88 resultados para Virtual 3D model


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This study developed and tested a research model which examined the impact of user perceptions of self-efficacy (SE) and virtual environment (VE) efficacy on the effectiveness of VE training systems. The model distinguishes between the perceptions of one’s own capability to perform trained tasks effectively and the perceptions of system performance, regarding the established parameters from literature. Specifically, the model posits that user perceptions will have positive effects on task performance and memory. Seventy-six adults participated in a VE in a controlled experiment, designed to empirically test the model. Each participant performed a series of object assembly tasks. The task involved selecting, rotating, releasing, inserting and manipulating 3D objects. Initially, the results of factor analysis demonstrated dimensionality of two user perception measures and produced a set of empirical validated factors underlining the VE efficacy. The results of regression analysis revealed that SE had a significant positive effect on perceived VE efficacy. No significant effects were found of perceptions on performance and memory. Furthermore, the study provided insights into the relationships between the perception measures and performance measures for assessing the efficacy of VE training systems. The study also addressed how well users learn, perform, adapt to and perceive the VE training, which provides valuable insight into the system efficacy.
Research and practical implications are presented at the end of the paper.

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The understanding of cell manipulation, for example in microinjection, requires an accurate model of the cells. Motivated by this important requirement, a 3D particlebased mechanical model is derived for simulating the deformation of the fish egg membrane and the corresponding cellular forces during microrobotic cell injection. The model is formulated based on the kinematic and dynamic of spring- damper configuration with multi-particle joints considering the visco-elastic fluidic properties. It simulates the indentation force feedback as well as cell visual deformation during microinjection. A preliminary simulation study is conducted with different parameter configurations. The results indicate that the proposed particle-based model is able to provide similar deformation profiles as observed from a real microinjection experiment of the zebrafish embryo published in the literature. As a generic modelling approach is adopted, the proposed model also has the potential in applications with different types of manipulation such as micropipette cell aspiration.

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The Australian Government's widening participation agenda - also referred to as the social inclusion agenda - considers equity through the triple focus of access, participation and outcomes. These foci are catalysts for re-examining teaching and learning approaches in formal education. This article considers this national refocus and the possibilities for addressing access and equity issues through and within threedimensional virtual learning environments (3DVLEs). The findings of an Australian Learning and Teaching Council (ALTC)-funded project that investigated the potential of an accessible 3DVLE for increasing access and participation of students with disabilities are reported, and strategies for improving outcomes (i.e. retention, success and completion) proposed. The article also highlights some of the remaining challenges with regard to the goal of improving outcomes for under-represented learner groups. The final section of the article identifies areas for further research.

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The emergence of any new educational technology is often accompanied by inflated expectations about its potential for transforming pedagogical practice and improving student learning outcomes. A critique of the rhetoric accompanying the evolution of 3D virtual world education reveals a similar pattern, with the initial hype based more on rhetoric than research demonstrating the extent to which rhetoric matches reality. Addressed are the perceived gaps in the literature through a critique of the rhetoric evident throughout the evolution of the application of virtual worlds in education and the reality based on the reported experiences of experts in the field of educational technology, who are all members of the Australian and New Zealand Virtual Worlds Working Group. The experiences reported highlight a range of effective virtual world collaborative and communicative teaching experiences conducted in members' institutions. Perspectives vary from those whose reality is the actuation of the initial rhetoric in the early years of virtual world education, to those whose reality is fraught with challenges that belie the rhetoric. Although there are concerns over institutional resistance, restrictions, and outdated processes on the one-hand, and excitement over the rapid emergence of innovation on the other, the prevailing reality seems to be that virtual world education is both persistent and sustainable. Explored are critical perspectives on the rhetoric and reality on the educational uptake and use of virtual worlds in higher education, providing an overview of the current and future directions for learning in virtual worlds.

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This paper proposes a field model for repairing 3D shapes constructed from multi-view RGB data. Specifically, we represent a 3D shape in a Markov random field (MRF) in which the geometric information is encoded by random binary variables and the appearance information is retrieved from a set of RGB images captured at multiple viewpoints. The local priors in the MRF model capture the local structures of object shapes and are learnt from 3D shape templates using a convolutional deep belief network. Repairing a 3D shape is formulated as the maximum a posteriori (MAP) estimation in the corresponding MRF. Variational mean field approximation technique is adopted for the MAP estimation. The proposed method was evaluated on both artificial data and real data obtained from reconstruction of practical scenes. Experimental results have shown the robustness and efficiency of the proposed method in repairing noisy and incomplete 3D shapes.

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This chapter introduces the concept of virtual learning communities and discusses and further enhances the theory and definitions presented in related literature. A model comprising four criteria essential to virtual learning communities is presented and discussed in detail. Theory and case studies relating to the impact of virtual learning communities on distance education and students from diverse cultural groups are also examined. In addition, this chapter investigates the enabling technologies and facilitation that is required to build virtual learning communities. Other case studies are used to illustrate the process of building virtual learning communities. Emerging technologies such as wikis and video lectures are also analysed to determine the effects they have on building and sustaining effective virtual learning communities.

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This paper advances our understanding of the relationship between quality, value and satisfaction in the context of spectator sport services. This is achieved through an analysis and examination of relevant secondary data culminating in a conceptual model Although extensive research has been conducted in the three separate areas of quality, value and satisfaction, to date no work has been reported attempting to develop macro models that capture the concepts and their potential interrelationships. Such macro models could enhance the communication and stimulate further research for sport marketing scholars. This paper proposes a model apposite for further research and in the process leads to the potential confirmation, rejection or, indeed, adaptation of the conceplualization of sport services.

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'Community' has become a buzz word in the E-Learning arena. This paper examines the concept of virtual community, in the context of E-Learning. It defines what constitutes a virtual community and virtual learning community. A model comprising four essential criteria that define a virtual learning community is proposed. These criteria are discussed with relation to Deakin University's E-Learning system. The paper concludes by highlighting the factors that may help bridge the gap between Deakin's present provision of E-Learning to the development of a virtual learning community.

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This paper addresses the questions of why failure in industry-based networks has been so persistent and whether it is possible to avoid failure and achieve success in internet based markets [iMarketplaces]. A better explanation of implementation failures is important for both improved empirical outcomes and theory building. We construct a theoretical framework based on Bijker’s technology frame (1995) and a contextualization typology developed by Nowotny, Scott and Gibbons (2001). The framework helps us understand how industry-based networks function, why they fail and how we can apply the framework to assist better empirical outcomes. In this paper we apply our framework to Food Connect Australia, a vertically integrated marketplace, representative of the first wave of B2B markets. Sponsors of these iMarketplaces were quick to see and exploit the opportunities online access offered to bring together large numbers of buyers and sellers in new ways. However a lack of understanding of firstly, what represented true value in these networks and secondly, how to achieve buy-in at sustainable levels, meant that many of these first wave sites failed. Application of our framework reveals why there has been a radical shift from the trading role originally envisioned for these sites to the information hub model of the iMarketplace that industry is now being urged to adopt (Berryman and Heck, 2001).

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This paper describes a research facility which has been established to explore the integration of live and virtual environments in real-time. The facility combines digital ontput from both live and electronic sources such as video, animatinos and 3D virtual environments and enables the monitoring and control of the interaction between live actors and the digital enviromnents. This provides a research environment in which the interaction between participants in the design and construction process and 3D virtual buildings can be investigated. This will lead to the enhancement of decision making and planning in the design and construction process.

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There will be between 30 and 80 million online students in the world by 2025. Globally, school systems are investing huge resources in the development of online education programs in order to meet this demand. Related implications for online teaching have been largely ignored despite evidence of the greatly increased workload for online teachers and widespread student dissatisfaction with online leaming experiences. Opportunities for improving the online experience for both leamers and teachers revolve around minimizing procedural inefficiencies in dealing with large numbers of individual students, as opposed to a single class, and of enhancing students' social and cognitive engagement with leaming. Intelligent software agents that can automate many routine online tasks and some aspects of leamer interaction have enormous potential to facilitate this. These agents that can act as a personal online coach, mentor or tutor to increase the individualisation of learning. The development of evidence-based agent personas is essential if agents are to fulfil specific educational roles. CUITently there is little progress being made in this area because of the lack of an agentrole model that can be used to implement specific educational personas in agents. In this paper we discuss key foundational elements of the nature and basis for implementing elements of educational expertise in software and how this could be used in developing agent persona models for specific educational roles and a model for implementing pedagogical constructs in intelligent educational software.

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There is an increasing complexity and interplay between all of the issues associated with property portfolio decisions. This paper explores the relationships between financial, environmental and social parameters associated with building adaptive reuse by way of a case study. A new model predicting adaptive reuse potential is applied to a heritage building in Hong Kong known as Lui Seng Chun. Such application can assist in the transformation of the building and property industry towards more sustainable practices, strategies and outcomes, by providing a means by which the industry can identify and rank existing buildings that have high potential for adaptive reuse. In Hong Kong's case it provides an ability for sustainable, responsive energy and natural resource management by allowing issues regarding excessive and inappropriate resource use to be identified and assessed, and appropriate management strategies to be implemented. Given the building's current age and condition, Lui Seng Chun has at least 25 years of physical life remaining. The further application of a multi-criteria sustainability evaluation tool supports the conclusion that an adaptive reuse strategy for this building will make a demonstrable contribution to the economic, social and environmental amenity of Hong Kong. The application of these techniques to other buildings with significant "embedded physical life" is highly recommended.