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: Electronic Government is one of the special concepts
which has been performed successfully within recent decades.
Electronic government is a digital, wall-free government with a
virtual organization for presenting of online governmental services
and further cooperation in different political/social activities. In order
to have a successful implementation of electronic government
strategy and benefiting from its complete potential and benefits and
generally for establishment and applying of electronic government, it
is necessary to have different infrastructures as the basics of
electronic government with lack of which it is impossible to benefit
from mentioned services. For this purpose, in this paper we have
managed to recognize relevant obstacles for establishment of
electronic government in Iran. All required data for recognition of
obstacles were collected from statistical society of involved
specialists of Ministry of Communications & Information
Technology of Iran and Information Technology Organization of
Tehran Municipality through questionnaire. Then by considering of
five-point Likert scope and μ =3 as the index of relevant factors of
proposed model, we could specify current obstacles against
electronic government in Iran along with some guidelines and
proposal in this regard. According to the results, mentioned obstacles
for applying of electronic government in Iran are as follows:
Technical & technological problems, Legal, judicial & safety
problems, Economic problems and Humanistic Problems.
Abstract: This paper describes the development of an electronic
instrument that looks like a flute, which is able to sense the basic musical notes being executed by a specific user. The principal function of the instrument is to teach how to play a flute. This device
will generate a significant academic impact, in a field of virtual reality interactive that combine art and technology. With this example is expected to contribute in research and implementation of teaching devices around the world.
Abstract: This paper provides an in-depth study of Wireless
Sensor Network (WSN) application to monitor and control the
swiftlet habitat. A set of system design is designed and developed
that includes the hardware design of the nodes, Graphical User
Interface (GUI) software, sensor network, and interconnectivity for
remote data access and management. System architecture is proposed
to address the requirements for habitat monitoring. Such applicationdriven
design provides and identify important areas of further work
in data sampling, communications and networking. For this
monitoring system, a sensor node (MTS400), IRIS and Micaz radio
transceivers, and a USB interfaced gateway base station of Crossbow
(Xbow) Technology WSN are employed. The GUI of this monitoring
system is written using a Laboratory Virtual Instrumentation
Engineering Workbench (LabVIEW) along with Xbow Technology
drivers provided by National Instrument. As a result, this monitoring
system is capable of collecting data and presents it in both tables and
waveform charts for further analysis. This system is also able to send
notification message by email provided Internet connectivity is
available whenever changes on habitat at remote sites (swiftlet farms)
occur. Other functions that have been implemented in this system
are the database system for record and management purposes; remote
access through the internet using LogMeIn software. Finally, this
research draws a conclusion that a WSN for monitoring swiftlet
habitat can be effectively used to monitor and manage swiftlet
farming industry in Sarawak.
Abstract: In the past few years there is a change in the view of high performance applications and parallel computing. Initially such applications were targeted towards dedicated parallel machines. Recently trend is changing towards building meta-applications composed of several modules that exploit heterogeneous platforms and employ hybrid forms of parallelism. The aim of this paper is to propose a model of virtual parallel computing. Virtual parallel computing system provides a flexible object oriented software framework that makes it easy for programmers to write various parallel applications.
Abstract: Trust management and Reputation models are
becoming integral part of Internet based applications such as CSCW,
E-commerce and Grid Computing. Also the trust dimension is a
significant social structure and key to social relations within a
collaborative community. Collaborative Decision Making (CDM) is
a difficult task in the context of distributed environment (information
across different geographical locations) and multidisciplinary
decisions are involved such as Virtual Organization (VO). To aid
team decision making in VO, Decision Support System and social
network analysis approaches are integrated. In such situations social
learning helps an organization in terms of relationship, team
formation, partner selection etc. In this paper we focus on trust
learning. Trust learning is an important activity in terms of
information exchange, negotiation, collaboration and trust
assessment for cooperation among virtual team members. In this
paper we have proposed a reinforcement learning which enhances the
trust decision making capability of interacting agents during
collaboration in problem solving activity. Trust computational model
with learning that we present is adapted for best alternate selection of
new project in the organization. We verify our model in a multi-agent
simulation where the agents in the community learn to identify
trustworthy members, inconsistent behavior and conflicting behavior
of agents.
Abstract: This paper describes the Multilingual Virtual Simulated Patient framework. It has been created to train the social skills and testing the knowledge of primary health care medical students. The framework generates conversational agents which perform in serveral languages as virtual simulated patients that help to improve the communication and diagnosis skills of the students complementing their training process.
Abstract: The object of this research is the design and
evaluation of an immersive Virtual Learning Environment (VLE) for
deaf children. Recently we have developed a prototype immersive
VR game to teach sign language mathematics to deaf students age K-
4 [1] [2]. In this paper we describe a significant extension of the
prototype application. The extension includes: (1) user-centered
design and implementation of two additional interactive
environments (a clock store and a bakery), and (2) user-centered
evaluation including development of user tasks, expert panel-based
evaluation, and formative evaluation. This paper is one of the few to
focus on the importance of user-centered, iterative design in VR
application development, and to describe a structured evaluation
method.
Abstract: Component handling system is one of the important sub systems of Prototype Fast Breeder Reactor (PFBR) used for fuel handling. Core handling system is again a sub system of component handling system. Core handling system consists of in-vessel and ex-vessel subassembly handling. In-vessel core handling involves transfer arm, large rotatable plug and small rotatable plug operations. Modeling and simulation of in-vessel core handling is a part of development of Prototype Fast Breeder Reactor Operator Training Simulator. This paper deals with simulation and modeling of operations of transfer arm, large rotatable plug and small rotatable plug needed for in-vessel core handling. Process modeling was developed in house using platform independent Cµ code with OpenGL (Open Graphics Library). The control logic models and virtual panel were modeled using simulation tool.
Abstract: The aim of this study is to emphasize the opportunities in space design under the aspect of HCI as performance areas. HCI is a multidisciplinary approach that could be identified in many different areas. The aesthetical reflections of HCI by virtual reality in space design are the high-tech solutions of the new innovations as computational facilities by artistic features. The method of this paper is to identify the subject in 3 main parts. In the first part a general approach and definition of interactivity on the basis of space design; in the second part the concept of multimedia interactive theater by some chosen samples from the world and interactive design aspects; in the third part the samples from Turkey will be identified by stage designing principles. In the results it could be declared that the multimedia database is the virtual approach of theatre stage designing regarding interactive means by computational facilities according to aesthetical aspects. HCI is mostly identified in theatre stages as computational intelligence under the affect of interactivity.
Abstract: Wireless sensor networks (WSN) consists of many sensor nodes that are placed on unattended environments such as military sites in order to collect important information. Implementing a secure protocol that can prevent forwarding forged data and modifying content of aggregated data and has low delay and overhead of communication, computing and storage is very important. This paper presents a new protocol for concealed data aggregation (CDA). In this protocol, the network is divided to virtual cells, nodes within each cell produce a shared key to send and receive of concealed data with each other. Considering to data aggregation in each cell is locally and implementing a secure authentication mechanism, data aggregation delay is very low and producing false data in the network by malicious nodes is not possible. To evaluate the performance of our proposed protocol, we have presented computational models that show the performance and low overhead in our protocol.
Abstract: A real-time tracking system was built to track performers on an interactive stage. Using an ordinary, up to date, desktop workstation, the performers- silhouette was segmented from the background and parameterized by calculating the normalized central image moments. In the stage system, the silhouette moments were then sent to a parallel workstation, which used them to generate corresponding 3D virtual geometry and projected the generated graphic back onto the stage.
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: Cloud computing is the innovative and leading
information technology model for enabling convenient, on-demand
network access to a shared pool of configurable computing resources
that can be rapidly provisioned and released with minimal
management effort. This paper presents our development on enabling
an individual user's desktop in a virtualized environment, which is
stored on a remote virtual machine rather than locally. We present the
initial work on the integration of virtual desktop and application
sharing with virtualization technology. Given the development of
remote desktop virtualization, this proposed effort has the potential to
positively provide an efficient, resilience and elastic environment for
online cloud service. Users no longer need to burden the cost of
software licenses and platform maintenances. Moreover, this
development also helps boost user productivity by promoting a
flexible model that lets users access their desktop environments from
virtually anywhere.
Abstract: Cybercrime is now becoming a big challenge in Nigeria apart from the traditional crime. Inability to identify perpetrators is one of the reasons for the growing menace. This paper proposes a design for monitoring internet users’ activities in order to curbing cybercrime. It requires redefining the operations of Internet Service Providers (ISPs) which will now mandate users to be authenticated before accessing the internet. In implementing this work which can be adapted to a larger scale, a virtual router application is developed and configured to mimic a real router device. A sign-up portal is developed to allow users to register with the ISP. The portal asks for identification information which will include bio-data and government issued identification data like National Identity Card number, et cetera. A unique username and password are chosen by the user to enable access to the internet which will be used to reference him to an Internet Protocol Address (IP Address) of any system he uses on the internet and thereby associating him to any criminal act related to that IP address at that particular time. Questions such as “What happen when another user knows the password and uses it to commit crime?” and other pertinent issues are addressed.
Abstract: Recent progress in calculation of the one-loop selfenergy
of the electron bound in the Coulomb field is summarized.
The relativistic multipole expansion is introduced. This expansion
is based on a single assumption: except for the part of the time
component of the electron four-momentum corresponding to the
electron rest mass, the exchange of four-momentum between the
virtual electron and photon can be treated perturbatively. For non Sstates
and normalized difference n3En −E1 of the S-states this
itself yields very accurate results after taking the method to the third
order. For the ground state the perturbation treatment of the electron
virtual states with very high three-momentum is to be avoided. For
these states one can always rearrange the pertinent expression in such
a way that free-particle approximation is allowed. Combination of
the relativistic multipole expansion and free-particle approximation
yields very accurate result after taking the method to the ninth order.
These results are in very good agreement with the previous results
obtained by the partial wave expansion and definitely exclude the
possibility that the uncertainity in determination of the proton radius
comes from the uncertainity in the calculation of the one-loop selfenergy.
Abstract: In open settings, the participants in virtual
organization are autonomous and there is no central authority to
ensure the felicity of their interactions. When agents interact in such
settings, each relies upon being able to model the trustworthiness of
the agents with whom it interacts. Fundamentally, such models must
consider the past behavior of the other parties in order to predict their
future behavior. Further, it is sensible for the agents to share
information via referrals to trustworthy agents. In this article, trust is
a bet on the future contingent actions of others" and enumerates six
major factors supporting it: (1) reputation, (2) performance, (3)
appearance, (4) accountability, (5) precommitment, and (6)
contextual facilitation.
Abstract: VRML( The virtual reality modeling language) is a standard language used to build up 3D virtualized models. The quick development of internet technology and computer manipulation has promoted the commercialization of reality virtualization. VRML, thereof, is expected to be the most effective framework of building up virtual reality. This article has studied plans to build virtualized scenes based on the technology of virtual reality and Java programe, and introduced how to execute real-time data transactions of VRML file and Java programe by applying Script Node, in doing so we have the VRML interactivity being strengthened.
Abstract: We created the tool, which combines the powerful
GENESIS (GEneral NEural SImulation System) simulation language
with the up-to-date visualisation and internet techniques. Our
solution resides in the connection between the simulation output from
GENESIS, which is converted to the data-structure suitable for
WWW browsers and VRML (Virtual Reality Modelling Language)
viewers. The selected GENESIS simulations are once exported into
the VRML code, and stored in our neurovisualisation portal
(webserver). There, the loaded models, demonstrating mainly the
spread of electrical signal (action potentials, postsynaptic potentials)
along the neuronal membrane (axon, dendritic tree, neuron) could be
displayed in the client-s VRML viewer, without interacting with
original GENESIS environment. This enables the visualisation of
basic neurophysiological phenomena designed for GENESIS
simulator on the independent OS (operation system).