Abstract: Virtual touch screen using camera is an ordinary screen which uses a camera to imitate the touch screen by taking a picture of an indicator, e.g., finger, which is laid on the screen, converting the indicator tip position on the picture to the position on the screen, and moving the cursor on the screen to that position. In fact, the indicator is not laid on the screen directly, but it is intervened by the cover at some intervals. In spite of this gap, if the eye-indicator-camera angle is not large, the mapping from the indicator tip positions on the image to the corresponding cursor positions on the screen is not difficult and could be done with a little error. However, the larger the angle is, the bigger the error in the mapping occurs. This paper proposes cursor position estimation model for virtual touch screen using camera which could eliminate this kind of error. The proposed model (i) moves the on-screen pilot cursor to the screen position which locates on the screen at the position just behind the indicator tip when the indicator tip has been looked from the camera position, and then (ii) converts that pilot cursor position to the desirable cursor position (the position on the screen when it has been looked from the user-s eye through the indicator tip) by using the bilinear transformation. Simulation results show the correctness of the estimated cursor position by using the proposed model.
Abstract: For professions of high risk industries, simulation training has always been thought in terms of high degree of fidelity regarding the real operational situation. Due to the recent progress, this way of training is changing, modifying the human-computer and software interactions: the interactions between trainees during simulation training session tend to become virtual, transforming the social-based embodiness (the way subjects integrate social skills for interpersonal relationship with co-workers). On the basis of the analysis of eight different profession trainings, a categorization of interactions has help to produce an analytical tool, the social interactions table. This tool may be very valuable to point out the changes of social interactions when the training sessions are skipping from a high fidelity simulator to a virtual simulator. In this case, it helps the designers of professional training to analyze and to assess the consequences of the potential lack the social-based embodiness.
Abstract: This paper examines ethical and social issues which
have proved important when initiating and creating educational spaces within a virtual environment. It focuses on one project, identifying the key decisions made, the barriers to new practice
encountered and the impact these had on the project. It demonstrates
the importance of the 'backstage' ethical and social issues involved in
the creation of a virtual education community and offers conclusions,
and questions, which will inform future research and practice in this
area. These ethical issues are considered using Knobel-s framework
of front-end, in-process and back-end concerns, and include
establishing social practices for the islands, allocating access rights,
considering personal safety and supporting researchers appropriately
within this context.
Abstract: This paper describes the authorization system
architecture for Pervasive Grid environment. It discusses the
characteristics of classical authorization system and requirements of
the authorization system in pervasive grid environment as well.
Based on our analysis of current systems and taking into account the
main requirements of such pervasive environment, we propose new
authorization system architecture as an extension of the existing grid
authorization mechanisms. This architecture not only supports user
attributes but also context attributes which act as a key concept for
context-awareness thought. The architecture allows authorization of
users dynamically when there are changes in the pervasive grid
environment. For this, we opt for hybrid authorization method that
integrates push and pull mechanisms to combine the existing grid
authorization attributes with dynamic context assertions. We will
investigate the proposed architecture using a real testing environment
that includes heterogeneous pervasive grid infrastructures mapped
over multiple virtual organizations. Various scenarios are described
in the last section of the article to strengthen the proposed mechanism
with different facilities for the authorization procedure.
Abstract: University websites are considered as one of the brand primary touch points for multiple stakeholders, but most of them did not have great designs to create favorable impressions. Some of the elements that web designers should carefully consider are the appearance, the content, the functionality, usability and search engine optimization. However, priority should be placed on website simplicity and negative space. In terms of content, previous research suggests that universities should include reputation, learning environment, graduate career prospects, image destination, cultural integration, and virtual tour on their websites. The study examines how top 200 world ranking science and technology-based universities present their brands online and whether the websites capture the content dimensions. Content analysis of the websites revealed that the top ranking universities captured these dimensions at varying degree. Besides, the UK-based university had better priority on website simplicity and negative space compared to the Malaysian-based university.
Abstract: The stereophotogrammetry modality is gaining more widespread use in the clinical setting. Registration and visualization of this data, in conjunction with conventional 3D volumetric image modalities, provides virtual human data with textured soft tissue and internal anatomical and structural information. In this investigation computed tomography (CT) and stereophotogrammetry data is acquired from 4 anatomical phantoms and registered using the trimmed iterative closest point (TrICP) algorithm. This paper fully addresses the issue of imaging artifacts around the stereophotogrammetry surface edge using the registered CT data as a reference. Several iterative algorithms are implemented to automatically identify and remove stereophotogrammetry surface edge outliers, improving the overall visualization of the combined stereophotogrammetry and CT data. This paper shows that outliers at the surface edge of stereophotogrammetry data can be successfully removed automatically.
Abstract: Current technological advances pale in comparison to the changes in social behaviors and 'sense of place' that is being empowered since the Internet made it on the scene. Today-s students view the Internet as both a source of entertainment and an educational tool. The development of virtual environments is a conceptual framework that needs to be addressed by educators and it is important that they become familiar with who these virtual learners are and how they are motivated to learn. Massively multiplayer online role playing games (MMORPGs), if well designed, could become the vehicle of choice to deliver learning content. We suggest that these games, in order to accomplish these goals, must begin with well-established instructional design principles that are co-aligned with established principles of video game design. And have the opportunity to provide an instructional model of significant prescriptive power. The authors believe that game designers need to take advantage of the natural motivation player-learners have for playing games by developing them in such a way so as to promote, intrinsic motivation, content learning, transfer of knowledge, and naturalization.
Abstract: Developed tool is one of system tools for easier access to various scientific areas and real time interactive learning between
lecturer and for hearing impaired students. There is no demand for the lecturer to know Sign Language (SL). Instead, the new software
tools will perform the translation of the regular speech into SL, after
which it will be transferred to the student. On the other side, the
questions of the student (in SL) will be translated and transferred to
the lecturer in text or speech. One of those tools is presented tool. It-s
too for developing the correct Speech Visemes as a root of total communication method for hearing impared students.
Abstract: We introduce, a new interactive 3D simulation system of ocular motion and expressions suitable for: (1) character animation applications to game design, film production, HCI (Human Computer Interface), conversational animated agents, and virtual reality; (2) medical applications (ophthalmic neurological and muscular pathologies: research and education); and (3) real time simulation of unconscious cognitive and emotional responses (for use, e.g., in psychological research). The system is comprised of: (1) a physiologically accurate parameterized 3D model of the eyes, eyelids, and eyebrow regions; and (2) a prototype device for realtime control of eye motions and expressions, including unconsciously produced expressions, for application as in (1), (2), and (3) above. The 3D eye simulation system, created using state-of-the-art computer animation technology and 'optimized' for use with an interactive and web deliverable platform, is, to our knowledge, the most advanced/realistic available so far for applications to character animation and medical pedagogy.
Abstract: Mobile robots are used in a large field of scenarios,
like exploring contaminated areas, repairing oil rigs under water,
finding survivors in collapsed buildings, etc. Currently, there is no
unified intuitive user interface (UI) to control such complex mobile
robots. As a consequence, some scenarios are done without the
exploitation of experience and intuition of human teleoperators.
A novel framework has been developed to embed a flexible and
modular UI into a complete 3-D virtual reality simulation system.
This new approach wants to access maximum benefits of human
operators. Sensor information received from the robot is prepared for
an intuitive visualization. Virtual reality metaphors support the
operator in his decisions. These metaphors are integrated into a real
time stereo video stream. This approach is not restricted to any
specific type of mobile robot and allows for the operation of different
robot types with a consistent concept and user interface.
Abstract: In this paper, the potential security issues brought by the virtualization of a Software Defined Networks (SDN) would be analyzed. The virtualization of SDN is achieved by FlowVisor (FV). With FV, a physical network is divided into multiple isolated logical networks while the underlying resources are still shared by different slices (isolated logical networks). However, along with the benefits brought by network virtualization, it also presents some issues regarding security. By examining security issues existing in an OpenFlow network, which uses FlowVisor to slice it into multiple virtual networks, we hope we can get some significant results and also can get furtherdiscussions among the security of SDN virtualization.
Abstract: This article gives a short preview of the new software
created especially for palletizing process in automated production
systems. Each chapter of this article is about problem solving in
development of modules in Java programming language. First part
describes structure of the software, its modules and data flow
between them. Second part describes all deployment methods, which
are implemented in the software. Next chapter is about twodimensional
editor created for manipulation with objects in each
layer of the load and gives calculations for collision control. Module
of virtual reality used for three-dimensional preview and creation of
the load is described in the fifth chapter. The last part of this article
describes communication and data flow between control system of
the robot, vision system and software.
Abstract: This paper describes a simulation model for analyzing artificial emotion injected to design the game characters. Most of the game storyboard is interactive in nature and the virtual characters of the game are equipped with an individual personality and dynamic emotion value which is similar to real life emotion and behavior. The uncertainty in real expression, mood and behavior is also exhibited in game paradigm and this is focused in the present paper through a fuzzy logic based agent and storyboard. Subsequently, a pheromone distribution or labeling is presented mimicking the behavior of social insects.
Abstract: Haptics has been used extensively in many applications especially in human machine interaction and virtual reality systems. Haptic technology allows user to perceive virtual reality as in real world. However, commercially available haptic devices are expensive and may not be suitable for educational purpose. This paper describes the design and development of a low cost haptic knob, with only one degree of freedom, for use in rehabilitation or training hand pronation and supination. End-effectors can be changed to suit different applications or variation in hand sizes and hand orientation.
Abstract: The globalization of the Indian economy has thrown a great challenge to the Indian industries in respect of productivity, quality, cost, delivery etc. Achieving success• the global market has required fundamental shift in the way business is conducted and has dramatically affected virtually every aspect of process industry. The internal manufacturing process and supporting infrastructure should be such that it can compete successfully in global markets with better flexibility and delivery. The paper deals with a case study of a reputed process industry, some changes in the process has been suggested, which leads to reduction in labor cost and production cost.
Abstract: This paper has two main ideas. Firstly, it describes Evans and Wurster-s concepts “the trade-off between reach and richness", and relates them to the impact of technology on the virtual markets. Authors Evans and Wurster see the transfer of information as a 'trade'off between richness and reach-. Reach refers to the number of people who share particular information, with Richness ['Rich'] being a more complex concept combining: bandwidth, customization, interactivity, reliability, security and currency. Traditional shopping limits the number of shops the shopper is able to visit due to time and other cost constraints; the time spent traveling consequently leaves the shopper with less time to evaluate the product. The paper concludes that although the Web provides Reach, offering Richness and the sense of community required for creating and sustaining relationships with potential clients could be difficult.
Abstract: The paper researched and presented a virtual simulation system based on a full-digital lunar terrain, integrated with kinematics and dynamics module as well as autonomous navigation simulation module. The system simulation models are established. Enabling technologies such as digital lunar surface module, kinematics and dynamics simulation, Autonomous navigation are investigated. A prototype system for lunar rover locomotion simulation is developed based on these technologies. Autonomous navigation is a key echnology in lunar rover system, but rarely involved in virtual simulation system. An autonomous navigation simulation module have been integrated in this prototype system, which was proved by the simulation results that the synthetic simulation and visualizing analysis system are established in the system, and the system can provide efficient support for research on the autonomous navigation of lunar rover.
Abstract: This paper presents an analytical method to solve
governing consolidation parabolic partial differential equation (PDE)
for inelastic porous Medium (soil) with consideration of variation of
equation coefficient under cyclic loading. Since under cyclic loads,
soil skeleton parameters change, this would introduce variable
coefficient of parabolic PDE. Classical theory would not rationalize
consolidation phenomenon in such condition. In this research, a
method based on time space mapping to a virtual time space along
with superimposing rule is employed to solve consolidation of
inelastic soils in cyclic condition. Changes of consolidation
coefficient applied in solution by modification of loading and
unloading duration by introducing virtual time. Mapping function is
calculated based on consolidation partial differential equation results.
Based on superimposing rule a set of continuous static loads in
specified times used instead of cyclic load. A set of laboratory
consolidation tests under cyclic load along with numerical
calculations were performed in order to verify the presented method.
Numerical solution and laboratory tests results showed accuracy of
presented method.
Abstract: Airbag deployment has been known to be responsible
for huge death, incidental injuries and broken bones due to low crash
severity and wrong deployment decisions. Therefore, the authorities
and industries have been looking for more innovative and intelligent
products to be realized for future enhancements in the vehicle safety
systems (VSSs). Although the VSSs technologies have advanced
considerably, they still face challenges such as how to avoid
unnecessary and untimely airbag deployments that can be hazardous
and fatal. Currently, most of the existing airbag systems deploy
without regard to occupant size and position. As such, this paper will
focus on the occupant and crash sensing performances due to frontal
collisions for the new breed of so called smart airbag systems. It
intends to provide a thorough discussion relating to the occupancy
detection, occupant size classification, occupant off-position
detection to determine safe distance zone for airbag deployment,
crash-severity analysis and airbag decision algorithms via a computer
modeling. The proposed system model consists of three main
modules namely, occupant sensing, crash severity analysis and
decision fusion. The occupant sensing system module utilizes the
weight sensor to determine occupancy, classify the occupant size,
and determine occupant off-position condition to compute safe
distance for airbag deployment. The crash severity analysis module is
used to generate relevant information pertinent to airbag deployment
decision. Outputs from these two modules are fused to the decision
module for correct and efficient airbag deployment action. Computer
modeling work is carried out using Simulink, Stateflow,
SimMechanics and Virtual Reality toolboxes.
Abstract: Virtualization-based server consolidation has been
proven to be an ideal technique to solve the server sprawl problem by
consolidating multiple virtualized servers onto a few physical servers
leading to improved resource utilization and return on investment. In
this paper, we solve this problem by using existing servers, which are
heterogeneous and diversely preferred by IT managers. Five practical
consolidation rules are introduced, and a decision model is proposed to
optimally allocate source services to physical target servers while
maximizing the average resource utilization and preference value. Our
model can be regarded as a multi-objective multi-dimension
bin-packing (MOMDBP) problem with constraints, which is strongly
NP-hard. An improved grouping generic algorithm (GGA) is
introduced for the problem. Extensive simulations were performed and
the results are given.