126 resultados para Ultimate reality


Relevância:

20.00% 20.00%

Publicador:

Resumo:

The evolutionary perspective of cancer (which origins and dynamics result from evolutionary processes) has gained significant international recognition over the past decade and generated a wave of enthusiasm among researchers. In this context, several authors proposed that insights into evolutionary and adaptation dynamics of cancers can be gained by studying the evolutionary strategies of organisms. Although this reasoning is fundamentally correct, in our opinion, it contains a potential risk of excessive adaptationism, potentially leading to the suggestion of complex adaptations that are unlikely to evolve among cancerous cells. For example, the ability of recognizing related conspecifics and adjusting accordingly behaviors as in certain free-living species appears unlikely in cancer. Indeed, despite their rapid evolutionary rate, malignant cells are under selective pressures for their altered lifestyle for only few decades. In addition, even though cancer cells can theoretically display highly sophisticated adaptive responses, it would be crucial to determine the frequency of their occurrence in patients with cancer, before therapeutic applications can be considered. Scientists who try to explain oncogenesis will need in the future to critically evaluate the metaphorical comparison of selective processes affecting cancerous cells with those affecting organisms. This approach seems essential for the applications of evolutionary biology to understand the origin of cancers, with prophylactic and therapeutic applications.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

1915 was a critical year for Australians, and not just because of the pride and myth-making associated with Gallipoli. Today we struggle to capture a sense of the profound shock and anxiety the landing at Anzac Cove brought to Australia. But it was this, together with a wider understanding that the war was not going well, that defined 1915 and drew Australians ever deeper into the vortex of total war.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

Overwhelmingly, school-based sexuality education programmes focus on the prevention of infection, pregnancy and abuse, with little if any attention given to positive views of sexuality and rarely the inclusion of sex positive issues such as pleasure, intimacy and desire. This paper explores the experience of teaching about pleasure to pre-service health and physical education teachers as part of compulsory studies in a unit on sexuality education designed to prepare them to teach sexuality education in secondary schools. Drawing on the aims, theoretical framework, content and pedagogical structure of the unit, and data collected from 42, third-year pre-service teachers (PST) in Australia via surveys and student assessment, the paper provides some practical examples of what teaching about pleasure might look like in practice. It argues that with adequate preparation, a framework to celebrate sex and sexuality, a gender lens to examine normative discourses, and the opportunity for reflection, PST can develop the confidence, skill and willingness to include pedagogies of pleasure in their school-based work.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

Micro-robotic cell injection is typically performed manually by a trainedbio-operator, and success rates are often low. To enhance bio-operator performance during real-time cell injection, our earlier work introduced a haptically-enabled micro-robotic cell injection system. The system employed haptic virtual fixtures to provide haptic guidance according to articular performance metrics. This paper extends the work by replicating the system within a virtual reality (VR) environment for bio-operator training. Using the virtual environment, the bio-operator is able to control the virtual injection process in the same way they would with the physical haptic micro-robotic cell injection system, while benefiting from the enhanced visualisation capabilities offered by the 3D VR environment. The system is achieved using cost-effective components offering training at much lower cost than using the physical system.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

Reporting about combat sports generates much discussion within the broader community. Many opinions abound and views impact on the acceptance of these types of sports in society. Within Australia, the introduction of Ultimate Fighting Championship (UFC) contests has generated significant debate. This debate has been presented in the media reflecting political, social and moral arguments about the value or social acceptance of this sporting activity. This research explores the manner in which the media frames the reporting into UFC in Australia. A process for framing newspaper articles is broken down and adopted through analysis of 68 articles drawn from two major Australian National newspapers. Themes that emerged included Defining and Legitimizing the Sport, Growth and Economic Benefit, Image and Impact on Society and Political and Government Factors. Upon establishing these themes, it was apparent these presented a Conflict Frame.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

The rapid development of virtual reality offers significant potential for skills training applications. Our ongoing work proposes virtual reality operator training for the micro-robotic cell injection procedure. The interface between the operator and the system can be achieved in many different ways. The computer keyboard is ubiquitous in its use for everyday computing applications and also commonly utilized in virtual reality systems. Based on the premise that most people have experience in using a computer keyboard, as opposed to more sophisticated input devices, this paper considers the feasibility of using a keyboard to control the micro-robot for cell injection. In this study, thirteen participants underwent the experimental evaluation. The participants were asked to perform three simulated trial sessions in a virtual micro-robotic cell injection environment. Each session consisted of ten cell injection trials and relevant data for each trial were recorded and analyzed. Results showed participants' performance improvement after the three sessions. It was also observed that participants intuitively controlled multiple axes of the micro-robot simultaneously despite the absence of instruction on how to do so. This continued throughout the experiments and suggests skills transfer from other keyboard based interactions. Based on the results provided, it is suggested that keyboard control is a feasible, simple and low-cost control method for the virtual micro-robot.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

This paper discusses the design of a virtual reality (VR) training system for micro-robotic cell injection. A brief explanation of cell injection and the challenges associated with the procedure are first presented. This is followed by discussion of the skills required by the bio-operator to achieve successful injection, such as accuracy, trajectory and applied force. The design of the VR system which includes the visual display, input controllers, mapping strategies, haptic guidance and output data is then discussed. Initial evaluation of the VR system is presented including analysis and discussion based on conducted user evaluations. Finally, given the findings of the initial evaluation, this paper concludes that an effective haptically-enabled virtual cell injection training system is feasible, and recommendations for improvement and future work are given.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

Understanding the real world based on visualisation and prediction is essential for the decision-maker. We build a computational virtual reality environment to improve visualisation, understanding and prediction of the physical world and to guide action. It develops a five-dimensional, computer-generated, computational Virtual Reality Environment for Anaesthesia (VREA). Our online prediction will be calculated based on the correlation and composition computing with respect to the three dimensions: horizontal, vertical and individual. The novel musical notes based anesthetic simulator is proposed to identify the abnormality and visualize the online medical time series. The experiments with the online ECG data will present a real-time case to show the effectiveness and efficiency of our proposed system and algorithms.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

Wavy behaviours of hysteresis energy variation in nanoscale bulk of thermomechanical austenitic NiTi shape memory alloy are reported in ultimate nanoindentation loading cycles. One sharp and two spherical tips were used while two loading-unloading rates were applied. For comparison, another austenitic copper-based shape memory alloy, CuAlNi shape memory alloy, and a metal with no phase transition, elastoplastic Cu, were investigated. In shape memory alloys, the hysteresis energy variation ultimately undergoes a linear decrease with internal wavy fluctuations and no stabilisation was observed. The internal energy fluctuation in these alloys was found dissimilar depending on the loading-unloading rate and the indentation tip geometry. In contrast, there was an absence of both overall and internal variations in hysteresis energy for Cu after the second loading cycle. The underlying physics of these variations is discussed and found to be attributed to both the created dislocations and ratcheting thermal-mechanical behaviour of the phase-transformed volume in shape memory alloys.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

In this paper, a Computational Virtual Reality Environment for Anesthesia (CVREA) is proposed. Virtual reality, data mining, machine learning techniques will be explored to develop (1) an immersive and interactive training platform for anaesthetists, which can greatly improve their training and learning performance; (2) a knowledge learning environment which collects clinical data with greater richness, process data with more efficacy, and facilitate knowledge discovery in anaesthesiology.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

There has been increased research interest in the use of active video games (in which players physically interact with images onscreen) as a means to promote physical activity in children. The aim of this review was to assess active video games as a means of increasing energy expenditure and physical activity behavior in children. Studies were obtained from computerized searches of multiple electronic bibliographic databases. The last search was conducted in December 2008. Eleven studies focused on the quantification of the energy cost associated with playing active video games, and eight studies focused on the utility of active video games as an intervention to increase physical activity in children. Compared with traditional nonactive video games, active video games elicited greater energy expenditure, which was similar in intensity to mild to moderate intensity physical activity. The intervention studies indicate that active video games may have the potential to increase free-living physical activity and improve body composition in children; however, methodological limitations prevent definitive conclusions. Future research should focus on larger, methodologically sound intervention trials to provide definitive answers as to whether this technology is effective in promoting long-term physical activity in children.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

Starting with the Immigration Museum, this app will support Multilingual Orientation Tours to each venue of Museum Victoria.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

Robots are ever increasing in a variety of different workplaces providing an array of benefits such alternative solutions to traditional human labor. While developing fully autonomous robots is the ultimate goal in many robotic applications the reality is that there still exist many situationswere robots require some level of teleoperation in order to achieve assigned goals especially when deployed in non-deterministic environments. For instance teleoperation is commonly used in areas such as search and rescue, bomb disposal and exploration of inaccessible or harsh terrain. This is due to a range of factors such as the lack of ability for robots to quickly and reliably navigate unknown environments or provide high-level decision making especially intime critical tasks. To provide an adequate solution for such situations human-in-the-loop control is required. When developing human-in-the-loop control it is important to take advantage of the complimentary skill-sets that both humans and robots share. For example robots can performrapid calculations, provide accurate measurements through hardware such as sensors and store large amounts of data while humans provide experience, intuition, risk management and complex decision making capabilities. Shared autonomy is the concept of building robotic systems that take advantage of these complementary skills-sets to provide a robust an efficient robotic solution. While the requirement of human-in-the-loop control exists Human Machine Interaction (HMI) remains an important research topic especially the area of User Interface (UI) design.In order to provide operators with an effective teleoperation system it is important that the interface is intuitive and dynamic while also achieving a high level of immersion. Recent advancements in virtual and augmented reality hardware is giving rise to innovative HMI systems. Interactive hardware such as Microsoft Kinect, leap motion, Oculus Rift, Samsung Gear VR and even CAVE Automatic Virtual Environments [1] are providing vast improvements over traditional user interface designs such as the experimental web browser JanusVR [2]. This combined with the introduction of standardized robot frameworks such as ROS and Webots [3] that now support a large number of different robots provides an opportunity to develop a universal UI for teleoperation control to improve operator efficiency while reducing teleoperation training.This research introduces the concept of a dynamic virtual workspace for teleoperation of heterogeneous robots in non-deterministic environments that require human-in-the-loop control. The system first identifies the connected robots through the use kinematic information then determines its network capabilities such as latency and bandwidth. Given the robot type and network capabilities the system can then provide the operator with available teleoperation modes such as pick and place control or waypoint navigation while also allowing them to manipulate the virtual workspace layout to provide information from onboard camera’s or sensors.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

The current study aimed to investigate whether lack of evidence for the potential reality of the intrusion and ego-dystonicity are contextual determinants of unwanted intrusive thoughts and clinical obsessions. To this end, a total 248 non-clinical participants were asked to report an intrusion they had experienced as well as the context in which the intrusion arose. Utilizing this information, three independent clinicians rated these intrusions on ego-dystonicity and whether the intrusion had occurred with or without any evidence for its potential reality. Results showed that ego-dystonicity and lack of evidence for the intrusions were related, but distinct constructs. In particular, intrusions that occurred without evidence were significantly associated with higher levels of self-reported OC symptoms and related cognitive domains, whereas ego-dystonicity was not related to OC symptoms. Overall, the results are consistent with the notion that abnormal intrusions occur without evidence in the here-and-now, whereas normal intrusions do not. Intrusions that have no evidence to back them up, yet occur without any apparent cause, may be particularly likely to invite further negative cognitive processing, over-interpretation and control attempts. Implications for further research and treatment are discussed.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

Human experience of public space is changing as virtual space blends with real space and technology provides increasingly hyperimmersive virtual environments. The purpose of this study is to reformulate the framework within which our virtual experience of location and self might usefully be considered, and this is articulated in terms of presence. We review the distinction between immersion and presence, illustrate various facets of immersion using a current virtual reality system specific to architecture and construction, and consider the key features of prominent presence theories. The results of an empirical study to evaluate the utility of a widely adopted survey instrument (the Slater-Usoh-Steed presence questionnaire) are presented and discussed. Incongruously, results indicate that users reporting their experience of virtual reality score that experience higher in presence terms than users experiencing the physical world. New perspectives drawn from emerging brain theory are required.