Abstract: We developed a vision interface immersive projection system, CAVE in virtual rea using hand gesture recognition with computer vis background image was subtracted from current webcam and we convert the color space of the imag Then we mask skin regions using skin color range t a noise reduction operation. We made blobs fro gestures were recognized using these blobs. Using recognition, we could implement an effective bothering devices for CAVE. e framework for an reality research field vision techniques. ent image frame age into HSV space. e threshold and apply from the image and ing our hand gesture e interface without
Abstract: Bone growth factors, such as Bone Morphogenic
Protein-2 (BMP-2) have been approved by the FDA to replace grafting for some surgical interventions, but the high dose requirement limits its use in patients. Noggin, an extracellular protein, blocks the effect of BMP-2 by binding to BMP. Preventing
the BMP-2/noggin interaction will help increase the free
concentration of BMP-2 and therefore should enhance its efficacy to
induce bone formation. The work presented here involves
computational design of novel small molecule inhibitory agents of BMP-2/noggin interaction, based on our current understanding of
BMP-2, and its known putative ligands (receptors and antagonists). A
successful acquisition of such an inhibitory agent of BMP-2/noggin interaction would allow clinicians to reduce the dose required of
BMP-2 protein in clinical applications to promote osteogenesis. The
available crystal structures of the BMPs, its receptors, and the binding partner noggin were analyzed to identify the critical residues
involved in their interaction. In presenting this study, LUDI de novo design method was utilized to perform virtual screening of a large
number of compounds from a commercially available library against the binding sites of noggin to identify the lead chemical compounds
that could potentially block BMP-noggin interaction with a high specificity.
Abstract: In this paper, we provide complete end-to-end delay analyses including the relay nodes for instant messages. Message Session Relay Protocol (MSRP) is used to provide congestion control for large messages in the Instant Messaging (IM) service. Large messages are broken into several chunks. These chunks may traverse through a maximum number of two relay nodes before reaching destination according to the IETF specification of the MSRP relay extensions. We discuss the current solutions of sending large instant messages and introduce a proposal to reduce message flows in the IM service. We consider virtual traffic parameter i.e., the relay nodes are stateless non-blocking for scalability purpose. This type of relay node is also assumed to have input rate at constant bit rate. We provide a new scheduling policy that schedules chunks according to their previous node?s delivery time stamp tags. Validation and analysis is shown for such scheduling policy. The performance analysis with the model introduced in this paper is simple and straight forward, which lead to reduced message flows in the IM service.
Abstract: This paper presents a method for determining the
uniaxial tensile properties such as Young-s modulus, yield strength
and the flow behaviour of a material in a virtually non-destructive
manner. To achieve this, a new dumb-bell shaped miniature
specimen has been designed. This helps in avoiding the removal of
large size material samples from the in-service component for the
evaluation of current material properties. The proposed miniature
specimen has an advantage in finite element modelling with respect
to computational time and memory space. Test fixtures have been
developed to enable the tension tests on the miniature specimen in a
testing machine. The studies have been conducted in a chromium
(H11) steel and an aluminum alloy (AR66). The output from the
miniature test viz. load-elongation diagram is obtained and the finite
element simulation of the test is carried out using a 2D plane stress
analysis. The results are compared with the experimental results. It is
observed that the results from the finite element simulation
corroborate well with the miniature test results. The approach seems
to have potential to predict the mechanical properties of the
materials, which could be used in remaining life estimation of the
various in-service structures.
Abstract: This study used positivist quantitative approach to examine the mathematical concepts acquisition of- KS4 (14-16) Special Education Needs (SENs) students within the school sector education in England. The research is based on a pilot study and the design is completely holistic in its approach with mixing methodologies. The study combines the qualitative and quantitative methods of approach in gathering formative data for the design process. Although, the approach could best be described as a mix method, fundamentally with a strong positivist paradigm, hence my earlier understanding of the differentiation of the students, student – teacher body and the various elements of indicators that is being measured which will require an attenuated description of individual research subjects. The design process involves four phases with five key stages which are; literature review and document analysis, the survey, interview, and observation; then finally the analysis of data set. The research identified the need for triangulation with Reid-s phases of data management providing scaffold for the study. The study clearly identified the ideological and philosophical aspects of educational research design for the study of mathematics by the special education needs (SENs) students in England using the virtual learning environment (VLE) platform.
Abstract: The scale dependence of the strength of virtually homogeneous rock is usually considered to be insignificant but the spectrum of discontinuities plays a very important role for the strength of differently sized rock elements and also controls the rock creep strain. Large-scale load tests comprised recording of the creep strain rate that was found to be strongly retarded and negligible for stresses lower than about 1/3 of the failure load. For higher stresses creep took place according to a log time law representing secondary creep that ultimately changed to tertiary creep and failure.
Abstract: This research investigates the design of a low-cost 3D
spatial interaction approach using the Wii Remote for immersive
Head-Mounted Display (HMD) virtual reality. Current virtual reality
applications that incorporate the Wii Remote are either desktop
virtual reality applications or systems that use large screen displays.
However, the requirements for an HMD virtual reality system differ
from such systems. This is mainly because in HMD virtual reality,
the display screen does not remain at a fixed location. The user views
the virtual environment through display screens that are in front of
the user-s eyes and when the user moves his/her head, these screens
move as well. This means that the display has to be updated in realtime
based on where the user is currently looking. Normal usage of
the Wii Remote requires the controller to be pointed in a certain
direction, typically towards the display. This is too restrictive for
HMD virtual reality systems that ideally require the user to be able to
turn around in the virtual environment. Previous work proposed a
design to achieve this, however it suffered from a number of
drawbacks. The aim of this study is to look into a suitable method of
using the Wii Remote for 3D interaction in a space around the user
for HMD virtual reality. This paper presents an overview of issues
that had to be considered, the system design as well as experimental
results.
Abstract: Early detection of dementia by testing the spatial
memory can be applied using a virtual environment. This paper
presents guidelines on how to design a virtual environment
specifically for elderly in early detection of dementia. The specific
design needs to be considered because the effectiveness of the
technology relies on the ability of the end user to use it. The primary
goal of these guidelines is to promote accessibility. Based on these
guidelines, a virtual simulation was developed and evaluated. The
results on usability of acceptance and satisfaction that are tested on
young (control group) and elderly participants indicate that these
guidelines are reliable and useful for use with elderly people.
Abstract: In this paper, an analysis of a target location estimation
system using the best linear unbiased estimator (BLUE) for high
performance radar systems is presented. In synthetic environments,
we are here concerned with three key elements of radar system
modeling, which makes radar systems operates accurately in strategic
situation in virtual ground. Radar Cross Section (RCS) modeling
is used to determine the actual amount of electromagnetic waves
that are reflected from a tactical object. Pattern Propagation Factor
(PPF) is an attenuation coefficient of the radar equation that contains
the reflection from the surface of the earth, the diffraction, the
refraction and scattering by the atmospheric environment. Clutter is
the unwanted echoes of electronic systems. For the data fusion of
output results from radar detection in synthetic environment, BLUE
is used and compared with the mean values of each simulation results.
Simulation results demonstrate the performance of the radar system.
Abstract: The Tropical Data Hub (TDH) is a virtual research environment that provides researchers with an e-research infrastructure to congregate significant tropical data sets for data reuse, integration, searching, and correlation. However, researchers often require data and metadata synthesis across disciplines for crossdomain analyses and knowledge discovery. A triplestore offers a semantic layer to achieve a more intelligent method of search to support the synthesis requirements by automating latent linkages in the data and metadata. Presently, the benchmarks to aid the decision of which triplestore is best suited for use in an application environment like the TDH are limited to performance. This paper describes a new evaluation tool developed to analyze both features and performance. The tool comprises a weighted decision matrix to evaluate the interoperability, functionality, performance, and support availability of a range of integrated and native triplestores to rank them according to requirements of the TDH.
Abstract: Active research is underway on virtual touch screens
that complement the physical limitations of conventional touch
screens. This paper discusses a virtual touch screen that uses a
multi-layer perceptron to recognize and control three-dimensional
(3D) depth information from a time of flight (TOF) camera. This
system extracts an object-s area from the image input and compares it
with the trajectory of the object, which is learned in advance, to
recognize gestures. The system enables the maneuvering of content in
virtual space by utilizing human actions.
Abstract: In this paper methodology to exploit creeping wave
for body area network BAN communication reliability are described.
Creeping wave propagation effects are visualized & analyzed.
During this work Dipole, IA antennas various antennas were
redesigned using existing designs and their propagation
characteristics were verified for optimum performance when used on
BANs. These antennas were then applied on body shapes-including
rectangular, spherical and cylindrical so that all the effects of actual
human body can be taken nearly into account. Parametric simulation
scheme was devised so that on Body channel characterization can be
visualized at front, curved and back region. In the next phase
multiple inputs multiple output MIMO scheme was introduced where
virtual antennas were used in order to diminish the effects of
antennas on the propagation of waves. Results were, extracted and
analyzed at different heights. Finally based on comparative
measurement and analysis it was concluded that on body propagation
can be exploited to gain spatial diversity.
Abstract: The use of Virtual Reality (VR) in schools and higher education is proliferating. Due to its interactive and animated features, it is regarded as a promising technology to increase students- spatial ability. Spatial ability is assumed to have a prominent role in science and engineering domains. However, research concerning individual differences such as spatial ability in the context of VR is still at its infancy. Moreover, empirical studies that focus on the features of VR to improve spatial ability are to date rare. Thus, this paper explores the possible educational values of VR in relation to spatial ability to call for more research concerning spatial ability in the context of VR based on studies in computerbased learning. It is believed that the incorporation of state-of-the-art VR technology for educational purposes should be justified by the enhanced benefits for the target learners.
Abstract: The last decade has seen an early majority of people
The last decade, the role of the of the information communication
technologies has increased in improving the social and business life
of people. Today, it is recognized that game could contribute to
enhance virtual rehabilitation by better engaging patients. Our
research study aims to develop a game based system enhancing
cognitive and physical capabilities of elderly people. To this end, the
project aims to develop a low cost hand held system based on
existing game such as Wii, PSP, or Xbox. This paper discusses the
concepts and requirements for developing such game for elderly
people. Based on the requirement elicitation, we intend to develop a
prototype related to sport and dance activities.
Abstract: The paper presents the service learning project titled
DicDucFac (idea-leadership-product), that was planned and
conducted by the team of information sciences students. It was
planned as a workshop dealing with the application of modern social
media (Facebook, YouTube, Gmail) for the purposes of selfpromotion,
free advertising via social networks and marketing own
ideas and/or products in the virtual world. The workshop was
organized for highly-skilled computer literate unemployed youth.
These youth, as final beneficiaries, will be able to apply what they
learned in this workshop to “the real world“, increasing their chances
for employment and self-employment. The results of the project
reveal that the basic, active-learning principles embodied in our
teaching approach allow students to learn more effectively and gain
essential life skills (from computer applications to teamwork) that
can only be learned by doing. It also shows that our students received
the essentials of professional ethics and citizenship through direct,
personal engagement in professional activities and the life of the
community.
Abstract: In this paper we present an extension to Vision Based
LRTA* (VLRTA*) known as Vision Based Moving Target Search
(VMTS) for capturing unknown moving target in unknown territory
with randomly generated obstacles. Target position is unknown to the
agents and they cannot predict its position using any probability
method. Agents have omni directional vision but can see in one
direction at some point in time. Agent-s vision will be blocked by the
obstacles in the search space so agent can not see through the
obstacles. Proposed algorithm is evaluated on large number of
scenarios. Scenarios include grids of sizes from 10x10 to 100x100.
Grids had obstacles randomly placed, occupying 0% to 50%, in
increments of 10%, of the search space. Experiments used 2 to 9
agents for each randomly generated maze with same obstacle ratio.
Observed results suggests that VMTS is effective in locate target
time, solution quality and virtual target. In addition, VMTS becomes
more efficient if the number of agents is increased with proportion to
obstacle ratio.
Abstract: The great challenge of the agricultural sector is to
produce more crop from less water, which can be achieved by
increasing crop water productivity. The modernization of the
irrigation systems offers a number of possibilities to expand the
economic productivity of water and improve the virtual water status.
The objective of the present study is to assess the global water
productivity (GWP) within the major irrigation command areas of
I.R. Iran. For this purpose, fourteen irrigation command areas where
located in different areas of Iran were selected. In order to calculate
the global water productivity of irrigation command areas, all data on
the delivered water to cropping pattern, cultivated area, crops water
requirement, and yield production rate during 2002-2006 were
gathered. In each of the command areas it seems that the cultivated
crops have a higher amount of virtual water and thus can be replaced
by crops with less virtual water. This is merely suggested due to crop
water consumption and at the time of replacing crops, economic
value as well as cultural and political factors must be considered. The
results indicated that the lowest GWP belongs to Mahyar and
Borkhar irrigation areas, 0.24 kg m-3, and the highest is that of the
Dez irrigation area, 0.81 kg m-3. The findings demonstrated that
water management in the two irrigation areas is just efficient. The
difference in the GWP of irrigation areas is due to variations in the
cropping pattern, amount of crop productions, in addition to the
effective factors in the water use efficiency in the irrigation areas.
Abstract: In this paper, we develop a Spatio-Temporal graph as
of a key component of our knowledge representation Scheme. We
design an integrated representation Scheme to depict not only present
and past but future in parallel with the spaces in an effective and
intuitive manner. The resulting multi-dimensional comprehensive
knowledge structure accommodates multi-layered virtual world
developing in the time to maximize the diversity of situations in the
historical context. This knowledge representation Scheme is to be used
as the basis for simulation of situations composing the virtual world
and for implementation of virtual agents' knowledge used to judge and
evaluate the situations in the virtual world. To provide natural contexts
for situated learning or simulation games, the virtual stage set by this
Spatio-Temporal graph is to be populated by agents and other objects
interrelated and changing which are abstracted in the ontology.
Abstract: There is an urgent need to develop novel
Mycobacterium tuberculosis (Mtb) drugs that are active against drug
resistant bacteria but, more importantly, kill persistent bacteria. Our
study structured based on integrated analysis of metabolic pathways,
small molecule screening and similarity Search in PubChem
Database. Metabolic analysis approaches based on Unified weighted
used for potent target selection. Our results suggest that pantothenate
synthetase (panC) and and 3-methyl-2-oxobutanoate hydroxymethyl
transferase (panB) as a appropriate drug targets. In our study, we
used pantothenate synthetase because of existence inhibitors. We
have reported the discovery of new antitubercular compounds
through ligand based approaches using computational tools.
Abstract: A virtual collaborative classroom was created at East Carolina University, using videoconference technology via regular internet to bring students from 18 different countries, 2 at a time, to the ECU classroom in real time to learn about each other-s culture. Students from two countries are partnered one on one, they meet for 4-5 weeks, and submit a joint paper. Then the same process is repeated for two other countries. Lectures and student discussions are managed with pre-determined topics and questions. Classes are conducted in English and reading assignments are placed on the website. Administratively all partners are independent, students pay fees and get credits at their home institution. Familiarity with technology, knowledge in cultural understanding and attitude change were assessed, only attitude changes are reported in this paper. After taking this course, all students stated their comfort level in working with, and their desire to interact with, culturally different others grew stronger and their xenophobia and isolationist attitudes decreased.