Search results for "Virtual"

showing 10 items of 1485 documents

Semantics of UML 2.0 Activity Diagram for Business Modeling by Means of Virtual Machine

2005

The paper proposes a more formalized definition of UML 2.0 Activity Diagram semantics. A subset of activity diagram constructs relevant for business process modeling is considered. The semantics definition is based on the original token flow methodology, but a more constructive approach is used. The Activity Diagram Virtual machine is defined by means of a metamodel, with operations defined by a mix of pseudocode and OCL pre- and postconditions. A formal procedure is described which builds the virtual machine for any activity diagram. The relatively complicated original token movement rules in control nodes and edges are combined into paths from an action to action. A new approach is the us…

FOS: Computer and information sciencesComputer Science - Programming LanguagesSemantics (computer science)Computer scienceProgramming languageActivity diagramBusiness process modelingSecurity tokencomputer.software_genreMetamodelingComputational Engineering Finance and Science (cs.CE)Unified Modeling LanguageVirtual machineComputer Science - Computational Engineering Finance and SciencePseudocodecomputercomputer.programming_languageProgramming Languages (cs.PL)
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Validation of the Virtual Reality Neuroscience Questionnaire: Maximum Duration of Immersive Virtual Reality Sessions Without the Presence of Pertinen…

2019

Research suggests that the duration of a VR session modulates the presence and intensity of VRISE, but there are no suggestions regarding the appropriate maximum duration of VR sessions. The implementation of high-end VR HMDs in conjunction with ergonomic VR software seems to mitigate the presence of VRISE substantially. However, a brief tool does not currently exist to appraise and report both the quality of software features and VRISE intensity quantitatively. The VRNQ was developed to assess the quality of VR software in terms of user experience, game mechanics, in-game assistance, and VRISE. Forty participants aged between 28 and 43 years were recruited (18 gamers and 22 non-gamers) for…

FOS: Computer and information sciencesJ.4Computer Science - Human-Computer InteractionB.8neuropsychologyneuroscienceComputer Science - Computers and Society[SCCO]Cognitive scienceBehavioral Neuroscience0302 clinical medicineSoftwareUser experience designB.8; C.4; D.0; J.4Original Research05 social sciencesVirtual RealityNeuropsychologyVR sicknessMultimedia (cs.MM)Psychiatry and Mental healthNeuropsychology and Physiological Psychologymotion sicknessNeurology[SCCO.PSYC]Cognitive science/Psychologycybersicknessvirtual realityPsychologyC.4psychologyVirtual realityCognitive neuroscience050105 experimental psychologylcsh:RC321-571Human-Computer Interaction (cs.HC)03 medical and health sciencesComputers and Society (cs.CY)Immersion (virtual reality)0501 psychology and cognitive sciences[INFO.INFO-HC]Computer Science [cs]/Human-Computer Interaction [cs.HC]lcsh:Neurosciences. Biological psychiatry. NeuropsychiatryBiological PsychiatryGame mechanicsbusiness.industry[SCCO.NEUR]Cognitive science/NeuroscienceVRISEConstruct validityD.0businessNeuroscienceComputer Science - Multimedia030217 neurology & neurosurgeryFrontiers in Human Neuroscience
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Technological Competence Is a Pre-condition for Effective Implementation of Virtual Reality Head Mounted Displays in Human Neuroscience: A Technologi…

2019

Immersive virtual reality (VR) emerges as a promising research and clinical tool. However, several studies suggest that VR induced adverse symptoms and effects (VRISE) may undermine the health and safety standards, and the reliability of the scientific results. In the current literature review, the technical reasons for the adverse symptomatology are investigated to provide suggestions and technological knowledge for the implementation of VR head-mounted display (HMD) systems in cognitive neuroscience. The technological systematic literature indicated features pertinent to display, sound, motion tracking, navigation, ergonomic interactions, user experience, and computer hardware that should…

FOS: Computer and information sciencesJ.4Computer scienceComputer Science - Human-Computer InteractionB.8neuropsychologyneuroscienceComputer Science - Computers and SocietyBehavioral Neuroscience[SCCO]Cognitive science0302 clinical medicineSoftwareUser experience designHuman–computer interactionB.8; C.4; D.0; J.4Reliability (statistics)05 social sciencesHuman factors and ergonomicsCognitionMultimedia (cs.MM)Psychiatry and Mental healthNeuropsychology and Physiological PsychologyNeurology[SCCO.PSYC]Cognitive science/Psychologycybersicknessvirtual realityVRC.4Optical head-mounted displayCognitive neuroscienceVirtual realitypsychology050105 experimental psychologyHuman-Computer Interaction (cs.HC)lcsh:RC321-57103 medical and health sciencesHMDComputers and Society (cs.CY)0501 psychology and cognitive sciences[INFO.INFO-HC]Computer Science [cs]/Human-Computer Interaction [cs.HC]lcsh:Neurosciences. Biological psychiatry. NeuropsychiatryBiological Psychiatrybusiness.industry[SCCO.NEUR]Cognitive science/NeuroscienceVRISEHuman NeuroscienceD.0Systematic ReviewbusinessComputer Science - Multimedia030217 neurology & neurosurgery
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Towards realistic artificial benchmark for community detection algorithms evaluation

2013

Many algorithms have been proposed for revealing the community structure in complex networks. Tests under a wide range of realistic conditions must be performed in order to select the most appropriate for a particular application. Artificially generated networks are often used for this purpose. The most realistic generative method to date has been proposed by Lancichinetti, Fortunato and Radicchi (LFR). However, it does not produce networks with some typical features of real-world networks. To overcome this drawback, we investigate two alternative modifications of this algorithm. Experimental results show that in both cases, centralisation and degree correlation values of generated networks…

FOS: Computer and information sciencesPhysics - Physics and Societypreferential attachmentComputer Networks and CommunicationsComputer science[INFO.INFO-OH]Computer Science [cs]/Other [cs.OH]FOS: Physical sciencesvirtual communitiesPhysics and Society (physics.soc-ph)01 natural sciences010305 fluids & plasmasEducation0103 physical sciencescommunity detectionbenchmarking010306 general physicsSocial and Information Networks (cs.SI)CommunicationComputer Science - Social and Information Networkscomplex networksweb based communitiesonline communitiesconfiguration modellingIdentification (information)LFR benchmarkBenchmark (computing)[ INFO.INFO-OH ] Computer Science [cs]/Other [cs.OH]community structureAlgorithmtopological propertiesSoftware
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Complete End-To-End Low Cost Solution To a 3D Scanning System with Integrated Turntable

2017

3D reconstruction is a technique used in computer vision which has a wide range of applications in areas like object recognition, city modelling, virtual reality, physical simulations, video games and special effects. Previously, to perform a 3D reconstruction, specialized hardwares were required. Such systems were often very expensive and was only available for industrial or research purpose. With the rise of the availability of high-quality low cost 3D sensors, it is now possible to design inexpensive complete 3D scanning systems. The objective of this work was to design an acquisition and processing system that can perform 3D scanning and reconstruction of objects seamlessly. In addition…

FOS: Computer and information sciencesbusiness.industryComputer scienceComputer Vision and Pattern Recognition (cs.CV)3D reconstructionComputer Science - Computer Vision and Pattern Recognition0211 other engineering and technologiesProcess (computing)Point cloud020207 software engineering02 engineering and technologyProcessingVirtual realitySoftware0202 electrical engineering electronic engineering information engineeringTable (database)businesscomputerComputer hardware021106 design practice & managementcomputer.programming_languageGraphical user interface
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Micro damage and cracking in fibre reinforced composites by a novel hybrid numerical technique

2020

Article number 0033974 AIP Incluida en Conference Proceedings 2309 The prediction of failure mechanisms in fibre-reinforced composite materials is of great importance for the design of composite engineering applications. With the aim of providing a tool able to predict and explain the initiation and propagation of damage in unidirectional fiber reinforced composites, in this contribution we develop a micromechanical numerical model based on a novel hybrid approach coupling the virtual element method (VEM) and the boundary element method (BEM). The BEM is a popular numerical technique, efficient and accurate, which has been successfully applied to interfacial fracture mechanics problems of f…

Fiber Reinforced Composites Micro-mechanics Fracture-Mechanics Virtual Element MethodMixed ModeComputer scienceComposite numberFiber-reinforced compositeFinite element methodMatrix (mathematics)Fracture (geology)Coupling (piping)Polygon meshPolycrystalline MaterialsComposite materialSettore ING-IND/04 - Costruzioni E Strutture AerospazialiBoundary element methodCohesive Zone Model
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Design of a virtual instrument for water quality monitoring across the Internet

2001

Abstract This article presents the design of a new distributed and multi-platform system for water quality monitoring, enhanced with powerful Internet capabilities. The measured variables are temperature, turbidity, pH, dissolved oxygen, and electrical conductivity. The signal-conditioning block has been simplified through the use of software routines for thermal compensation, hence, reducing the cost and dimensions. The system offers a wide variety of Internet capabilities, like e-mail alarm notifications, automatic storage of measured data in a remote machine via the FTP protocol, dynamic generation of HTML reports, real time graphs, and indicators visible from a remote web browser, etc. …

File Transfer ProtocolVirtual instrumentationbusiness.industryComputer scienceReal-time computingPrincipal (computer security)Metals and AlloysProcess (computing)Condensed Matter PhysicsClasses of computersSurfaces Coatings and FilmsElectronic Optical and Magnetic MaterialsSoftwareMaterials ChemistryThe InternetElectrical and Electronic EngineeringbusinessInstrumentationBlock (data storage)Sensors and Actuators B: Chemical
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Resource-efficient hardware implementation of a neural-based node for automatic fingerprint classification

2017

Modern mobile communication networks and Internet of Things are paving the way to ubiquitous and mobile computing. On the other hand, several new computing paradigms, such as edge computing, demand for high computational capabilities on specific network nodes. Ubiquitous environments require a large number of distributed user identification nodes enabling a secure platform for resources, services and information management. Biometric systems represent a useful option to the typical identification systems. An accurate automatic fingerprint classification module provides a valuable indexing scheme that allows for effective matching in large fingerprint databases. In this work, an efficient em…

Fingerprint classificationField programmable gate array (FPGA)INF/01 - INFORMATICAWeightless neural networkWeightless neural networksMobile and ubiquitous ComputingField programmable gate array (FPGA); Fingerprint classification; Mobile and ubiquitous Computing; Virtual neuron; Weightless neural networksVirtual neuronMobile and Ubiquitous Computing Fingerprint Classification Weightless Neural Net- works Virtual Neuron Field Programmable Gate Array (FPGA)
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Collaborative virtual environments in the year of the dragon

2000

Three suggestions are made for extensions from and to CVE's: awareness of others, multiple media, and scalability. Awareness of others and their activities is strongly desirable in all media and applications, not just in CVE's. Multiple media are not seriously catered for in existing CVE's, and a suitable architecture will precede popular applications. CVE's need to be scalable to greater numbers of people, and achieving this also has implications for greater flexibility and reconfigurability. With respect to awareness of others, we argue that the Web and most document handling applications are unaware of others in the workgroup or community, and this limits the ability to support real work…

Flexibility (engineering)Multimediabusiness.industryComputer scienceReconfigurabilityVirtual realitycomputer.software_genreWorld Wide WebScalabilityWeb applicationArchitectureWorkgroupbusinessAffordancecomputerProceedings of the third international conference on Collaborative virtual environments
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Multiplexing AER asynchronous channels over LVDS links with flow-control and clock-correction for scalable neuromorphic systems

2017

Paper presented at the 2017 IEEE International Symposium on Circuits and Systems (ISCAS), held in Baltimore, MD, USA, on 28-31 May 2017.

Flow control (data)Neuromorphic Systembusiness.industryComputer scienceVirtual Wiring020208 electrical & electronic engineeringScalable Neuromorphic SystemsScalable Neuromoriphic02 engineering and technologyAddress event representation (AER)Multiplexing020202 computer hardware & architectureHandshakingNeuromorphic engineeringTransmission (telecommunications)Asynchronous communicationEmbedded system0202 electrical engineering electronic engineering information engineeringbusinessField-programmable gate arrayAER (Address Event Representation)Computer hardwareNeuromorphic SystemsHardware_LOGICDESIGN
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