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

Search results for: Virtual research environment

8055 Remote Operation of CNC Milling Through Virtual Simulation and Remote Desktop Interface

Authors: Afzeri, A.G.E Sujtipto, R. Muhida, M. Konneh, Darmawan

Abstract:

Increasing the demand for effectively use of the production facility requires the tools for sharing the manufacturing facility through remote operation of the machining process. This research introduces the methodology of machining technology for direct remote operation of networked milling machine. The integrated tools with virtual simulation, remote desktop protocol and Setup Free Attachment for remote operation of milling process are proposed. Accessing and monitoring of machining operation is performed by remote desktop interface and 3D virtual simulations. Capability of remote operation is supported by an auto setup attachment with a reconfigurable pin type setup free technology installed on the table of CNC milling machine to perform unattended machining process. The system is designed using a computer server and connected to a PC based controlled CNC machine for real time monitoring. A client will access the server through internet communication and virtually simulate the machine activity. The result has been presented that combination between real time virtual simulation and remote desktop tool is enabling to operate all machine tool functions and as well as workpiece setup..

Keywords: Remote Desktop, PC Based CNC, Remote Machining.

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8054 3DARModeler: a 3D Modeling System in Augmented Reality Environment

Authors: Trien V. Do, Jong-Weon Lee

Abstract:

This paper describes a 3D modeling system in Augmented Reality environment, named 3DARModeler. It can be considered a simple version of 3D Studio Max with necessary functions for a modeling system such as creating objects, applying texture, adding animation, estimating real light sources and casting shadows. The 3DARModeler introduces convenient, and effective human-computer interaction to build 3D models by combining both the traditional input method (mouse/keyboard) and the tangible input method (markers). It has the ability to align a new virtual object with the existing parts of a model. The 3DARModeler targets nontechnical users. As such, they do not need much knowledge of computer graphics and modeling techniques. All they have to do is select basic objects, customize their attributes, and put them together to build a 3D model in a simple and intuitive way as if they were doing in the real world. Using the hierarchical modeling technique, the users are able to group several basic objects to manage them as a unified, complex object. The system can also connect with other 3D systems by importing and exporting VRML/3Ds Max files. A module of speech recognition is included in the system to provide flexible user interfaces.

Keywords: 3D Modeling, Augmented Reality, GeometricModeling, Virtual Reality

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8053 Identity Management in Virtual Worlds Based on Biometrics Watermarking

Authors: S. Bader, N. Essoukri Ben Amara

Abstract:

With the technological development and rise of virtual worlds, these spaces are becoming more and more attractive for cybercriminals, hidden behind avatars and fictitious identities. Since access to these spaces is not restricted or controlled, some impostors take advantage of gaining unauthorized access and practicing cyber criminality. This paper proposes an identity management approach for securing access to virtual worlds. The major purpose of the suggested solution is to install a strong security mechanism to protect virtual identities represented by avatars. Thus, only legitimate users, through their corresponding avatars, are allowed to access the platform resources. Access is controlled by integrating an authentication process based on biometrics. In the request process for registration, a user fingerprint is enrolled and then encrypted into a watermark utilizing a cancelable and non-invertible algorithm for its protection. After a user personalizes their representative character, the biometric mark is embedded into the avatar through a watermarking procedure. The authenticity of the avatar identity is verified when it requests authorization for access. We have evaluated the proposed approach on a dataset of avatars from various virtual worlds, and we have registered promising performance results in terms of authentication accuracy, acceptation and rejection rates.

Keywords: Identity management, security, biometrics authentication and authorization, avatar, virtual world.

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8052 Customer Relations and Use of Online Shopping Sites

Authors: Bahar Urhan Torun, Havva Nur Tarakcı

Abstract:

At the present time, online marketing has become the common target of small and full-scale organizations. Today’s humanbeing who has to spend most of their time in front of the computer because of his job, prefers to socialize by internet due to the easy access to technology. So online marketing area expands day by day. All business organizations from the smallest to the biggest are in a race in order to get a cut from the virtual market share in an extreme competitive environment. However these organizations which use the internet to reach more consumers cannot determine their target group accurately, so this is the biggest handicap of online marketing sales nowadays. The aim of this study is to determine some significant elements about need for communicating efficiently with the consumer on the internet on online marketing. The strategies that can be used in order to increase sales and the limitations of virtual environment where cannot be communicated with the consumer face to face are argued in this study’s scope. As a consequence it is thought that to study on this subject because of lacking and also being limited efficiency of researches and outputs. Within this scope suggesting some proposals about how to communicate efficiently with the consumer and also offering the consumers’ demands efficiently is the essential objective of this study.

Keywords: Communication, competition, consumer, online marketing.

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8051 A Context-Aware based Authorization System for Pervasive Grid Computing

Authors: Marilyn Lim Chien Hui, Nabil Elmarzouqi, Chan Huah Yong

Abstract:

This paper describes the authorization system architecture for Pervasive Grid environment. It discusses the characteristics of classical authorization system and requirements of the authorization system in pervasive grid environment as well. Based on our analysis of current systems and taking into account the main requirements of such pervasive environment, we propose new authorization system architecture as an extension of the existing grid authorization mechanisms. This architecture not only supports user attributes but also context attributes which act as a key concept for context-awareness thought. The architecture allows authorization of users dynamically when there are changes in the pervasive grid environment. For this, we opt for hybrid authorization method that integrates push and pull mechanisms to combine the existing grid authorization attributes with dynamic context assertions. We will investigate the proposed architecture using a real testing environment that includes heterogeneous pervasive grid infrastructures mapped over multiple virtual organizations. Various scenarios are described in the last section of the article to strengthen the proposed mechanism with different facilities for the authorization procedure.

Keywords: Pervasive Grid, Authorization System, Contextawareness, Ubiquity.

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8050 A Recommender Agent to Support Virtual Learning Activities

Authors: P. Valdiviezo, G. Riofrio, R. Reategui

Abstract:

This article describes the implementation of an intelligent agent that provides recommendations for educational resources in a virtual learning environment (VLE). It aims to support pending (undeveloped) student learning activities. It begins by analyzing the proposed VLE data model entities in the recommender process. The pending student activities are then identified, which constitutes the input information for the agent. By using the attribute-based recommender technique, the information can be processed and resource recommendations can be obtained. These serve as support for pending activity development in the course. To integrate this technique, we used an ontology. This served as support for the semantic annotation of attributes and recommended files recovery.

Keywords: Learning activities, educational resource, recommender agent, recommendation technique, ontology.

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8049 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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8048 WEMax: Virtual Manned Assembly Line Generation

Authors: Won Kyung Ham, Kang Hoon Cho, Yongho Chung, Sang C. Park

Abstract:

Presented in this paper is a framework of a software ‘WEMax’. The WEMax is invented for analysis and simulation for manned assembly lines to sustain and improve performance of manufacturing systems. In a manufacturing system, performance, such as productivity, is a key of competitiveness for output products. However, the manned assembly lines are difficult to forecast performance, because human labors are not expectable factors by computer simulation models or mathematical models. Existing approaches to performance forecasting of the manned assembly lines are limited to matters of the human itself, such as ergonomic and workload design, and non-human-factor-relevant simulation. Consequently, an approach for the forecasting and improvement of manned assembly line performance is needed to research. As a solution of the current problem, this study proposes a framework that is for generation and simulation of virtual manned assembly lines, and the framework has been implemented as a software.

Keywords: Performance Forecasting, Simulation, Virtual Manned Assembly Line.

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8047 Vehicle Position Estimation for Driver Assistance System

Authors: Hyun-Koo Kim, Sangmoon Lee, Ho-Youl Jung, Ju H. Park

Abstract:

We present a system that finds road boundaries and constructs the virtual lane based on fusion data from a laser and a monocular sensor, and detects forward vehicle position even in no lane markers or bad environmental conditions. When the road environment is dark or a lot of vehicles are parked on the both sides of the road, it is difficult to detect lane and road boundary. For this reason we use fusion of laser and vision sensor to extract road boundary to acquire three dimensional data. We use parabolic road model to calculate road boundaries which is based on vehicle and sensors state parameters and construct virtual lane. And then we distinguish vehicle position in each lane.

Keywords: Vehicle Detection, Adaboost, Haar-like Feature, Road Boundary Detection

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8046 Entrepreneur Universal Education System: Future Evolution

Authors: Khaled Elbehiery, Hussam Elbehiery

Abstract:

The success of education is dependent on evolution and adaptation, while the traditional system has worked before, one type of education evolved with the digital age is virtual education that has influenced efficiency in today’s learning environments. Virtual learning has indeed proved its efficiency to overcome the drawbacks of the physical environment such as time, facilities, location, etc., but despite what it had accomplished, the educational system over all is not adequate for being a productive system yet. Earning a degree is not anymore enough to obtain a career job; it is simply missing the skills and creativity. There are always two sides of a coin; a college degree or a specialized certificate, each has its own merits, but having both can put you on a successful IT career path. For many of job-seeking individuals across world to have a clear meaningful goal for work and education and positively contribute the community, a productive correlation and cooperation among employers, universities alongside with the individual technical skills is a must for generations to come. Fortunately, the proposed research “Entrepreneur Universal Education System” is an evolution to meet the needs of both employers and students, in addition to gaining vital and real-world experience in the chosen fields is easier than ever. The new vision is to empower the education to improve organizations’ needs which means improving the world as its primary goal, adopting universal skills of effective thinking, effective action, effective relationships, preparing the students through real-world accomplishment and encouraging them to better serve their organization and their communities faster and more efficiently.

Keywords: Virtual education, academic degree, certificates, internship, amazon web services, Microsoft Azure, Google cloud platform, hybrid models.

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8045 Designing for Experience-Based Tourism: A Virtual Tour in Tehran

Authors: Maryam Khalili, Fateme Ghanei

Abstract:

As one of the most significant phenomena of industrialized societies, tourism plays a key role in encouraging regional developments and enhancing higher standards of living for local communities in particular. Traveling is a formative experience endowed with lessons on various aspects of life. It allows us learning how to enhance the social position as well as the social relationships. However, people forget the need to travel and gain first-hand experiences as they have to cope with the ever-increasing rate of stress created by the disorders and routines of the urban dwelling style. In this paper, various spaces of such experiences were explored through a virtual tour with two underlying aims: 1) encouraging, informing, and educating the community in terms of tourism development, and 2) introducing a temporary release from the routines. This study enjoyed a practical-qualitative research methodology, and the required data were collected through observation and using a multiple-response questionnaire. The participants (19-48 years old) included 41 citizens of both genders (63.4% male and 36.6% female) from two regions in Tehran, selected by cluster-probability sampling. The results led to development of a spatial design for a virtual tour experience in Tehran where different areas are explored to both raise people’s awareness and educate them on their cultural heritage.

Keywords: Ecotourism, education, gamification, social interaction, urban design, virtual tour.

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8044 Synthesis and Simulation of Enhanced Buffer Router vs. Virtual Channel Router in NOC ON Cadence

Authors: Bhavana Prakash Shrivastava, Kavita Khare

Abstract:

This paper presents a synthesis and simulation of proposed enhanced buffer. The design provides advantages of both buffer and bufferless network for that two cross bar switches are used. The concept of virtual channel (VC) is eliminated from the previous design by using an efficient flow-control scheme that uses the storage already present in pipelined channels in place of explicit input VCBs. This can be addressed by providing enhanced buffers on the bufferless link and creating two virtual networks. With this approach, VCBs act as distributed FIFO buffers. Without VCBs or VCs, deadlock prevention is achieved by duplicating physical channels. An enhanced buffer provides a function of hand shaking by providing a ready valid handshake signal and two bit storage. Through this design the power is reduced to 15.65% and delay is reduced to 97.88% with respect to virtual channel router.

Keywords: Enhanced buffer, Gate delay, NOC, VCs, VCB.

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8043 Recording Video in the CAVE

Authors: Mohamed Mediouni

Abstract:

Evaluating the performance of a simulator in the CAVE has to be confirmed by encouraging people to live the experience of virtual reality. In this paper, a detailed procedure of recording video is presented. Limitations of the experimental device are firstly exposed. Then, solutions for improving this idea are finally described.

Keywords: Virtual reality, CAVE, stereoscopic, camera.

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8042 Virtual Training, Human-Computer and Software Interactions, and Social-Based Embodiness

Authors: Philippe Fauquet-Alekhine

Abstract:

For professions of high risk industries, simulation training has always been thought in terms of high degree of fidelity regarding the real operational situation. Due to the recent progress, this way of training is changing, modifying the human-computer and software interactions: the interactions between trainees during simulation training session tend to become virtual, transforming the social-based embodiness (the way subjects integrate social skills for interpersonal relationship with co-workers). On the basis of the analysis of eight different profession trainings, a categorization of interactions has help to produce an analytical tool, the social interactions table. This tool may be very valuable to point out the changes of social interactions when the training sessions are skipping from a high fidelity simulator to a virtual simulator. In this case, it helps the designers of professional training to analyze and to assess the consequences of the potential lack the social-based embodiness.

Keywords: Interface, interaction, simulator, virtual training.

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8041 Bridging the Communication Gap at NASA - A Case Study in Communities of Practice

Authors: Daria Topousis, Keri Murphy, Jeanne Holm

Abstract:

Following the loss of NASA's Space Shuttle Columbia in 2003, it was determined that problems in the agency's organization created an environment that led to the accident. One component of the proposed solution resulted in the formation of the NASA Engineering Network (NEN), a suite of information retrieval and knowledge-sharing tools. This paper describes the implementation of communities of practice, which are formed along engineering disciplines. Communities of practice enable engineers to leverage their knowledge and best practices to collaborate and take information learning back to their jobs and embed it into the procedures of the agency. This case study offers insight into using traditional engineering disciplines for virtual collaboration, including lessons learned during the creation and establishment of NASA-s communities.

Keywords: Collaboration, communities of practice, knowledge management, virtual teams.

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8040 Modal Dynamic Analysis of a Mechanism with Deformable Elements from an Oil Pump Unit Structure

Authors: N. Dumitru, S. Dumitru, C. Copilusi, N. Ploscaru

Abstract:

On this research, experimental analyses have been performed in order to determine the oil pump mechanism dynamics and stability from an oil unit mechanical structure. The experimental tests were focused on the vibrations which occur inside of the rod element during functionality of the oil pump unit. The oil pump mechanism dynamic parameters were measured and also determined through numerical computations. Entire research is based on the oil pump unit mechanical system virtual prototyping. For a complete analysis of the mechanism, the frequency dynamic response was identified, mainly for the mechanism driven element, based on two methods: processing and virtual simulations with MSC Adams aid and experimental analysis. In fact, through this research, a complete methodology is presented where numerical simulations of a mechanism with deformed elements are developed on a dynamic mode and these can be correlated with experimental tests.

Keywords: Modal dynamic analysis, oil pump, vibrations, flexible elements, frequency response.

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8039 A 3D Virtual Navigation System Integrating User Positioning and Pre-Download Mechanism

Authors: Ching-Sheng Wang, Yu-Hung Su, Ching-Yang Hong

Abstract:

This paper takes the actual scene of Aletheia University campus – the Class 2 national monument, the first educational institute in northern Taiwan as an example, to present a 3D virtual navigation system which supports user positioning and pre-download mechanism. The proposed system was designed based on the principle of Voronoi Diagra) to divide the virtual scenes and its multimedia information, which combining outdoor GPS positioning and the indoor RFID location detecting function. When users carry mobile equipments such as notebook computer, UMPC, EeePC...etc., walking around the actual scenes of indoor and outdoor areas of campus, this system can automatically detect the moving path of users and pre-download the needed data so that users will have a smooth and seamless navigation without waiting.

Keywords: GPS, Positioning, RFID, Virtual Navigation, Voronoi Diagram.

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8038 An Immersive Motion Capture Environment

Authors: Daniel Kade, Oğuzhan Özcan, Rikard Lindell

Abstract:

Motion capturing technology has been used for quite a while and several research has been done within this area. Nevertheless, we discovered open issues within current motion capturing environments. In this paper we provide a state-of-the-art overview of the addressed research areas and show issues with current motion capturing environments. Observations, interviews and questionnaires have been used to reveal the challenges actors are currently facing in a motion capturing environment. Furthermore, the idea to create a more immersive motion capturing environment to improve the acting performances and motion capturing outcomes as a potential solution is introduced. It is hereby the goal to explain the found open issues and the developed ideas which shall serve for further research as a basis. Moreover, a methodology to address the interaction and systems design issues is proposed. A future outcome could be that motion capture actors are able to perform more naturally, especially if using a non-body-worn solution.

Keywords: Immersive acting environment, Interaction in a mediated environment, Motion capturing, MoCap.

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8037 A Multilingual Virtual Simulated Patient Framework for Training Primary Health Care Students

Authors: Juan L. Castro, Maria I. NavarroVictor Lopez, Eduardo M. Eisman, Jose M. Zurita

Abstract:

This paper describes the Multilingual Virtual Simulated Patient framework. It has been created to train the social skills and testing the knowledge of primary health care medical students. The framework generates conversational agents which perform in serveral languages as virtual simulated patients that help to improve the communication and diagnosis skills of the students complementing their training process.

Keywords: Medical training, conversational agents, patient modeling.

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8036 Cyber Bullying Victimization of Elementary School Students and their Reflections on the Victimization

Authors: Merve Sezer, Ismail Sahin, Ahmet Oguz Akturk

Abstract:

With the use of developing technology, mostly in communication and entertainment, students spend considerable time on the Internet. In addition to the advantages provided by the Internet, social isolation brings problems such as addiction. This is one of the problems of the virtual violence. Cyber bullying is the common name of the intensities which students are exposed on the Internet. The purpose of this study designed as a qualitative research is to find out the cyber bullying varieties and its effects on elementary school students. The participants of this research are 6th, 7th and 8th grade students of a primary school and 24 students agreed to participate in the study. The students were asked to fill an interview with semi-structured open-ended questions. According to the results obtained in the research, the most important statements determined by the participants are breaking passwords on social networking sites, slang insult to blasphemy and taking friendship offers from unfamiliar people. According to participants from the research, the most used techniques to prevent themselves from cyber bullying are to complain to the site administrator, closing accounts on social networking sites and countercharging. Also, suggestions were presented according to the findings.

Keywords: Bullying, cyber-bullying, elementary, peer-relationship, virtual victimization.

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8035 A Robust Visual SLAM for Indoor Dynamic Environment

Authors: Xiang Zhang, Daohong Yang, Ziyuan Wu, Lei Li, Wanting Zhou

Abstract:

Visual Simultaneous Localization and Mapping (VSLAM) uses cameras to gather information in unknown environments to achieve simultaneous localization and mapping of the environment. This technology has a wide range of applications in autonomous driving, virtual reality, and other related fields. Currently, the research advancements related to VSLAM can maintain high accuracy in static environments. But in dynamic environments, the presence of moving objects in the scene can reduce the stability of the VSLAM system, leading to inaccurate localization and mapping, or even system failure. In this paper, a robust VSLAM method was proposed to effectively address the challenges in dynamic environments. We proposed a dynamic region removal scheme based on a semantic segmentation neural network and geometric constraints. Firstly, a semantic segmentation neural network is used to extract the prior active motion region, prior static region, and prior passive motion region in the environment. Then, the lightweight frame tracking module initializes the transform pose between the previous frame and the current frame on the prior static region. A motion consistency detection module based on multi-view geometry and scene flow is used to divide the environment into static regions and dynamic regions. Thus, the dynamic object region was successfully eliminated. Finally, only the static region is used for tracking thread. Our research is based on the ORBSLAM3 system, which is one of the most effective VSLAM systems available. We evaluated our method on the TUM RGB-D benchmark and the results demonstrate that the proposed VSLAM method improves the accuracy of the original ORBSLAM3 by 70%˜98.5% under a high dynamic environment.

Keywords: Dynamic scene, dynamic visual SLAM, semantic segmentation, scene flow, VSLAM.

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8034 Augmented Reality Interaction System in 3D Environment

Authors: Sunhyoung Lee, Askar Akshabayev, Beisenbek Baisakov, Youngjoon Han, Hernsoo Hahn

Abstract:

It is important to give input information without other device in AR system. One solution is using hand for augmented reality application. Many researchers have proposed different solutions for hand interface in augmented reality. Analyze Histogram and connecting factor is can be example for that. Various Direction searching is one of robust way to recognition hand but it takes too much calculating time. And background should be distinguished with skin color. This paper proposes a hand tracking method to control the 3D object in augmented reality using depth device and skin color. Also in this work discussed relationship between several markers, which is based on relationship between camera and marker. One marker used for displaying virtual object and three markers for detecting hand gesture and manipulating the virtual object.

Keywords: Augmented Reality, depth map, hand recognition, kinect, marker, YCbCr color model.

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8033 Assessing Habitat-Suitability Models with a Virtual Species at Khao Nan National Park, Thailand

Authors: W. Srisang, K. Jaroensutasinee, M. Jaroensutasinee

Abstract:

This study examined a habitat-suitability assessment method namely the Ecological Niche Factor Analysis (ENFA). A virtual species was created and then dispatched in a geographic information system model of a real landscape in three historic scenarios: (1) spreading, (2) equilibrium, and (3) overabundance. In each scenario, the virtual species was sampled and these simulated data sets were used as inputs for the ENFA to reconstruct the habitat suitability model. The 'equilibrium' scenario gives the highest quantity and quality among three scenarios. ENFA was sensitive to the distribution scenarios but not sensitive to sample sizes. The use of a virtual species proved to be a very efficient method, allowing one to fully control the quality of the input data as well as to accurately evaluate the predictive power of the analyses.

Keywords: Habitat-Suitability Models, Ecological niche factoranalysis, Climatic factors, Geographic information system.

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8032 The Features of Organizing a Master Preparation in Kazakhstan

Authors: A. Bulatbayeva, A. Kusainov

Abstract:

In this article has been analyzed Kazakhstani experience in organizing the system after the institute of higher education, legislative-regulative assurance of master preparation, and statistic data in the republic. Have been the features of projecting the master programs, a condition of realization of studying credit system, have been analyzed the technologies of research teaching masters. In conclusion have been given some recommendation on creating personal-oriented environment of research teaching masters.

Keywords: Personal-oriented Environment, Research Teaching, Research Activity, the Technologies of Research Teaching

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8031 Investigating Student Behavior in Adopting Online Formative Assessment Feedback

Authors: Peter Clutterbuck, Terry Rowlands, Owen Seamons

Abstract:

In this paper we describe one critical research program within a complex, ongoing multi-year project (2010 to 2014 inclusive) with the overall goal to improve the learning outcomes for first year undergraduate commerce/business students within an Information Systems (IS) subject with very large enrolment. The single research program described in this paper is the analysis of student attitudes and decision making in relation to the availability of formative assessment feedback via Web-based real time conferencing and document exchange software (Adobe Connect). The formative assessment feedback between teaching staff and students is in respect of an authentic problem-based, team-completed assignment. The analysis of student attitudes and decision making is investigated via both qualitative (firstly) and quantitative (secondly) application of the Theory of Planned Behavior (TPB) with a two statistically-significant and separate trial samples of the enrolled students. The initial qualitative TPB investigation revealed that perceived self-efficacy, improved time-management, and lecturer-student relationship building were the major factors in shaping an overall favorable student attitude to online feedback, whilst some students expressed valid concerns with perceived control limitations identified within the online feedback protocols. The subsequent quantitative TPB investigation then confirmed that attitude towards usage, subjective norms surrounding usage, and perceived behavioral control of usage were all significant in shaping student intention to use the online feedback protocol, with these three variables explaining 63 percent of the variance in the behavioral intention to use the online feedback protocol. The identification in this research of perceived behavioral control as a significant determinant in student usage of a specific technology component within a virtual learning environment (VLE) suggests that VLEs could now be viewed not as a single, atomic entity, but as a spectrum of technology offerings ranging from the mature and simple (e.g., email, Web downloads) to the cutting-edge and challenging (e.g., Web conferencing and real-time document exchange). That is, that all VLEs should not be considered the same. The results of this research suggest that tertiary students have the technological sophistication to assess a VLE in this more selective manner.

Keywords: Formative assessment feedback, virtual learning environment, theory of planned behavior, perceived behavioral control.

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8030 Research of Database Curriculum Construction under the Environment of Massive Open Online Courses

Authors: Wang Zhanquan, Yang Zeping, Gu Chunhua, Zhu Fazhi, Guo Weibin

Abstract:

Recently, Massive Open Online Courses (MOOCs) are becoming the new trend of education. There are many problems under the environment of Database Principle curriculum teaching process in MOOCs, such as teaching ideas and theories which are out of touch with the reality, how to carry out the technical teaching and interactive practice in the MOOCs environment, thus the methods of database course under the environment of MOOCs are proposed. There are three processes to deal with problem solving in the research, which are problems proposed, problems solved, and inductive analysis. The present research includes the design of teaching contents, teaching methods in classroom, flipped classroom teaching mode under the environment of MOOCs, learning flow method and large practice homework. The database designing ability is systematically improved based on the researching methods.

Keywords: Problem solving-driven, MOOCs, teaching art, learning flow.

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8029 Absent Theaters: A Virtual Reconstruction from Memories

Authors: P. Castillo Muñoz, A. Lara Ramírez

Abstract:

Absent Theaters is a project that virtually reconstructs three theaters that existed in the twentieth century, demolished in the city of Medellin, Colombia: Circo España, Bolívar, and Junín. Virtual reconstruction is used as an excuse to talk with those who lived in their childhood and youth cultural spaces that formed a whole generation. Around 100 people who witnessed these theaters were interviewed. The means used to perform the oral history work was the virtual reconstruction of the interior of the theaters that were presented to the interviewees through the Virtual Reality glasses. The voices of people between 60 and 103 years old were used to generate a transmission of knowledge to the new generations about the importance of theaters as essential places for the city, as spaces generating social relations and knowledge of other cultures. Oral stories about events, the historical and social context of the city, were mixed with archive images and animations of the architectural transformations of these places. Oral stories about events, the historical and social context of the city, were mixed with archive images and animations of the architectural transformations of these places, with the purpose of compiling a collective discourse around cultural activities, heritage, and memory of Medellin.

Keywords: Culture, heritage, oral history, theaters, virtual reality.

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8028 Enhanced Data Access Control of Cooperative Environment used for DMU Based Design

Authors: Wei Lifan, Zhang Huaiyu, Yang Yunbin, Li Jia

Abstract:

Through the analysis of the process digital design based on digital mockup, the fact indicates that a distributed cooperative supporting environment is the foundation conditions to adopt design approach based on DMU. Data access authorization is concerned firstly because the value and sensitivity of the data for the enterprise. The access control for administrators is often rather weak other than business user. So authors established an enhanced system to avoid the administrators accessing the engineering data by potential approach and without authorization. Thus the data security is improved.

Keywords: access control, DMU, PLM, virtual prototype.

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8027 A Discrete-Event-Simulation Approach for Logistic Systems with Real Time Resource Routing and VR Integration

Authors: Gerrit Alves, Jürgen Roßmann, Roland Wischnewski

Abstract:

Today, transport and logistic systems are often tightly integrated in the production. Lean production and just-in-time delivering create multiple constraints that have to be fulfilled. As transport networks often have evolved over time they are very expensive to change. This paper describes a discrete-event-simulation system which simulates transportation models using real time resource routing and collision avoidance. It allows for the specification of own control algorithms and validation of new strategies. The simulation is integrated into a virtual reality (VR) environment and can be displayed in 3-D to show the progress. Simulation elements can be selected through VR metaphors. All data gathered during the simulation can be presented as a detailed summary afterwards. The included cost-benefit calculation can help to optimize the financial outcome. The operation of this approach is shown by the example of a timber harvest simulation.

Keywords: Discrete-Event-Simulation, Logistic, Simulation, Virtual Reality.

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8026 An Overall Approach to the Communication of Organizations in Conventional and Virtual Offices

Authors: Mehmet Altınöz

Abstract:

Organizational communication is an administrative function crucial especially for executives in the implementation of organizational and administrative functions. Executives spend a significant part of their time on communicative activities. Doing his or her daily routine, arranging meeting schedules, speaking on the telephone, reading or replying to business correspondence, or fulfilling the control functions within the organization, an executive typically engages in communication processes. Efficient communication is the principal device for the adequate implementation of administrative and organizational activities. For this purpose, management needs to specify the kind of communication system to be set up and the kind of communication devices to be used. Communication is vital for any organization. In conventional offices, communication takes place within the hierarchical pyramid called the organizational structure, and is known as formal or informal communication. Formal communication is the type that works in specified structures within the organizational rules and towards the organizational goals. Informal communication, on the other hand, is the unofficial type taking place among staff as face-to-face or telephone interaction. Communication in virtual as well as conventional offices is essential for obtaining the right information in administrative activities and decision-making. Virtual communication technologies increase the efficiency of communication especially in virtual teams. Group communication is strengthened through an inter-group central channel. Further, ease of information transmission makes it possible to reach the information at the source, allowing efficient and correct decisions. Virtual offices can present as a whole the elements of information which conventional offices produce in different environments. At present, virtual work has become a reality with its pros and cons, and will probably spread very rapidly in coming years, in line with the growth in information technologies.

Keywords: Organization, conventional office, virtual office, communication, communication model, communication functions, communication methods, vertical communication, linear communication, diagonal communication

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