Abstract: One of the essential requirements of a realistic
surgical simulator is to reproduce haptic sensations due to the
interactions in the virtual environment. However, the interaction need
to be performed in real-time, since a delay between the user action
and the system reaction reduces the immersion sensation. In this
paper, a prototype of a coronary stent implant simulator is present;
this system allows real-time interactions with an artery by means of a
specific haptic device. To improve the realism of the simulation, the
building of the virtual environment is based on real patients- images
and a Web Portal is used to search in the geographically remote
medical centres a virtual environment with specific features in terms
of pathology or anatomy. The functional architecture of the system
defines several Medical Centres in which virtual environments built
from the real patients- images and related metadata with specific
features in terms of pathology or anatomy are stored. The searched
data are downloaded from the Medical Centre to the Training Centre
provided with a specific haptic device and with the software
necessary both to manage the interaction in the virtual environment.
After the integration of the virtual environment in the simulation
system it is possible to perform training on the specific surgical
procedure.
Abstract: Delivering course material via a virtual environment
is beneficial to today-s students because it offers the interactivity,
real-time interaction and social presence that students of all ages
have come to accept in our gaming rich community. It is essential
that the Net Generation also known as Generation Why, have
exposure to learning communities that encompass interactivity to
form social and educational connections. As student and professor
become interconnected through collaboration and interaction in a
virtual learning space, relationships develop and students begin to
take on an individual identity. With this in mind the research project
was developed to investigate the use of virtual environments on
student satisfaction and the effectiveness of course delivery.
Furthermore, the project was designed to integrate both interactive
(real-time) classes conducted in the Virtual Reality (VR)
environment while also creating archived VR sessions for student use
in retaining and reviewing course content.
Abstract: This paper proposes view-point insensitive human
pose recognition system using neural network. Recognition system
consists of silhouette image capturing module, data driven database,
and neural network. The advantages of our system are first, it is
possible to capture multiple view-point silhouette images of 3D human
model automatically. This automatic capture module is helpful to
reduce time consuming task of database construction. Second, we
develop huge feature database to offer view-point insensitivity at pose
recognition. Third, we use neural network to recognize human pose
from multiple-view because every pose from each model have similar
feature patterns, even though each model has different appearance and
view-point. To construct database, we need to create 3D human model
using 3D manipulate tools. Contour shape is used to convert silhouette
image to feature vector of 12 degree. This extraction task is processed
semi-automatically, which benefits in that capturing images and
converting to silhouette images from the real capturing environment is
needless. We demonstrate the effectiveness of our approach with
experiments on virtual environment.
Abstract: Proxy signature helps the proxy signer to sign
messages on behalf of the original signer. It is very useful when
the original signer (e.g. the president of a company) is not
available to sign a specific document. If the original signer can
not forge valid proxy signatures through impersonating the proxy
signer, it will be robust in a virtual environment; thus the original
signer can not shift any illegal action initiated by herself to the
proxy signer. In this paper, we propose a new proxy signature
scheme. The new scheme can prevent the original signer from
impersonating the proxy signer to sign messages. The proposed
scheme is based on the regular ElGamal signature. In addition,
the fair privacy of the proxy signer is maintained. That means,
the privacy of the proxy signer is preserved; and the privacy can
be revealed when it is necessary.
Abstract: Multi User Virtual Worlds are becoming a valuable educational tool. Learning experiences within these worlds focus on discovery and active experiences that both engage students and motivate them to explore new concepts. As educators, we need to explore these environments to determine how they can most effectively be used in our instructional practices. This paper explores the current application of virtual worlds to identify meaningful educational strategies that are being used to engage students and enhance teaching and learning.
Abstract: When studying electronics, hands-on experience is considered to be very valuable for a better understanding of the concepts of electricity and electronics. Students lacking sufficient time in the lab are often put at disadvantage. A way to overcome this, is by using interactive multimedia in a virtual environment. Instead of proposing another new ad-hoc simulator for e-learning, we propose in this paper an e-learning platform integrating the SPICE simulator as a web service. This enables to make use of all the functions of the de-facto standard simulator SPICE inelectronics when developing new simulations.
Abstract: This article discusses the concept of student ownership of knowledge and seeks to determine how to move students from knowledge acquisition to knowledge application and ultimately to knowledge generation in a virtual setting. Instructional strategies for fostering student engagement in a virtual environment are critical to the learner-s strategic ownership of the knowledge. A number of relevant theories that focus on learning, affect, needs and adult concerns are presented to provide a basis for exploring the transfer of knowledge from teacher to learner. A model under development is presented that combines the dimensions of knowledge approach, the teacher-student relationship with regards to knowledge authority and teaching approach to demonstrate the recursive and scaffolded design for creation of virtual learning environments.
Abstract: The paper presents an on-line recognition machine
(RM) for continuous/isolated, dynamic and static gestures that arise
in Flight Deck Officer (FDO) training. RM is based on generic pattern
recognition framework. Gestures are represented as templates using
summary statistics. The proposed recognition algorithm exploits temporal
and spatial characteristics of gestures via dynamic programming
and Markovian process. The algorithm predicts corresponding index
of incremental input data in the templates in an on-line mode.
Accumulated consistency in the sequence of prediction provides a
similarity measurement (Score) between input data and the templates.
The algorithm provides an intuitive mechanism for automatic detection
of start/end frames of continuous gestures. In the present paper,
we consider isolated gestures. The performance of RM is evaluated
using four datasets - artificial (W TTest), hand motion (Yang) and
FDO (tracker, vision-based ). RM achieves comparable results which
are in agreement with other on-line and off-line algorithms such as
hidden Markov model (HMM) and dynamic time warping (DTW).
The proposed algorithm has the additional advantage of providing
timely feedback for training purposes.
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.