Hand Gesture Recognition using Blob Detection for Immersive Projection Display System

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

Computational Design of Inhibitory Agents of BMP-Noggin Interaction to Promote Osteogenesis

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.

Asymptotic Analysis of Instant Messaging Service with Relay Nodes

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.

Finite Element Application to Estimate Inservice Material Properties using Miniature Specimen

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.

Methodology Issues and Design Approach of VLE on Mathematical Concepts Acquisition within Secondary Education in England

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.

Impact of Scale on Rock Strength

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.

3D Spatial Interaction with the Wii Remote for Head-Mounted Display Virtual Reality

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.

Virtual Environment Design Guidelines for Elderly People in Early Detection of Dementia

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.

Analysis of Target Location Estimation in High Performance Radar System

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.

An Evaluation Model for Semantic Enablement of Virtual Research Environments

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.

Virtual Gesture Screen System Based on 3D Visual Information and Multi-Layer Perceptron

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.

Robust On-Body Communications using Creeping Wave: Methodology and Analysis

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.

Educational Values of Virtual Reality: The Case of Spatial Ability

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.

Game based Learning to Enhance Cognitive and Physical Capabilities of Elderly People: Concepts and Requirements

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.

Innovation at the Faculty-level Education through Service Learning

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.

Capturing an Unknown Moving Target in Unknown Territory using Vision and Coordination

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.

Assessing the Global Water Productivity of Some Irrigation Command Areas in Iran

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.

The Implementation of Spatio-Temporal Graph to Represent Situations in the Virtual World

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.

An in Silico Approach for Prioritizing Drug Targets in Metabolic Pathway of Mycobacterium Tuberculosis

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.

Attitude Change after Taking a Virtual Global Understanding Course

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.