916 resultados para Distributed virtual environments (DVE)


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In this Column, I have decided to give you an insight into a both outward and forward looking area of BPM research; in fact, we want to discuss one of the streams of research and development that are yet to find a way of translation into practice. To that end, I have teamed up with colleagues and students here at Queensland University of Technology with whom I have shared some thinking and research around BPM in Virtual Environments (hence, BPMVE).

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An algorithm for computing dense correspondences between images of a stereo pair or image sequence is presented. The algorithm can make use of both standard matching metrics and the rank and census filters, two filters based on order statistics which have been applied to the image matching problem. Their advantages include robustness to radiometric distortion and amenability to hardware implementation. Results obtained using both real stereo pairs and a synthetic stereo pair with ground truth were compared. The rank and census filters were shown to significantly improve performance in the case of radiometric distortion. In all cases, the results obtained were comparable to, if not better than, those obtained using standard matching metrics. Furthermore, the rank and census have the additional advantage that their computational overhead is less than these metrics. For all techniques tested, the difference between the results obtained for the synthetic stereo pair, and the ground truth results was small.

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Video presented as part of ACIS 2009 conference in Melbourne Australia. This movie is a demonstration of the use of 3D Virtual Environments to visualise 3D BPMN Process Models, and in particular, to highlight any issues with the process model that are spatial in nature. This work is part of a paper accepted for the Asia-Pacific Conference on Conceptual Modelling (APCCM 2010) to be held in Brisbane - http://2010.apccm.org/

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This chapter presents an historical narrative on the recent evolution of information and communications technology (ICT) that has been, and is, utilized for purposes of learning. In other words, it presents an account of the development of e-learning supported through the Web and other similar virtual environments. It does not attempt to present a definitive account; as such an exercise is fraught with assumptions, contextual bias, and probable conjecture. The concern here is more with contextualizing the role of inquiry in learning and the evolving digital tools that enable interfaces that promote and support it. In tracking this evolution, both multi-disciplinary and trans-disciplinary research has been pursued. Key historical developments are identified as well as interpretations of the key drivers of e-learning over time and into what might be better described as digital learning. Innovations in the development of digital tools are described as dynamic and emergent, evolving as a consequence of multiple, sometimes hidden drivers of change. But conflating advancements in learning technologies with e-learning seems to be pervasive. As is the push for the “open” agenda – a growing number of initiatives and movements dominated by themes associated with access, intellectual property, public benefit, sharing and technical interoperability. Openness is also explored in this chapter, however, more in terms of what it means when associated with inquiry. By investigating opportunities for the stimulation and support of questioning online – in particular, why-questioning – this chapter is focused on “opening” content – not just for access but for inquiry and deeper learning.

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It has been shown that abilities in spatial learning and memory are adversely affected by aging. The present study was conducted to investigate whether increasing age has equal consequences for all types of spatial learning or impacts certain types of spatial learning selectively. Specifically, two major types of spatial learning, exploratory navigation and map reading, were contrasted. By combining a neuroimaging finding that the medial temporal lobe (MTL) is especially important for exploratory navigation and a neurological finding that the MTL is susceptible to age-related atrophy, it was hypothesized that spatial learning through exploratory navigation would exhibit a greater decline in later life than spatial learning through map reading. In an experiment, young and senior participants learned locations of landmarks in virtual environments either by navigating in them in the first-person perspective or by seeing aerial views of the environments. Results showed that senior participants acquired less accurate memories of the layouts of landmarks than young participants when they navigated in the environments, but the two groups did not differ in spatial learning performance when they viewed the environments from the aerial perspective. These results suggest that spatial learning through exploratory navigation is particularly vulnerable to adverse effects of aging, whereas elderly adults may be able to maintain their map reading skills relatively well.

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The paper examines the knowledge of pedestrian movements, both in real scenarios, and from more recent years, in the virtual 4 simulation realm. Aiming to verify whether it is possible to learn from the study of virtual environments how people will behave in real 5 environments, it is vital to understand what is already known about behavior in real environments. Besides the walking interaction among 6 pedestrians, the interaction between pedestrians and the built environment in which they are walking also have greatest relevance. Force-based 7 models were compared with the other three major microscopic models of pedestrian simulation to demonstrate a more realistic and capable 8 heuristic approach is needed for the study of the dynamics of pedestrians.

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ARGARMENIA consists of a series of real-time gaming environments designed over 3 months both within real and virtual environments that both challenged players’ ability to problem solve, and develop their imaginations whilst learning how to manipulate narrative structures. A post studio art project.

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The 2nd International Digital Human Modeling (DHM) Symposium was held at the renowned University of Michigan Transportation Research Institute (UMTRI) in Ann Arbor, Michigan in June 11–13, 2013. The symposium was co-organised by the UMTRI and Penn State University, and endorsed by the IEA Technical Committee on Human Simulation and Virtual Environments. The conference built on the very successful inaugural event DHM2011 held in Lyon two years before; and a decade of digital human modelling conferences held under the auspices of SAE International. Practitioners and scientists from 13 countries gathered to present their state-of-the-art developments and applied research, besides discussing the most recent advances in human modelling and directions for future work in DHM...

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The aim of this study was to build a model and analyze how users move in a virtual environment and to explore the experiential dimensions connected with different ways of moving. Due to the lack of previous research on this subject, this was an explorative study. This study also aimed to identify different ways how users move in virtual environments and the background variables connected to them. It was hypothesized that fluent movement in virtual environments is connected to high presence, skill and challenge assessments. Test participants (n = 68) were mostly highly educated young adults. A virtual environment was built using a CAVE -type virtual reality interface. The task was to search for objects that do not belong into a normal house. The participants movement in the virtual house was recorded on a computer. Movement was modelled using a cluster analysis of information entropy based movement measurements, acceleration, amount of stops and time spent being stationary. The experiential dimensions were measured using the EVEQ -questionnaire. We were able to identify four different ways of moving in virtual environments. In respect of background variables, the four groups differed only in the amount of weekly computer usage. However, fluent movement in virtual environments was connected to a high sense of presence. Furthermore, participants who moved fluently in the environment assessed their skills as being high and regarded the use of virtual environment as challenging. The results indicate that different ways of moving affects how people experience virtual environments. Consequently the participants assessment of their skills and level of challenge have an impact on the affective evaluation of the situation at hand. Entropy measures have not been previously applied when studying movement, and in addition the role of movement on the experiential dimensions of virtual environments is an unexplored subject. The movement analysis method introduced here is applicable to other research problems. Finally, this study expands on our knowledge of the special characteristics connected with the experiential dimensions of virtual environments.

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Instability in conventional haptic rendering destroys the perception of rigid objects in virtual environments. Inherent limitations in the conventional haptic loop restrict the maximum stiffness that can be rendered. In this paper we present a method to render virtual walls that are much stiffer than those achieved by conventional techniques. By removing the conventional digital haptic loop and replacing it with a part-continuous and part-discrete time hybrid haptic loop, we were able to render stiffer walls. The control loop is implemented as a combinational logic circuit on an field-programmable gate array. We compared the performance of the conventional haptic loop and our hybrid haptic loop on the same haptic device, and present mathematical analysis to show the limit of stability of our device. Our hybrid method removes the computer-intensive haptic loop from the CPU-this can free a significant amount of resources that can be used for other purposes such as graphical rendering and physics modeling. It is our hope that, in the future, similar designs will lead to a haptics processing unit (HPU).

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Sistemas Multiagentes estão recebendo cada vez mais a atenção de pesquisadores e desenvolvedores de jogos virtuais. O uso de agentes permite controlar o desempenho do usuário, adaptando a interface e alterando automaticamente o nível de dificuldade das tarefas. Este trabalho descreve uma estratégia de integração de sistemas multiagentes e ambientes virtuais tridimensionais e exemplifica a viabilidade dessa integração através do desenvolvimento de um jogo com características de Serious game. Este jogo visa estimular as funções cognitivas, tais como atenção e memória e é voltado para pessoas portadoras de diferentes distúrbios neuropsiquiátricos. A construção do jogo foi apoiada em um processo de desenvolvimento composto por várias etapas: estudos teóricos sobre as áreas envolvidas, estudo de tecnologias capazes de apoiar essa integração, levantamento de requisitos com especialistas, implementação e avaliação com especialistas. O produto final foi avaliado por especialistas da área médica, que consideraram os resultados como positivos.

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Em um ambiente virtual, construído com o uso de tecnologia computacional, encontram-se presentes entidades virtuais inseridas em um espaço tridimensional, que é utilizado para a simulação de processos críticos, como os acidentes radiológicos. A pronta detecção de um acidente radiológico e a determinação da sua possível extensão são fatores essenciais para o planejamento de respostas imediatas e de ações de emergência. A integração das representações georeferenciadas do espaço tridimensional, com modelos baseados em agentes autônomos, com o objetivo de construir ambientes virtuais que tenham a capacidade de simular acidentes radiológicos é a proposta dessa tese. As representações georeferenciadas do espaço tridimensional candidatas são: i)as representações espaciais usadas nos sistemas de informações geográficas (SIG) e ii) a representação adotada pelo Google MapsTM. Com o uso deste ambiente pode-se: quantificar as doses recebidas pelas pessoas; ter uma distribuição espacial das pessoas contaminadas; estimar o número de indivíduos contaminados; estimar o impacto na rede de saúde; estimar impactos ambientais; gerar zonas de exclusão; construir cenários alternativos; treinar pessoal técnico para lidar com acidentes radiológicos.

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O presente trabalho de pesquisa investiga a didática, relacionando-a com as atividades educativas desenvolvidas intencionalmente nos ambientes virtuais de aprendizagem. O trabalho se desenvolve a partir do conceito de didática, compreendida como meios e mecanismos pelos quais se desenvolvem os processos de ensino-aprendizagem relacionados ao contexto sociociocultural. Utiliza-se como base teórica predominantemente, os conceitos de didática de Libâneo (1994, 2009, 2010, 2011, 2012), Candau (2003, 2011) e Pimenta (2011, 2013). Com relação ao contexto sociocultural utiliza-se Castells (2003, 2013), Lévy (1998, 2012), Lemos (2010) e Moore (2013). Investiga-se a sequência didática utilizada por duas instituições, através da coleta e análise das páginas web e dos planejamentos de curso disponibilizados nos AVA. Esta pesquisa situa-se no âmbito das pesquisas qualitativas e desta forma não houve uma estruturação rígida. Foi delineado um design mínimo para início do trabalho focando os aspectos da estruturação da aula virtual e dos elementos estruturais elencados por Libâneo. No decorrer da investigação foram adotados procedimentos de acordo com a realidade investigada. Observa-se que ambas as instituições apresentam uma sequência didática singular, com diferenças de concepção na sua elaboração. Percebe-se que, no ambiente online, a didática está sempre presente, embora tal qual no ambiente presencial, retratando as diferentes concepções de ensino.

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O objetivo desta dissertação é avaliar o desempenho de ambientes virtuais de roteamento construídos sobre máquinas x86 e dispositivos de rede existentes na Internet atual. Entre as plataformas de virtualização mais utilizadas, deseja-se identificar quem melhor atende aos requisitos de um ambiente virtual de roteamento para permitir a programação do núcleo de redes de produção. As plataformas de virtualização Xen e KVM foram instaladas em servidores x86 modernos de grande capacidade, e comparadas quanto a eficiência, flexibilidade e capacidade de isolamento entre as redes, que são os requisitos para o bom desempenho de uma rede virtual. Os resultados obtidos nos testes mostram que, apesar de ser uma plataforma de virtualização completa, o KVM possui desempenho melhor que o do Xen no encaminhamento e roteamento de pacotes, quando o VIRTIO é utilizado. Além disso, apenas o Xen apresentou problemas de isolamento entre redes virtuais. Também avaliamos o efeito da arquitetura NUMA, muito comum em servidores x86 modernos, sobre o desempenho das VMs quando muita memória e núcleos de processamento são alocados nelas. A análise dos resultados mostra que o desempenho das operações de Entrada e Saída (E/S) de rede pode ser comprometido, caso as quantidades de memória e CPU virtuais alocadas para a VM não respeitem o tamanho dos nós NUMA existentes no hardware. Por último, estudamos o OpenFlow. Ele permite que redes sejam segmentadas em roteadores, comutadores e em máquinas x86 para que ambientes virtuais de roteamento com lógicas de encaminhamento diferentes possam ser criados. Verificamos que ao ser instalado com o Xen e com o KVM, ele possibilita a migração de redes virtuais entre diferentes nós físicos, sem que ocorram interrupções nos fluxos de dados, além de permitir que o desempenho do encaminhamento de pacotes nas redes virtuais criadas seja aumentado. Assim, foi possível programar o núcleo da rede para implementar alternativas ao protocolo IP.