990 resultados para virtual experiments
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Virtual Reality (VR) has been used in a variety of forms to assist in the treatment of a wide range of psychological illness. VR can also fulfil the need that psychologists have for safe environments in which to conduct experiments. Currently the main barrier against using this technology is the complexity in developing applications. This paper presents two different co-operative psychological applications which have been developed using a single framework. These applications require different levels of co-operation between the users and clients, ranging from full psychologist involvement to their minimal intervention. This paper will also discuss our approach to developing these different environments and our experiences to date in utilising these environments.
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In collaborative situations, eye gaze is a critical element of behavior which supports and fulfills many activities and roles. In current computer-supported collaboration systems, eye gaze is poorly supported. Even in a state-of-the-art video conferencing system such as the access grid, although one can see the face of the user, much of the communicative power of eye gaze is lost. This article gives an overview of some preliminary work that looks towards integrating eye gaze into an immersive collaborative virtual environment and assessing the impact that this would have on interaction between the users of such a system. Three experiments were conducted to assess the efficacy of eye gaze within immersive virtual environments. In each experiment, subjects observed on a large screen the eye-gaze behavior of an avatar. The eye-gaze behavior of that avatar had previously been recorded from a user with the use of a head-mounted eye tracker. The first experiment was conducted to assess the difference between users' abilities to judge what objects an avatar is looking at with only head gaze being viewed and also with eye- and head-gaze data being displayed. The results from the experiment show that eye gaze is of vital importance to the subjects, correctly identifying what a person is looking at in an immersive virtual environment. The second experiment examined whether a monocular or binocular eye-tracker would be required. This was examined by testing subjects' ability to identify where an avatar was looking from their eye direction alone, or by eye direction combined with convergence. This experiment showed that convergence had a significant impact on the subjects' ability to identify where the avatar was looking. The final experiment looked at the effects of stereo and mono-viewing of the scene, with the subjects being asked to identify where the avatar was looking. This experiment showed that there was no difference in the subjects' ability to detect where the avatar was gazing. This is followed by a description of how the eye-tracking system has been integrated into an immersive collaborative virtual environment and some preliminary results from the use of such a system.
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For efficient collaboration between participants, eye gaze is seen as being critical for interaction. Video conferencing either does not attempt to support eye gaze (e.g. AcessGrid) or only approximates it in round table conditions (e.g. life size telepresence). Immersive collaborative virtual environments represent remote participants through avatars that follow their tracked movements. By additionally tracking people's eyes and representing their movement on their avatars, the line of gaze can be faithfully reproduced, as opposed to approximated. This paper presents the results of initial work that tested if the focus of gaze could be more accurately gauged if tracked eye movement was added to that of the head of an avatar observed in an immersive VE. An experiment was conducted to assess the difference between user's abilities to judge what objects an avatar is looking at with only head movements being displayed, while the eyes remained static, and with eye gaze and head movement information being displayed. The results from the experiment show that eye gaze is of vital importance to the subjects correctly identifying what a person is looking at in an immersive virtual environment. This is followed by a description of the work that is now being undertaken following the positive results from the experiment. We discuss the integration of an eye tracker more suitable for immersive mobile use and the software and techniques that were developed to integrate the user's real-world eye movements into calibrated eye gaze in an immersive virtual world. This is to be used in the creation of an immersive collaborative virtual environment supporting eye gaze and its ongoing experiments. Copyright (C) 2009 John Wiley & Sons, Ltd.
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Prediction mechanism is necessary for human visual motion to compensate a delay of sensory-motor system. In a previous study, “proactive control” was discussed as one example of predictive function of human beings, in which motion of hands preceded the virtual moving target in visual tracking experiments. To study the roles of the positional-error correction mechanism and the prediction mechanism, we carried out an intermittently-visual tracking experiment where a circular orbit is segmented into the target-visible regions and the target-invisible regions. Main results found in this research were following. A rhythmic component appeared in the tracer velocity when the target velocity was relatively high. The period of the rhythm in the brain obtained from environmental stimuli is shortened more than 10%. The shortening of the period of rhythm in the brain accelerates the hand motion as soon as the visual information is cut-off, and causes the precedence of hand motion to the target motion. Although the precedence of the hand in the blind region is reset by the environmental information when the target enters the visible region, the hand motion precedes the target in average when the predictive mechanism dominates the error-corrective mechanism.
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Technological innovations have had a profound influence on how we study the sensory perception in humans and other animals. One example was the introduction of affordable computers, which radically changed the nature of visual experiments. It is clear that vision research is now at cusp of a similar shift, this time driven by the use of commercially available, low-cost, high- fidelity virtual reality (VR). In this review we will focus on: (a) the research questions VR allows experimenters to address and why these research questions are important, (b) the things that need to be considered when using VR to study human perception, (c) the drawbacks of current VR systems, and (d) the future direction vision research may take, now that VR has become a viable research tool.
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This paper aims to evaluate the quality of the pseudorange observables generated for a Virtual Reference Station (VRS). In order to generate the VRS data three different approaches were implemented and tested. In the first one, raw data from the reference station network were used while in the second it was based on double difference reference station corrections. Finally, in the third approach atmospheric models (ionosphere and troposphere) were used to create the VRS data. Sao Paulo State Network stations were used in all experiments. The VRS data were generated in a reference station position of known coordinates (real file). In order to validate the approaches, the VRS data were compared with the real data file. The results were quite similar, reaching the decimeter or centimeter level, depending on the approach applied.
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Image acquisition systems based on multi-head arrangement of digital camerasare attractive alternatives enabling a larger imaging area when compared to a single framecamera. The calibration of this kind of system can be performed in several steps or byusing simultaneous bundle adjustment with relative orientation stability constraints. Thepaper will address the details of the steps of the proposed approach for system calibration,image rectification, registration and fusion. Experiments with terrestrial and aerial imagesacquired with two Fuji FinePix S3Pro cameras were performed. The experiments focusedon the assessment of the results of self-calibrating bundle adjustment with and withoutrelative orientation constraints and the effects to the registration and fusion when generatingvirtual images. The experiments have shown that the images can be accurately rectified andregistered with the proposed approach, achieving residuals smaller than one pixel. © 2013 by the authors; licensee MDPI, Basel, Switzerland.
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O jogo de empresas Mercado Virtual foi desenvolvido para mediar o processo ensino-aprendizagem na área de tomada decisão e gestão de empresas e tem um banco de dados que armazena as decisões dos alunos. Os dados nele armazenados foram analisados em relação ao balanceamento de capacidade, objetivo de lucro e uso de recursos financeiros da empresa e foram encontradas incoerências entre os conteúdos pertinentes ao modelo e as decisões dos alunos. Elas foram classificadas como lacunas de aprendizado. Com o objetivo de analisar se as mesmas se repetem entre alunos do Programa de Mestrado Engenharia de Produção da UNESP de Bauru e Mestrado Integrado em Engenharia Industrial e Gestão da Uminho de Guimarães, Portugal, foram realizados dois experimentos, um em cada grupo. Para realizá-los utilizou-se o jogo Mercado Virtual e uma planilha de dimensionamento da empresa nos dois locais. A Sala de Estudos, os indicadores e o questionário de pesquisa da opinião foram utilizados somente em Portugal. Os resultados mostraram que o jogo é capaz de evidenciar as diferenças de domínio de conteúdo nos dois grupos e, também, que estas diferenças estão associadas aos projetos dos cursos. Sendo uma pesquisa exploratória, os experimentos foram realizados considerando-se somente os controles do jogo. Por isso, propõe-se a realização de pesquisas adicionais combinando controle sobre algumas das variáveis relacionadas do uso do jogo e atuação sobre aprendizagem dos alunos na forma de entrevistas e pesquisas não estruturadas. Conforme previsto, a pesquisa mostrou que os jogos podem ser utilizados com objetivos de aprendizagem mais amplos, considerando-se a avaliação indireta e cruzada sobre as decisões tomadas pelos alunos, como é o caso dos indicadores. Outra contribuição importante da pesquisa refere-se ao uso de jogos de empresas sob condições pouco controladas, ou seja, não houve...
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Pós-graduação em Ciência da Computação - IBILCE
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An analytical model for Virtual Topology Reconfiguration (VTR) in optical networks is developed. It aims at the optical networks with a circuit-based data plane and an IPlike control plane. By identifying and analyzing the important factors impacting the network performance due to VTR operations on both planes, we can compare the benefits and penalties of different VTR algorithms and policies. The best VTR scenario can be adaptively chosen from a set of such algorithms and policies according to the real-time network situations. For this purpose, a cost model integrating all these factors is created to provide a comparison criterion independent of any specific VTR algorithm and policy. A case study based on simulation experiments is conducted to illustrate the application of our models.
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Network virtualization is a promising technique for building the Internet of the future since it enables the low cost introduction of new features into network elements. An open issue in such virtualization is how to effect an efficient mapping of virtual network elements onto those of the existing physical network, also called the substrate network. Mapping is an NP-hard problem and existing solutions ignore various real network characteristics in order to solve the problem in a reasonable time frame. This paper introduces new algorithms to solve this problem based on 0–1 integer linear programming, algorithms based on a whole new set of network parameters not taken into account by previous proposals. Approximative algorithms proposed here allow the mapping of virtual networks on large network substrates. Simulation experiments give evidence of the efficiency of the proposed algorithms.
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In recent years, new precision experiments have become possible withthe high luminosity accelerator facilities at MAMIand JLab, supplyingphysicists with precision data sets for different hadronic reactions inthe intermediate energy region, such as pion photo- andelectroproduction and real and virtual Compton scattering.By means of the low energy theorem (LET), the global properties of thenucleon (its mass, charge, and magnetic moment) can be separated fromthe effects of the internal structure of the nucleon, which areeffectively described by polarizabilities. Thepolarizabilities quantify the deformation of the charge andmagnetization densities inside the nucleon in an applied quasistaticelectromagnetic field. The present work is dedicated to develop atool for theextraction of the polarizabilities from these precise Compton data withminimum model dependence, making use of the detailed knowledge of pionphotoproduction by means of dispersion relations (DR). Due to thepresence of t-channel poles, the dispersion integrals for two ofthe six Compton amplitudes diverge. Therefore, we have suggested to subtract the s-channel dispersion integrals at zero photon energy($nu=0$). The subtraction functions at $nu=0$ are calculated through DRin the momentum transfer t at fixed $nu=0$, subtracted at t=0. For this calculation, we use the information about the t-channel process, $gammagammatopipito Nbar{N}$. In this way, four of thepolarizabilities can be predicted using the unsubtracted DR in the $s$-channel. The other two, $alpha-beta$ and $gamma_pi$, are free parameters in ourformalism and can be obtained from a fit to the Compton data.We present the results for unpolarized and polarized RCS observables,%in the kinematics of the most recent experiments, and indicate anenhanced sensitivity to the nucleon polarizabilities in theenergy range between pion production threshold and the $Delta(1232)$-resonance.newlineindentFurthermore,we extend the DR formalism to virtual Compton scattering (radiativeelectron scattering off the nucleon), in which the concept of thepolarizabilities is generalized to the case of avirtual initial photon by introducing six generalizedpolarizabilities (GPs). Our formalism provides predictions for the fourspin GPs, while the two scalar GPs $alpha(Q^2)$ and $beta(Q^2)$ have to befitted to the experimental data at each value of $Q^2$.We show that at energies betweenpion threshold and the $Delta(1232)$-resonance position, thesensitivity to the GPs can be increased significantly, as compared tolow energies, where the LEX is applicable. Our DR formalism can be used for analysing VCS experiments over a widerange of energy and virtuality $Q^2$, which allows one to extract theGPs from VCS data in different kinematics with a minimum of model dependence.
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Virtual Compton Scattering (VCS) is an important reaction for understanding nucleon structure at low energies. By studying this process, the generalized polarizabilities of the nucleon can be measured. These observables are a generalization of the already known polarizabilities and will permit theoretical models to be challenged on a new level. More specifically, there exist six generalized polarizabilities and in order to disentangle them all, a double polarization experiment must be performed. Within this work, the VCS reaction p(e,e p)gamma was measured at MAMI using the A1 Collaboration three spectrometer setup with Q2=0.33 (GeV/c)2. Using the highly polarized MAMI beam and a recoil proton polarimeter, it was possible to measure both the VCS cross section and the double polarization observables. Already in 2000, the unpolarized VCS cross section was measured at MAMI. In this new experiment, we could confirm the old data and furthermore the double polarization observables were measured for the first time. The data were taken in five periods between 2005 and 2006. In this work, the data were analyzed to extract the cross section and the proton polarization. For the analysis, a maximum likelihood algorithm was developed together with the full simulation of all the analysis steps. The experiment is limited by the low statistics due mainly to the focal plane proton polarimeter efficiency. To overcome this problem, a new determination and parameterization of the carbon analyzing power was performed. The main result of the experiment is the extraction of a new combination of the generalized polarizabilities using the double polarization observables.
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This thesis proposes a novel technology in the field of swarm robotics that allows a swarm of robots to sense a virtual environment through virtual sensors. Virtual sensing is a desirable and helpful technology in swarm robotics research activity, because it allows the researchers to efficiently and quickly perform experiments otherwise more expensive and time consuming, or even impossible. In particular, we envision two useful applications for virtual sensing technology. On the one hand, it is possible to prototype and foresee the effects of a new sensor on a robot swarm, before producing it. On the other hand, thanks to this technology it is possible to study the behaviour of robots operating in environments that are not easily reproducible inside a lab for safety reasons or just because physically infeasible. The use of virtual sensing technology for sensor prototyping aims to foresee the behaviour of the swarm enhanced with new or more powerful sensors, without producing the hardware. Sensor prototyping can be used to tune a new sensor or perform performance comparison tests between alternative types of sensors. This kind of prototyping experiments can be performed through the presented tool, that allows to rapidly develop and test software virtual sensors of different typologies and quality, emulating the behaviour of several hardware real sensors. By investigating on which sensors is better to invest, a researcher can minimize the sensors’ production cost while achieving a given swarm performance. Through augmented reality, it is possible to test the performance of the swarm in a desired virtual environment that cannot be set into the lab for physical, logistic or economical reasons. The virtual environment is sensed by the robots through properly designed virtual sensors. Virtual sensing technology allows a researcher to quickly carry out real robots experiment in challenging scenarios without all the required hardware and environment.
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Nowadays computer simulation is used in various fields, particularly in laboratories where it is used for the exploration data which are sometimes experimentally inaccessible. In less developed countries where there is a need for up to date laboratories for the realization of practical lessons in chemistry, especially in secondary schools and some higher institutions of learning, it may permit learners to carryout experiments such as titrations without the use of laboratory materials and equipments. Computer simulations may also permit teachers to better explain the realities of practical lessons, given that computers have now become very accessible and less expensive compared to the acquisition of laboratory materials and equipments. This work is aimed at coming out with a virtual laboratory that shall permit the simulation of an acid-base titration and an oxidation-reduction titration with the use of synthetic images. To this effect, an appropriate numerical method was used to obtain appropriate organigram, which were further transcribed into source codes with the help of a programming language so as to come out with the software.