924 resultados para simulation,virtual reality,opengl,library injection
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Part 13: Virtual Reality and Simulation
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Part 13: Virtual Reality and Simulation
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Part 13: Virtual Reality and Simulation
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The splitting method is a simulation technique for the estimation of very small probabilities. In this technique, the sample paths are split into multiple copies, at various stages in the simulation. Of vital importance to the efficiency of the method is the Importance Function (IF). This function governs the placement of the thresholds or surfaces at which the paths are split. We derive a characterisation of the optimal IF and show that for multi-dimensional models the natural choice for the IF is usually not optimal. We also show how nearly optimal splitting surfaces can be derived or simulated using reverse time analysis. Our numerical experiments illustrate that by using the optimal IF, one can obtain a significant improvement in simulation efficiency.
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Laparoscopy is a surgical procedure on which operations in the abdomen are performed through small incisions using several specialized instruments. The laparoscopic surgery success greatly depends on surgeon skills and training. To achieve these technical high-standards, different apprenticeship methods have been developed, many based on in vivo training, an approach that involves high costs and complex setup procedures. This paper explores Virtual Reality (VR) simulation as an alternative for novice surgeons training. Even though several simulators are available on the market claiming successful training experiences, their use is extremely limited due to the economic costs involved. In this work, we present a low-cost laparoscopy simulator able to monitor and assist the trainee’s surgical movements. The developed prototype consists of a set of inexpensive sensors, namely an accelerometer, a gyroscope, a magnetometer and a flex sensor, attached to specific laparoscopic instruments. Our approach allows repeated assisted training of an exercise, without time constraints or additional costs, since no human artificial model is needed. A case study of our simulator applied to instrument manipulation practice (hand-eye coordination) is also presented.
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With the restructuring of the energy sector in industrialized countries there is an increased complexity in market players’ interactions along with emerging problems and new issues to be addressed. Decision support tools that facilitate the study and understanding of these markets are extremely useful to provide players with competitive advantage. In this context arises MASCEM, a multi-agent simulator for competitive electricity markets. It is essential to reinforce MASCEM with the ability to recreate electricity markets reality in the fullest possible extent, making it able to simulate as many types of markets models and players as possible. This paper presents the development of the Balancing Market in MASCEM. A key module to the study of competitive electricity markets, as it has well defined and distinct characteristics previously implemented.
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Not just with the emergence but also with the growing of the electronic market, that is, the growth of online suppliers of services and products and Internet users (potential consumers), the necessary conditions to the affirmation of the agile/virtual enterprises (A/VE) as a present and future enterprise organizational model are created. In this context, it is our understanding that the broker may have an important role in its development, namely, if the broker performs functions for the A/VE with better efficacy and efficiency. In this article, we will present first a revision of the broker’s models in a structured form. We present a taxonomy of possible broker’s functions for the broker’s actuation near the A/VE and then the classification of the literature broker’s models. This classification will permit an analysis of a broker’s model and establish a mainframe for our broker’s model according to the BM_Virtual Enterprise Architecture Reference Model (BM_VEARM).
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On-chip debug (OCD) features are frequently available in modern microprocessors. Their contribution to shorten the time-to-market justifies the industry investment in this area, where a number of competing or complementary proposals are available or under development, e.g. NEXUS, CJTAG, IJTAG. The controllability and observability features provided by OCD infrastructures provide a valuable toolbox that can be used well beyond the debugging arena, improving the return on investment rate by diluting its cost across a wider spectrum of application areas. This paper discusses the use of OCD features for validating fault tolerant architectures, and in particular the efficiency of various fault injection methods provided by enhanced OCD infrastructures. The reference data for our comparative study was captured on a workbench comprising the 32-bit Freescale MPC-565 microprocessor, an iSYSTEM IC3000 debugger (iTracePro version) and the Winidea 2005 debugging package. All enhanced OCD infrastructures were implemented in VHDL and the results were obtained by simulation within the same fault injection environment. The focus of this paper is on the comparative analysis of the experimental results obtained for various OCD configurations and debugging scenarios.
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A evolução tecnológica tem sido de tal ordem que a realidade virtual deixou de ser um mero conceito que apenas é possível de implementar recorrendo a máquinas com um poder de processamento muito elevado. Tendo em conta o potencial da realidade virtual e a não existência de boas práticas na criação da interface de um sistema que use este conceito, pretende-se, nesta dissertação, fazer um estudo sobre como pode ser analisada e estruturada a componente de interação através da estratificação de níveis de interação para as diferentes operações do sistema pretendido. Por forma a ser possível, posteriormente, comparar cada um dos sistemas relativamente à interação, foram estipulados um conjunto de ações/operações que teriam de ser passíveis de executar em cada um, bem como, um tema base, uma aplicação de realidade virtual de simulação de espaço aplicada ao sector mobiliário. Depois de implementados os sistemas, estes foram apresentados a um conjunto de pessoas que foram inquiridas sobre os mesmos, por forma a avaliar a interação com cada um. Através dos resultados obtidos da avaliação dos inquéritos entregues, foi possível concluir que, para uma grande parte das operações implementadas, existe uma preferência para que a realização da operação seja o mais similar à sua execução num contexto real.
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O Arquivo tem como funções primordiais, entre outras, comunicar e difundir o seu património, sendo as exposições um modo eficaz de o fazer. Por meio destas, o Arquivo dá a conhecer os conjuntos documentais que encerra e divulga o trabalho que leva a cabo. O presente trabalho tem numa primeira instância o objectivo de abordar três das exposições levadas a cabo na DGLAB, sendo descrito o trabalho levado a cabo e o modo como este contribuiu para o desenvolvimento do produto final. O desenvolvimento e ampliação da utilização das tecnologias de informação e comunicação (TIC) proporcionam aos Arquivos e outras instituições, como Bibliotecas e Museus, a possibilidade de acentuar estas duas funções, por meio da criação na web de exposições virtuais, que utilizam as ferramentas que advêm destas novas tecnologias. Neste sentido, é necessário compreender como é que as diferentes instituições fazem uso destas ferramentas na criação das suas exposições virtuais, uma vez que existem distintas tipologias com diversas aplicações. Procura-se assim nesta linha, escolher boas práticas de exposições virtuais e detalhar as suas potencialidades de modo a retirar ideias que se coadunem com as especificidades da exposição física para a qual se planeia criar uma exposição virtual. Este Relatório de Estágio procura assim responder à questão: Como pode uma exposição virtual valorizar uma exposição física de modo a contribuir para o desenvolvimento das funções de comunicação/ difusão na DGARQ?
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O uso de realidade virtual (RV) é útil no tratamento de exposição em pacientes com transtorno de pânico (TP). Em ambientes virtuais, os pacientes experimentam alterações fisiológicas, psíquicas e somáticas similares aos sintomas em situações da vida real, facilitando o processo de habituação. OBJETIVO: Divulgar o panorama atual do uso de RV no tratamento do TP. MÉTODO: A literatura sobre o tratamento do TP a partir da RV foi revisada com metodologia sistemática na base de dados PubMed, por meio das palavras-chave: virtual reality e panic disorder. RESULTADOS: O tratamento do TP com RV está em geral associado a bons resultados e à boa aceitabilidade por parte dos pacientes. São poucos os estudos que mensuram respostas fisiológicas durante a exposição, apesar da importância destes dados para avaliação da eficácia do tratamento. CONCLUSÕES: Apesar da utilidade do tratamento do TP por RV ser verificada nos estudos, constata-se necessidade de estudos controlados e protocolos de tratamento padronizados.
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El Projecte s’ha desenvolupat dintre del Grup de Geometria i Gràfics de la Udg on es treballa amb projectes de desenvolupament urbanístic 3D. L’objectiu del projecte consisteix en construir una aplicació per simular l’evolució de ciutats expandint els carrers al llarg del temps. L’aplicació es desenvoluparà dintre del projecte urbanEngine incorporant la possibilitat d’expandir ciutats com una extensió d’aquest. A més es vol dissenyat una interfície gràfica d’usuari que faciliti les tasques de configuració i supervisió del sistema
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The presentation will focus on the reasons for deploying an e-reader loan service at a virtual university library as a part of an e-learning support system to aid user mobility, concentration of documentary and electronic resources, and ICT skills acquisition, using the example of the UOC pilot project and its subsequent consolidation. E-reader devices at the UOC are an extension of the Virtual Campus. They are offered as a tool to aid user mobility, access to documentary and electronic resources, and development of information and IT skills. The e-reader loan service began as a pilot project in 2009 and was consolidated in 2010. The UOC Library piloted the e-reader loan service from October to December 2009. The pilot project was carried out with 15 devices and involved 37 loans. The project was extended into 2010 with the same number of devices and 218 loans (October 2010). In 2011 the e-reader loan service is to involve 190 devices, thus offering an improved service. The reasons for deploying an e-reader loan service at the UOC are the following: a) to offer library users access to the many kinds of learning materials available at the UOC through a single device that facilitates student study and learning; b) to enhance access to and use of the e-book collections subscribed to by the UOC Library; c) to align with UOC strategy on the development of learning materials in multiple formats, and promote e-devices as an extension of the UOC Virtual Campus, and d) to increase UOC Library visibility within and beyond the institution. The presentation will conclude with an analysis of the key issues to be taken into account at a university library: the e-reader market, the unclear business and license model for e-book contents, and the library's role in promoting new reading formats to increase use of e-collections.
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Utilizing enhanced visualization in transportation planning and design gained popularity in the last decade. This work aimed at demonstrating the concept of utilizing a highly immersive, virtual reality simulation engine for creating dynamic, interactive, full-scale, three-dimensional (3D) models of highway infrastructure. For this project, the highway infrastructure element chosen was a two-way, stop-controlled intersection (TWSCI). VirtuTrace, a virtual reality simulation engine developed by the principal investigator, was used to construct the dynamic 3D model of the TWSCI. The model was implemented in C6, which is Iowa State University’s Cave Automatic Virtual Environment (CAVE). Representatives from the Institute of Transportation at Iowa State University, as well as representatives from the Iowa Department of Transportation, experienced the simulated TWSCI. The two teams identified verbally the significant potential that the approach introduces for the application of next-generation simulated environments to road design and safety evaluation.
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Since the earliest years after the discovery of X-rays, radiological images have been used successfully for answering medico-legal and forensic questions. The possibility to evaluate the inside of a body without actually opening it has been appreciated and used in forensic pathology since then. However, the introduction of modern cross-sectional imaging techniques into post-mortem investigations has created controversial discussions among the medico-legal community. Terms like "Virtual Autopsy" and "Necro-Radiology" have led to confusion and controversy concerning the role of radiological techniques in forensic case work. Regardless, the use of those techniques in post-mortem investigations is increasing, especially the one of Muti-Detector Computed Tomography (MDCT). But also other imaging techniques such as Postmortem Angiography and Magnetic Resonance Imaging are increasingly applied. This presentation shall give an overview over the different techniques of postmortem imaging. It will critically explain their advantages and limitations in forensic death investigations compared to conventional autopsy. The role of postmortem imaging shall be discussed in order to distinguish between real state of the art and virtual reality.