Search results for "Virtual"
showing 10 items of 1485 documents
Current Trends on the Acquisition, Virtual Representation, and Interaction of Cultural Heritage
2020
Cultural heritage (CH) tells us about our roots, and therefore, constitutes a rich value for the society. Its conservation, dissemination, and understanding are of utmost importance. In order to preserve CH for the upcoming generations, it needs to be documented, a process that nowadays is done digitally. Current trends involve a set of technologies (cameras, scanners, etc.) for the shape and radiometric acquisition of assets. Also, intangible CH can be digitally documented in a variety of forms. Having such assets virtualized, a proper dissemination channel is of relevance, and recently, new technologies that make use of interaction paradigms have emerged. Among them, in this chapter, the …
Moderating Role of Gender in the Performance of Moodle Questionnaires in an Introductory Accounting Course
2016
Abstract The purpose of this paper is to present the results of Moodle questionnaires in an introductory Accounting Course taught in the University of Valencia. This learning platform is new for our University so there is a need to create new resources and plan how to use them in the continuous assessment system. The teacher developed eight questionnaires and assigned 10% of the final mark to the performance of students in these questionnaires. This pioneer experience was carried out in a group of 53 students, 46 of which followed this methodology. Our results show that gender is significantly associated to this fact, i.e. women tend to participate more in this activity and the final exam m…
Do Not Cancel My Race with Cyber-Physical Systems
2014
Abstract To engineer the factory of the future the paper argues for a reference model that is not necessary restricted to the control component, but integrates the physical and human components as well. This is due to the real need to accommodate the latest achievements in factory automation where the human is not merely playing a simple and clear role inside the control-loop, but is becoming a composite factor in a highly automated system (“man in the mesh”). The concept is demonstrated by instantiating the anthropocentric cyber-physical reference architecture for smart factories (ACPA4SF) in a concrete case study that needs to accommodate the ongoing researches from the SmartFactory KL fa…
A virtual testbed for analysis and design of sensorimotoric aspects of agent control
1997
Abstract In this paper XRaptor is introduced, an object-oriented simulation tool. It provides a virtual multi-agent world which acts as testbed for agent control mechanisms. This environment encompasses a 3-dimensional space, in which the agents may move. Currently agents are realized modelling some abstract properties of flies and bats. XRaptor provides different levels of information flow and world manipulation capabilities from the agents' point of view. A further purpose of XRaptor is educational: Different teams of developers may design control units for agents which can then be subjected to a tournament.
Intelligent Collaborative Platform for Testing a Product by Virtual Prototyping
2013
This paper presents an integrated platform, based on collaborative environment, which can improve the design and prototyping activities. Collaborative activities in supporting product development and design during all product life-cycle, needs a Digital Factory framework. Demonstration of prototyping in real-time where are available changes in geometry, constraints, or other parameters can be based on virtual and augmented platforms. The mechanical and non-mechanical design needs, or any other virtual experiment can be experimented in virtual laboratory where researchers located in different geographical zones, can work on the improvement of product, by sharing resources and research result…
Virtual Worlds as Philosophical Tools : How to Philosophize with a Digital Hammer by Stefano Gualeni
2017
A book review of Stefano Gualeni. Virtual Worlds as Philosophical Tools: How to Philosophize with a Digital Hammer, Palgrave Macmillan, 2015, 194 pp., USD 64.65, ISBN 1137521775 nonPeerReviewed
Occupational emerging risks affecting international virtual project Team Results
2017
The expansion of internet access, high-speed connection services, collaborative work platforms and tools, allowed employees to interact virtually offering companies the possibility to develop projects around the world, reducing operational costs and gain competitive advantage. Realizing the advantages and disadvantages of developing a project team in an international virtual work environment, requires adopting specific strategies to construct an effective team and ensure the project success. One of the most important disadvantages that we identified is that the new work environment brings new risks for both team members and managers. So, it becomes mandatory to identify and analyze the occu…
Multimodal user interface for a semi-robotic visual assistance system for image guided neurosurgery
2005
Abstract We developed a visual assistance system for image guided neurosurgery, consisting of a stereoscopic digital camera (exoscope) mounted on a semi-robotic manipulator. In order to minimize the operation time, the application-specific multimodal user interface enables hands-free manipulation of the exoscope. The surgeon wears thereby a head-mounted unit with a binocular display, a head tracker, a microphone and earphones. Different modes of view positioning and adjustment can be selected by voice and controlled by head rotation while pressing a miniature confirmation button mounted on a finger ring or suction device. Apart from the development of the mechatronic and software modules of…
Experiences and motivations of the young for participation in virtual worlds
2010
Abstract The aim of this paper is to analyze the motivations and experiences of children to utilize virtual worlds. The paper identifies the activities that children perform in virtual worlds, features they use as well as the reasons for abandoning these virtual worlds. The paper presents results of a qualitative field study. The results indicate that features that are liked in the virtual worlds are similar to games. The main reasons to abandon virtual worlds were increased needs for social networking and better gaming experiences. Students showed interest in using games and virtual worlds at schools, but were generally rather skeptic about this possibility.
Application of remote experiments in a secondary school using MOOC approach
2017
This paper presents first attempt to incorporate remote and virtual experiments in MOOC environment for the secondary school instruction. In case study the VISIR+ remote experiment of the WebLab-Deusto was used. The basic topic of physics “Resistors in series” was suggested for the mentioned above experiment. The open edX platform was employed to build the MOOC for the school lesson — we named it ‘micro-MOOC’. The results could be helpful for secondary school sector representatives, education instructors, parents and policy makers to respond to current and future education needs.