM), starting from the creation of a digital model. The process includes the creation of an independent application, which with Oculus Rift technology will allow the user to explore the environment and interact with objects through the use of joypads. The application has been tested in prototype way on volunteers, obtaining results related to the acquisition of the educational notions exposed in the experience through a virtual quiz with multiple answers, achieving an overall evaluation report. The results have shown that MastrLAB-VR is suitable for both beginners and experts and will be adopted experimentally for other laboratories of the University departments.

Keywords: Building Information Modelling, digital learning, education, virtual laboratory, virtual reality.

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594 Augmented Reality Sandbox and Constructivist Approach for Geoscience Teaching and Learning

Authors: Muhammad Nawaz, Sandeep N. Kundu, Farha Sattar

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Augmented reality sandbox adds new dimensions to education and learning process. It can be a core component of geoscience teaching and learning to understand the geographic contexts and landform processes. Augmented reality sandbox is a useful tool not only to create an interactive learning environment through spatial visualization but also it can provide an active learning experience to students and enhances the cognition process of learning. Augmented reality sandbox can be used as an interactive learning tool to teach geomorphic and landform processes. This article explains the augmented reality sandbox and the constructivism approach for geoscience teaching and learning, and endeavours to explore the ways to teach the geographic processes using the three-dimensional digital environment for the deep learning of the geoscience concepts interactively.

Keywords: Augmented Reality Sandbox, constructivism, deep learning, geoscience.

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593 Virtual Gesture Screen System Based on 3D Visual Information and Multi-Layer Perceptron

Authors: Yang-Keun Ahn, Min-Wook Kim, Young-Choong Park, Kwang-Soon Choi, Woo-Chool Park, Hae-Moon Seo, Kwang-Mo Jung

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Active research is underway on virtual touch screens that complement the physical limitations of conventional touch screens. This paper discusses a virtual touch screen that uses a multi-layer perceptron to recognize and control three-dimensional (3D) depth information from a time of flight (TOF) camera. This system extracts an object-s area from the image input and compares it with the trajectory of the object, which is learned in advance, to recognize gestures. The system enables the maneuvering of content in virtual space by utilizing human actions.

Keywords: Gesture Recognition, Depth Sensor, Virtual Touch Screen

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592 Scalable Deployment and Configuration of High-Performance Virtual Clusters

Authors: Kyrre M Begnum, Matthew Disney

Abstract:

Virtualization and high performance computing have been discussed from a performance perspective in recent publications. We present and discuss a flexible and efficient approach to the management of virtual clusters. A virtual machine management tool is extended to function as a fabric for cluster deployment and management. We show how features such as saving the state of a running cluster can be used to avoid disruption. We also compare our approach to the traditional methods of cluster deployment and present benchmarks which illustrate the efficiency of our approach.

Keywords: Cluster management, clusters, high-performance, virtual machines, Xen

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591 Study on the Relations between One's Personality Dimensions and his Personality Judgment about Friend based on Reality Distortion

Authors: Bahareh Babaei, Hadi Bahrami Ehsan, Reza Reza-zadeh, Hossien Kaviani

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Judgment is affected by many agents and distortion in this assessment is unpreventable. Personality dimensions are among those factors that interfere with the distortion. In this research, the relations between personality dimensions of subject and his judgment on friends- personality dimensions is investigated. One-hundred friend couples completed both NEO Five Factor Inventory (NEOFFI) and Ahvaz Reality Distortion Inventory (ARDI) to make judgments about themselves and their friends. Observations show that judge-s Agreement and Neuroticism dimensions are impressed by reality distortion. On the other hand, this reality distortion interferes with one-s evaluation of his friend-s Agreement, Neuroticism, and Conscientiousness dimensions. Conscientiousness with suppressive effect on judge-s other dimensions plays the irrelevant role on personality judgment. Therefore, observer-rating tools which are used as a conventional criterion seem to be not valid because of the reality distortion due to judge-s personality dimensions.

Keywords: Personality dimensions, reality distortion, judgmental accuracy.

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590 Fiction and Reality in Animation: Taking Final Flight of the Osiris as an Example

Authors: Syong-Yang Chung, Xin-An Chen

Abstract:

This study aims to explore the less well-known animation “Final Flight of the Osiris”, consisting of an initial exploration of the film color, storyline, and the simulacrum meanings of the roles, which leads to a further exploration of the light-shadow contrast and the psychological images presented by the screen colors and the characters. The research is based on literature review, and all data was compiled for the analysis of the visual vocabulary evolution of the characters. In terms of the structure, the relational study of the animation and the historical background of that time came first, including The Wachowskis’ and Andy Jones’ impact towards the cinematographic version and the animation version of “The Matrix”. Through literature review, the film color, the meaning and the relevant points were clarified. It was found in this research that “Final Flight of the Osiris” separates the realistic and virtual spaces by the changing the color tones; the "self" of the audience gradually dissolves into the "virtual" in the simulacra world, and the "Animatrix" has become a virtual field for the audience to understand itself about "existence" and "self".

Keywords: The Matrix, The Final Flight of Osiris, Wachowski sisters, simulacrum.

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589 Virtual Reality in COVID-19 Stroke Rehabilitation: Preliminary Outcomes

Authors: Kasra Afsahi, Maryam Soheilifar, S. Hossein Hosseini

Abstract:

Background: There is growing evidence that Cerebral Vascular Accident (CVA) can be a consequence of COVID-19 infection. Understanding novel treatment approaches is important in optimizing patient outcomes. Case: This case explores the use of Virtual Reality (VR) in the treatment of a 23-year-old COVID-positive female presenting with left hemiparesis in August 2020. Imaging showed right globus pallidus, thalamus, and internal capsule ischemic stroke. Conventional rehabilitation was started two weeks later, with VR included. This game-based VR technology developed for stroke patients was based on upper extremity exercises and functions for stroke. Physical examination showed left hemiparesis with muscle strength 3/5 in the upper extremity and 4/5 in the lower extremity. The range of motion of the shoulder was 90-100 degrees. The speech exam showed a mild decrease in fluency. Mild lower lip dynamic asymmetry was seen. Babinski was positive on the left. Gait speed was decreased (75 steps per minute). Intervention: Our game-based VR system was developed based on upper extremity physiotherapy exercises for post-stroke patients to increase the active, voluntary movement of the upper extremity joints and improve the function. The conventional program was initiated with active exercises, shoulder sanding for joint ROMs, walking shoulder, shoulder wheel, and combination movements of the shoulder, elbow, and wrist joints, alternative flexion-extension, pronation-supination movements, Pegboard and Purdo pegboard exercises. Also, fine movements included smart gloves, biofeedback, finger ladder, and writing. The difficulty of the game increased at each stage of the practice with progress in patient performances. Outcome: After 6 weeks of treatment, gait and speech were normal and upper extremity strength was improved to near normal status. No adverse effects were noted. Conclusion: This case suggests that VR is a useful tool in the treatment of a patient with COVID-19 related CVA. The safety of developed instruments for such cases provides approaches to improve the therapeutic outcomes and prognosis as well as increased satisfaction rate among patients.

Keywords: COVID-19, stroke, virtual reality, rehabilitation.

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588 Toward a Model for Knowledge Development in Virtual Environments: Strategies for Student Ownership

Authors: N.B. Adams

Abstract:

This article discusses the concept of student ownership of knowledge and seeks to determine how to move students from knowledge acquisition to knowledge application and ultimately to knowledge generation in a virtual setting. Instructional strategies for fostering student engagement in a virtual environment are critical to the learner-s strategic ownership of the knowledge. A number of relevant theories that focus on learning, affect, needs and adult concerns are presented to provide a basis for exploring the transfer of knowledge from teacher to learner. A model under development is presented that combines the dimensions of knowledge approach, the teacher-student relationship with regards to knowledge authority and teaching approach to demonstrate the recursive and scaffolded design for creation of virtual learning environments.

Keywords: Virtual learning environments, learning theory, teaching model, online learning.

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587 Designing of Virtual Laboratories Based on Extended Event Driving Simulation Method

Authors: A.Shokri, A.Faraahi

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Here are many methods for designing and implementation of virtual laboratories, because of their special features. The most famous architectural designs are based on the events. This model of architecting is so efficient for virtual laboratories implemented on a local network. Later, serviceoriented architecture, gave the remote access ability to them and Peer-To-Peer architecture, hired to exchanging data with higher quality and more speed. Other methods, such as Agent- Based architecting, are trying to solve the problems of distributed processing in a complicated laboratory system. This study, at first, reviews the general principles of designing a virtual laboratory, and then compares the different methods based on EDA, SOA and Agent-Based architecting to present weaknesses and strengths of each method. At the end, we make the best choice for design, based on existing conditions and requirements.

Keywords: Virtual Laboratory, Software Engineering, Simulation, EDA, SOA, Agent-Based Architecting.

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586 Virtual Mechanical Engineering Education – A Case Study

Authors: S. H. R. Lo

Abstract:

Virtual engineering technology has undergone rapid progress in recent years and is being adopted increasingly by manufacturing companies of many engineering disciplines. There is an increasing demand from industry for qualified virtual engineers. The qualified virtual engineers should have the ability of applying engineering principles and mechanical design methods within the commercial software package environment. It is a challenge to the engineering education in universities which traditionally tends to lack the integration of knowledge and skills required for solving real world problems. In this paper, a case study shows some recent development of a MSc Mechanical Engineering course at Department of Engineering and Technology in MMU, and in particular, two units Simulation of Mechanical Systems(SMS) and Computer Aided Fatigue Analysis(CAFA) that emphasize virtual engineering education and promote integration of knowledge acquisition, skill training and industrial application.

Keywords: Computational modelling and simulation, mechanical engineering education.

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585 Research on Maintenance Design Method based Virtual Maintenance

Authors: Yunbin Yang, Liangli He, Fengjun Wang

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The essentiality of maintenance assessment and maintenance optimization in design stage is analyzed, and the existent problems of conventional maintenance design method are illuminated. MDMVM (Maintenance Design Method based Virtual Maintenance) is illuminated, and the process of MDMVM established, and the MDMVM architecture is given out. The key techniques of MDMVM are analyzed, and include maintenance design based KBE (Knowledge Based Engineering) and virtual maintenance based physically attribute. According to physical property, physically based modeling, visual object movement control, the simulation of operation force and maintenance sequence planning method are emphatically illuminated. Maintenance design system based virtual maintenance is established in foundation of maintenance design method.

Keywords: Digital mock-up, virtual maintenance, knowledge engineering, maintenance sequence planning.

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584 A Case Study of Applying Virtual Prototyping in Construction

Authors: Stephen C. W. Kong

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The use of 3D computer-aided design (CAD) models to support construction project planning has been increasing in the previous year. 3D CAD models reveal more planning ideas by visually showing the construction site environment in different stages of the construction process. Using 3D CAD models together with scheduling software to prepare construction plan can identify errors in process sequence and spatial arrangement, which is vital to the success of a construction project. A number of 4D (3D plus time) CAD tools has been developed and utilized in different construction projects due to the awareness of their importance. Virtual prototyping extends the idea of 4D CAD by integrating more features for simulating real construction process. Virtual prototyping originates from the manufacturing industry where production of products such as cars and airplanes are virtually simulated in computer before they are built in the factory. Virtual prototyping integrates 3D CAD, simulation engine, analysis tools (like structural analysis and collision detection), and knowledgebase to streamline the whole product design and production process. In this paper, we present the application of a virtual prototyping software which has been used in a few construction projects in Hong Kong to support construction project planning. Specifically, the paper presents an implementation of virtual prototyping in a residential building project in Hong Kong. The applicability, difficulties and benefits of construction virtual prototyping are examined based on this project.

Keywords: construction project planning, prefabrication, simulation, virtual prototyping.

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583 Assessment of the Efficiency of Virtual Orthodontic Consultations during COVID-19

Authors: R. Litt, A. Brown

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Aims: We aimed to assess the efficiency of ‘Attend Anywhere’ orthodontic clinics within a district general hospital during COVID- 19. Our secondary aim was to pilot a questionnaire to assess patient satisfaction with virtual orthodontic appointments. Design: The study design is a service evaluation including pilot questionnaire. Methods: The average number of patients seen per virtual clinic and the number of patients failing to attend was compared to face-to-face clinics. The capability of virtual appointments to be successful in preventing the need for a face-to-face appointment was assessed. Patients were invited to complete a telephone pilot questionnaire focusing on patient satisfaction and accessibility. Results: There was a small increase in the number of patients failing to attend virtual appointments, with a third of the patients who did not attend failing to receive the appointment link. 81.9% of virtual clinic appointments were successful and prevented the need for a face-to-face appointment. Overall patients were very satisfied with their virtual orthodontic appointment and the majority required no assistance to access the service. Conclusions: The use of ‘Attend Anywhere’ clinics in orthodontics offers patients and clinicians an effective and efficient alternative to face-to-face appointments that patients on average find easy to use and completely satisfactory.

Keywords: Clinics, COVID-19, orthodontics, patient satisfaction, virtual.

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582 Automatic Verification Technology of Virtual Machine Software Patch on IaaS Cloud

Authors: Yoji Yamato

Abstract:

In this paper, we propose an automatic verification technology of software patches for user virtual environments on IaaS Cloud to decrease verification costs of patches. In these days, IaaS services have been spread and many users can customize virtual machines on IaaS Cloud like their own private servers. Regarding to software patches of OS or middleware installed on virtual machines, users need to adopt and verify these patches by themselves. This task increases operation costs of users. Our proposed method replicates user virtual environments, extracts verification test cases for user virtual environments from test case DB, distributes patches to virtual machines on replicated environments and conducts those test cases automatically on replicated environments. We have implemented the proposed method on OpenStack using Jenkins and confirmed the feasibility. Using the implementation, we confirmed the effectiveness of test case creation efforts by our proposed idea of 2-tier abstraction of software functions and test cases. We also evaluated the automatic verification performance of environment replications, test cases extractions and test cases conductions.

Keywords: OpenStack, Cloud Computing, Automatic verification, Jenkins.

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581 Influence on Willingness of Virtual Community's Knowledge Sharing: Based on Social Capital Theory and Habitual Domain

Authors: Szu-Yuan Sun, Teresa L. Ju, Hao-Fan Chumg, Chang-Yao Wu, Pei-Ju Chao

Abstract:

Despite the fact that Knowledge Sharing (KS) is very important, we found only little discussion about the reasons why people have the willingness to share knowledge at such platform even though there is no immediate benefit to the persons who contribute knowledge in it. The aim of this study is to develop an integrative understanding of the factors that support or inhibit individuals- knowledge sharing intentions in virtual communities and to find whether habit would generate people-s willingness to be involved. We apply Social Capital Theory (SCT), and we also add two dimensions for discussion: member incentive and habitual domain (HD). This research assembles the questionnaire from individuals who have experienced knowledge sharing in virtual communities, and applies survey and Structural Equation Model (SEM) to analyze the results from the questionnaires. Finally, results confirm that individuals are willing to share knowledge in virtual communities: (1) if they consider reciprocity, centrality, and have longer tenure in their field, and enjoy helping. (2) if they have the habit of sharing knowledge. This study is useful for the developers of virtual communities to insight into knowledge sharing in cyberspace.

Keywords: Habitual domains, knowledge sharing, social capital theory, virtual community.

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580 Artificial Intelligence: A Comprehensive and Systematic Literature Review of Applications and Comparative Technologies

Authors: Z. M. Najmi

Abstract:

Over the years, the question around Artificial Intelligence has always been one with many answers. Whether by means of use in business and industry or complicated algorithmic programming, management of these technologies has always been the core focus. More recently, technologies have been questioned in industry and society alike as to whether they have improved human-centred design, assisted choices and objectives, and had a hand in systematic processes across the board. With these questions the answer may lie within AI technologies, and the steps needed in removing common human error. Elements such as Machine Learning, Deep Learning, Recommender Systems and Natural Language Processing will all be features to consider moving forward. Our previous intervention with AI applications has resulted in increased productivity, however, raised concerns for the continuation of traditional human-centred occupations. Emerging technologies such as Augmented Reality and Virtual Reality have all played a part in this during AI’s prominent rise. As mentioned, AI has been constantly under the microscope; the benefits and drawbacks may seem endless is wide, but AI is something we must take notice of and adapt into our everyday lives. The aim of this paper is to give an overview of the technologies surrounding A.I. and its’ related technologies. A comprehensive review has been written as a timeline of the developing events and key points in the history of Artificial Intelligence. This research is gathered entirely from secondary research, academic statements of knowledge and gathered to produce an understanding of the timeline of AI.

Keywords: Artificial Intelligence, Deep Learning, Augmented Reality, Reinforcement Learning, Machine Learning, Supervised Learning.

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579 A Virtual Electrode through Summation of Time Offset Pulses

Authors: Isaac Cassar, Trevor Davis, Yi-Kai Lo, Wentai Liu

Abstract:

Retinal prostheses have been successful in eliciting visual responses in implanted subjects. As these prostheses progress, one of their major limitations is the need for increased resolution. As an alternative to increasing the number of electrodes, virtual electrodes may be used to increase the effective resolution of current electrode arrays. This paper presents a virtual electrode technique based upon time-offsets between stimuli. Two adjacent electrodes are stimulated with identical pulses with too short of pulse widths to activate a neuron, but one has a time offset of one pulse width. A virtual electrode of twice the pulse width was then shown to appear in the center, with a total width capable of activating a neuron. This can be used in retinal implants by stimulating electrodes with pulse widths short enough to not elicit responses in neurons, but with their combined pulse width adequate to activate a neuron in between them.

Keywords: Electrical stimulation, Neuroprosthesis, Retinal implant, Retinal Prosthesis, Virtual electrode.

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