Search results for: Virtual research environment
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 8175

Search results for: Virtual research environment

8115 Ezilla Cloud Service with Cassandra Database for Sensor Observation System

Authors: Kuo-Yang Cheng, Yi-Lun Pan, Chang-Hsing Wu, His-En Yu, Hui-Shan Chen, Weicheng Huang

Abstract:

The main mission of Ezilla is to provide a friendly interface to access the virtual machine and quickly deploy the high performance computing environment. Ezilla has been developed by Pervasive Computing Team at National Center for High-performance Computing (NCHC). Ezilla integrates the Cloud middleware, virtualization technology, and Web-based Operating System (WebOS) to form a virtual computer in distributed computing environment. In order to upgrade the dataset and speedup, we proposed the sensor observation system to deal with a huge amount of data in the Cassandra database. The sensor observation system is based on the Ezilla to store sensor raw data into distributed database. We adopt the Ezilla Cloud service to create virtual machines and login into virtual machine to deploy the sensor observation system. Integrating the sensor observation system with Ezilla is to quickly deploy experiment environment and access a huge amount of data with distributed database that support the replication mechanism to protect the data security.

Keywords: Cloud, Virtualization, Cassandra, WebOS

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8114 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

Abstract:

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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8113 Virtual Learning Process Environment: Cohort Analytics for Learning and Learning Processes

Authors: Ayodeji Adesina, Derek Molloy

Abstract:

Traditional higher-education classrooms allow lecturers to observe students- behaviours and responses to a particular pedagogy during learning in a way that can influence changes to the pedagogical approach. Within current e-learning systems it is difficult to perform continuous analysis of the cohort-s behavioural tendency, making real-time pedagogical decisions difficult. This paper presents a Virtual Learning Process Environment (VLPE) based on the Business Process Management (BPM) conceptual framework. Within the VLPE, course designers can model various education pedagogies in the form of learning process workflows using an intuitive flow diagram interface. These diagrams are used to visually track the learning progresses of a cohort of students. This helps assess the effectiveness of the chosen pedagogy, providing the information required to improve course design. A case scenario of a cohort of students is presented and quantitative statistical analysis of their learning process performance is gathered and displayed in realtime using dashboards.

Keywords: Business process management, cohort analytics, learning processes, virtual learning environment.

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8112 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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8111 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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8110 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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8109 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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8108 The Virtual Container Yard: Identifying the Persuasive Factors in Container Interchange

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

Abstract:

The virtual container yard is an effective solution to the container inventory imbalance problem which is a global issue. It causes substantial cost to carriers, which inadvertently adds to the prices of consumer goods. The virtual container yard is rooted in the fundamentals of container interchange between carriers. If carriers opt to interchange their excess containers with those who are deficit, a substantial part of the empty reposition cost could be eliminated. Unlike in other types of ships, cargo cannot be directly loaded to a container ship. Slots and containers are supplementary components; thus, without containers, a carrier cannot ship cargo if the containers are not available and vice versa. Few decades ago, carriers recognized slot (the unit of space in a container ship) interchange as a viable solution for the imbalance of shipping space. Carriers interchange slots among them and it also increases the advantage of scale of economies in container shipping. Some of these service agreements between mega carriers have provisions to interchange containers too. However, the interchange mechanism is still not popular among carriers for containers. This is the paradox that prevails in the liner shipping industry. At present, carriers reposition their excess empty containers to areas where they are in demand. This research applied factor analysis statistical method. The paper reveals that five major components may influence the virtual container yard namely organisation, practice and culture, legal and environment, international nature, and marketing. There are 12 variables that may impact the virtual container yard, and these are explained in the paper.

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

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8107 A Step-wise Zoom Technique for Exploring Image-based Virtual Reality Applications

Authors: D. R. Awang Rambli, S. Sulaiman, M.Y. Nayan, A.R. Asoruddin

Abstract:

Existing image-based virtual reality applications allow users to view image-based 3D virtual environment in a more interactive manner. User could “walkthrough"; looks left, right, up and down and even zoom into objects in these virtual worlds of images. However what the user sees during a “zoom in" is just a close-up view of the same image which was taken from a distant. Thus, this does not give the user an accurate view of the object from the actual distance. In this paper, a simple technique for zooming in an object in a virtual scene is presented. The technique is based on the 'hotspot' concept in existing application. Instead of navigation between two different locations, the hotspots are used to focus into an object in the scene. For each object, several hotspots are created. A different picture is taken for each hotspot. Each consecutive hotspot created will take the user closer to the object. This will provide the user with a correct of view of the object based on his proximity to the object. Implementation issues and the relevance of this technique in potential application areas are highlighted.

Keywords: Hotspots, image-based VR, camera zooms, virtualreality.

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8106 Research on Maintenance Design Method based Virtual Maintenance

Authors: Yunbin Yang, Liangli He, Fengjun Wang

Abstract:

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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8105 A Virtual Reality Laboratory for Distance Education in Chemistry

Authors: J. Georgiou, K. Dimitropoulos, A. Manitsaris

Abstract:

Simulations play a major role in education not only because they provide realistic models with which students can interact to acquire real world experiences, but also because they constitute safe environments in which students can repeat processes without any risk in order to perceive easier concepts and theories. Virtual reality is widely recognized as a significant technological advance that can facilitate learning process through the development of highly realistic 3D simulations supporting immersive and interactive features. The objective of this paper is to analyze the influence of virtual reality-s use in chemistry instruction as well as to present an integrated web-based learning environment for the simulation of chemical experiments. The proposed application constitutes a cost-effective solution for both schools and universities without appropriate infrastructure and a valuable tool for distance learning and life-long education in chemistry. Its educational objectives are the familiarization of students with the equipment of a real chemical laboratory and the execution of virtual volumetric analysis experiments with the active participation of students.

Keywords: Chemistry, simulations, experiments, virtual reality.

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8104 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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8103 Metaverse as a Form of Reality and the Impact of Metaverse in Higher Education

Authors: Josefina Bengoechea, Alex Bell

Abstract:

In the metaverse, the characters were avatars working in a 3-dimensional virtual reality. This virtual reality existed beyond reality. The metaverse is a “the post-reality universe”; a perpetual and persistent multiuser environment in which physical reality and digital virtuality are merged. The virtual infrastructure needed to build a metaverse (which is in the process of being created), are: web3 technologies, non-fungible tokens (NFTs), blockchain, smart contracts, and cryptocurrencies. Web3 refers to a new iteration of the actual web2. The actual web2 is dominated by powerful providers like Google, Apple, Amazon, and other corporate tech companies. The vision for web3 is a decentralized, and thus more equitable version of the web. The aim of this paper is, first, to present the Metaverse as a form of reality in which physical reality and digital virtuality combined to provide new experiences to users; second, to discuss the implications for education, specifically for higher education, and how programs will have to be modified so that the skills obtained by graduates match those demanded by the virtual labour market. This paper builds upon a constructivist approach, combining a literature review and research on key publications.

Keywords: Ethics in technology, cross realities, cryptocurrencies, labour market, metaverse, technology in higher education.

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8102 Proprioceptive Neuromuscular Facilitation Exercises of Upper Extremities Assessment Using Microsoft Kinect Sensor and Color Marker in a Virtual Reality Environment

Authors: M. Owlia, M. H. Azarsa, M. Khabbazan, A. Mirbagheri

Abstract:

Proprioceptive neuromuscular facilitation exercises are a series of stretching techniques that are commonly used in rehabilitation and exercise therapy. Assessment of these exercises for true maneuvering requires extensive experience in this field and could not be down with patients themselves. In this paper, we developed software that uses Microsoft Kinect sensor, a spherical color marker, and real-time image processing methods to evaluate patient’s performance in generating true patterns of movements. The software also provides the patient with a visual feedback by showing his/her avatar in a Virtual Reality environment along with the correct path of moving hand, wrist and marker. Primary results during PNF exercise therapy of a patient in a room environment shows the ability of the system to identify any deviation of maneuvering path and direction of the hand from the one that has been performed by an expert physician.

Keywords: Image processing, Microsoft Kinect, proprioceptive neuromuscular facilitation, upper extremities assessment, virtual reality.

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8101 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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8100 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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8099 Students' Perception of Virtual Learning Environment (VLE) Skills in Setting up the Simulator Welding Technology

Authors: Mohd Afif Md Nasir, Faizal Amin NurYunus, Jamaluddin Hashim, Abd Samad Hassan Basari, A. Halim Sahelan

Abstract:

The aim of this study is to identify the suitability of Virtual Learning Environment (VLE) in welding simulator application towards Computer-Based Training (CBT) in developing skills upon new students at the Advanced Technology Training Center (ADTEC) Batu Pahat, Johor, Malaysia and GIATMARA, Batu Pahat, Johor, Malaysia. The significance of the study is to create a computer-based skills development approach in welding technology among new students in ADTEC and GIATMARA as well as to cultivate the elements of general skills among them. This study is also important in elevating the number of individual knowledge workers (K-workers) working in manufacturing industry in order to achieve a national vision which is to be an industrial nation in the year of 2020. The design of the study is a survey type of research which using questionnaires as the instruments and some 136 students from ADTEC and GIATMARA were interviewed. Descriptive analysis is used to identify the frequency and mean values. The findings of the study show that the welding technology has developed skills in the students because of the application of VLE simulated at a high level and the respondents agreed that the skills could be embedded through the application of the VLE simulator. In summary, the VLE simulator is suitable in welding skills development training in terms of exposing new students with the relevant characteristics of welding skills and at the same time spurring the students’ interest towards learning more about the skills.

Keywords: Computer-Based Training (CBT), knowledge workers (K-workers), virtual learning environment, welding simulator, welding technology.

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8098 Design and Development of Architectural Model Darul Ridzuan Museum

Authors: Jafreezal Jaafar, Hasiah Mohamed, Hazida Razali

Abstract:

This paper focuses on the 3D reconstruction of the architectural design of Darul Ridzuan Museum. It has concentrated on designing exterior part of the building according to colored digital photo of the real museum. Besides viewing the architecture, walkthroughs are generated for the user to control it in an easier way. User can travel through the museum to get the feel of the environment and to explore the design of the museum as a whole; both exterior and interior. The result has shown positive result in terms of realism, navigation, collision detection, suitability, usability and user-s acceptance. In brief, the 3D virtual museum has provided an alternative to present a real museum.

Keywords: Virtual Heritage, 3D Modelling, Virtual Museum, Usability Evaluation

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8097 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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8096 Educational Values of Virtual Reality: The Case of Spatial Ability

Authors: Elinda Ai-Lim Lee, Kok Wai Wong, Chun Che Fung

Abstract:

The use of Virtual Reality (VR) in schools and higher education is proliferating. Due to its interactive and animated features, it is regarded as a promising technology to increase students- spatial ability. Spatial ability is assumed to have a prominent role in science and engineering domains. However, research concerning individual differences such as spatial ability in the context of VR is still at its infancy. Moreover, empirical studies that focus on the features of VR to improve spatial ability are to date rare. Thus, this paper explores the possible educational values of VR in relation to spatial ability to call for more research concerning spatial ability in the context of VR based on studies in computerbased learning. It is believed that the incorporation of state-of-the-art VR technology for educational purposes should be justified by the enhanced benefits for the target learners.

Keywords: Ability-as-compensator, ability-as-enhancer, spatialability, virtual reality.

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8095 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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8094 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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8093 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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8092 Prioritizing Influential Factors on the Promotion of Virtual Training System

Authors: Nader Gharibnavaz, Mostafa Mosadeghi, Naser Gharibnavaz

Abstract:

In today's world where everything is rapidly changing and information technology is high in development, many features of culture, society, politic and economy has changed. The advent of information technology and electronic data transmission lead to easy communication and fields like e-learning and e-commerce, are accessible for everyone easily. One of these technologies is virtual training. The "quality" of such kind of education systems is critical. 131 questionnaires were prepared and distributed among university student in Toba University. So the research has followed factors that affect the quality of learning from the perspective of staff, students, professors and this type of university. It is concluded that the important factors in virtual training are the quality of professors, the quality of staff, and the quality of the university. These mentioned factors were the most prior factors in this education system and necessary for improving virtual training.

Keywords: Training , Virtual Training, Strategic Positioning, Positioning Mapping, Unique Selling Proposition, Strong Brands, Indoors industry

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8091 The Socio-Technical Indicator Model: Socially-Sensitive CMC Technology, with an Implementation of Representative Moderation

Authors: Zach-Amaury Boufoy-Bastick, Lenandlar Singh

Abstract:

Computer-mediated communication technologies which provide for virtual communities have typically evolved in a cross-dichotomous manner, such that technical constructs of the technology have evolved independently from the social environment of the community. The present paper analyses some limitations of current implementations of computer-mediated communication technology that are implied by such a dichotomy, and discusses their inhibiting effects on possible developments of virtual communities. A Socio-Technical Indicator Model is introduced that utilizes integrated feedback to describe, simulate and operationalise increasing representativeness within a variety of structurally and parametrically diverse systems. In illustration, applications of the model are briefly described for financial markets and for eco-systems. A detailed application is then provided to resolve the aforementioned technical limitations of moderation on the evolution of virtual communities. The application parameterises virtual communities to function as self-transforming social-technical systems which are sensitive to emergent and shifting community values as products of on-going communications within the collective.

Keywords: Virtual community, e-democracy, feedback systems, moderation.

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8090 Perceptions toward Adopting Virtual Reality as a Learning Aid in Information Technology

Authors: S. Alfalah, J. Falah, T. Alfalah, M. Elfalah, O. Falah

Abstract:

The field of education is an ever-evolving area constantly enriched by newly discovered techniques provided by active research in all areas of technologies. The recent years have witnessed the introduction of a number of promising technologies and applications to enhance the teaching and learning experience. Virtual Reality (VR) applications are considered one of the evolving methods that have contributed to enhancing education in many fields. VR creates an artificial environment, using computer hardware and software, which is similar to the real world. This simulation provides a solution to improve the delivery of materials, which facilitates the teaching process by providing a useful aid to instructors, and enhances the learning experience by providing a beneficial learning aid. In order to assure future utilization of such systems, students’ perceptions were examined toward utilizing VR as an educational tool in the Faculty of Information Technology (IT) in The University of Jordan. A questionnaire was administered to IT undergraduates investigating students’ opinions about the potential opportunities that VR technology could offer and its implications as learning and teaching aid. The results confirmed the end users’ willingness to adopt VR systems as a learning aid. The result of this research forms a solid base for investing in a VR system for IT education.

Keywords: Education, information, technology, virtual reality.

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8089 An Integrated Cloud Service of Application Delivery in Virtualized Environments

Authors: Shuen-Tai Wang, Yu-Ching Lin, Hsi-Ya Chang

Abstract:

Virtualization technologies are experiencing a renewed interest as a way to improve system reliability, and availability, reduce costs, and provide flexibility. This paper presents the development on leverage existing cloud infrastructure and virtualization tools. We adopted some virtualization technologies which improve portability, manageability and compatibility of applications by encapsulating them from the underlying operating system on which they are executed. Given the development of application virtualization, it allows shifting the user’s applications from the traditional PC environment to the virtualized environment, which is stored on a remote virtual machine rather than locally. This proposed effort has the potential to positively provide an efficient, resilience and elastic environment for online cloud service. Users no longer need to burden the platform maintenances and drastically reduces the overall cost of hardware and software licenses. Moreover, this flexible and web-based application virtualization service represents the next significant step to the mobile workplace, and it lets user executes their applications from virtually anywhere. 

Keywords: Cloud service, application virtualization, virtual machine, elastic environment.

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8088 A Study on Use of User Demand Evaluation in Interactive Interface – Using Virtual Fitting-Room as an Example

Authors: Chang, Wei-Chen

Abstract:

The purpose of this study is to research on thoughts transmitted from virtual fitting-room and to deduce discussion in an auxiliary narrative way. The research structure is based on 3D virtual fitting-room as the research subject. Initially, we will discuss the principles of narrate study, User Demand and so on by using a narrative design pattern to transmit their objective indications of “people-situation-reason-object", etc, and then to analyze the virtual fitting-room examples that are able to provide a new thinking for designers who engaged in clothing related industry – which comes in “story telling" and “user-centered design" forms. Clothing designs are not just to cover up the body to keep warm but to draw closer to people-s demand physiologically and psychologically through interactive designs so as to achieve cognition between people and environment. In the “outside" goal of clothing-s functional designs, we use tribal group-s behavior characteristics to “transform" the existing personal cultural stories, and “reform" them to design appropriate interactive products. Synthesizing the above matters, apart from being able to regard “narrate" as a kind of functional thinking process, we are also able to regard it as a kind of choice, arrangement and an activity of story expression, allowing interactive design-s spirit, product characteristics and experience ideas be transmitted to target tribal group in a visual image performance method. It is a far more confident and innovative attempt, and meanwhile, able to achieve entertainment, joyful and so forth fundamental interactive transmissions. Therefore, this study takes “user-centered design" thinking as a basis to establish a set of clothing designs with interactive experience patterns and to assist designers to examine the five sensual feeling of interactive demands in order to initiate a new value in textile industry.

Keywords: Virtual Fitting-room, Interactive Design, User Demand Evaluation, Intelligent Systems.

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8087 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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8086 E-Learning Platform with SPICE Web Service

Authors: A. Braeken, L. Sterckx, A. Touhafi, Y. Verbelen

Abstract:

When studying electronics, hands-on experience is considered to be very valuable for a better understanding of the concepts of electricity and electronics. Students lacking sufficient time in the lab are often put at disadvantage. A way to overcome this, is by using interactive multimedia in a virtual environment. Instead of proposing another new ad-hoc simulator for e-learning, we propose in this paper an e-learning platform integrating the SPICE simulator as a web service. This enables to make use of all the functions of the de-facto standard simulator SPICE inelectronics when developing new simulations.

Keywords: E-learning, SPICE, virtual experiments, web service.

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