This document discusses the development of a 3D collaborative virtual learning environment (CVLE) for physics education using Project Wonderland tools. It aims to allow students and educators to work together in an immersive virtual world to study remote physics experiments. The CVLE will integrate the "Force on a Dipole" experiment from the Virtual Physics Lab (VPLab) project, which combines a interactive lab interface and 3D simulation. The document outlines the technical implementation, including using Wonderland's cell architecture to create a new "Force on a Dipole Cell", integrating the experimental 3D model, and connecting to the real experiment remotely via Virtual Network Computing. Starting the virtual simulation in the world is also described. The goal is for
Application of Virtual Reality in a Learning ExperienceIJERA Editor
The project is an application that allows users to interact in a virtual environment via a web interface, in which
models are in three dimensions to simulate different activities. The application focuses on education with virtual
reality technology, enriching the student's perception through the interaction with objects in an artificial world,
facilitating their learning. A website was designed for this purpose, on which the application can be executed
directly in the web browser with the help of a plugin or downloaded and run as a native application. The user
navigates in the virtual environment containing a three-dimensional replica of one of the laboratories of the
Polytechnic School N.U.E.. The tests consisted of running the model and laboratory simulations. The results
obtained from forms show that the use of virtual reality is valid, accepted and helps understanding the context of
the simulations
Towards blended reality on collaborative laboratory activities using smart ob...Anasol Pena-Rios
Invited talk at Espacios Educativos Especulares (Educational Reflected Spaces) EEE Anual Meeting
27-28 May 2013 - Universidad Carlos III de Madrid, Spain
This document is a project report on multiple object detection. It provides an introduction to the problem statement, applications, and challenges of object detection. It then reviews literature on object detection using neural networks. The introduction discusses image classification, localization, and object detection problems. It describes applications in face detection, autonomous driving, and surveillance. Challenges include variable output dimensions and requiring real-time performance while maintaining accuracy. The literature review discusses using deep learning for object detection and examines algorithms for a pedestrian counting system with affordable hardware.
A study on real/virtual relationship through mobile augmented reality applica...Laura Fedeli
1) The document describes a study that examined how the use of augmented reality (AR) applications on mobile devices could impact students' perceptions of the relationship between real and virtual environments.
2) The study involved two primary school classes creating AR content using a "point at" app and then exploring the content on iPads.
3) Based on interviews with students, the creation of AR content appeared to help them see the "real" as something they can actively engage with and influence, rather than just observe. The AR experience also seemed to stimulate reflection on the nature of real and virtual information.
Image Recognition With the Help of Auto-Associative Neural NetworkCSCJournals
This paper proposes a Neural Network model that has been utilized for image recognition. The main issue of Neural Network model here is to train the system for image recognition. In this paper the NN model has been prepared in MATLAB platform. The NN model uses Auto-Associative memory for training. The model reads the image in the form of a matrix, evaluates the weight matrix associated with the image. After training process is done, whenever the image is provided to the system the model recognizes it appropriately. The weight matrix evaluated here is used for image pattern matching. It is noticed that the model developed is accurate enough to recognize the image even if the image is distorted or some portion/ data is missing from the image. This model eliminates the long time consuming process of image recognition
The document provides the schedule for a machine learning conference. It includes the times for registration, invited talks on topics like machine learning in space and applying machine learning to real-world problems, contributed talks on research topics, coffee breaks, lunch, and a poster session. The day concludes with a panel discussion and concluding remarks.
Survey on evolutionary computation tech techniques and its application in dif...ijitjournal
In computer science, 'evolutionary computation' is an algorithmic tool based on evolution. It implements
random variation, reproduction and selection by altering and moving data within a computer. It helps in
building, applying and studying algorithms based on the Darwinian principles of natural selection. In this
paper, studies about different evolutionary computation techniques used in some applications specifically
image processing, cloud computing and grid computing is carried out briefly. This work is an effort to help
researchers from different fields to have knowledge on the techniques of evolutionary computation
applicable in the above mentioned areas.
META-HEURISTICS BASED ARF OPTIMIZATION FOR IMAGE RETRIEVALIJCSEIT Journal
The document proposes an approach combining automatic relevance feedback and particle swarm optimization for image retrieval. It constructs a visual feature database from image features like color moments and Gabor filters. For a query image, it retrieves similar images and generates automatic relevance feedback by labeling images as relevant or irrelevant. It then uses particle swarm optimization to re-weight features and retrieve more relevant images over multiple iterations, splitting the swarm in later iterations. An experiment on Corel images over 5 classes showed the approach could effectively retrieve relevant images through this meta-heuristic process without human interaction.
Application of Virtual Reality in a Learning ExperienceIJERA Editor
The project is an application that allows users to interact in a virtual environment via a web interface, in which
models are in three dimensions to simulate different activities. The application focuses on education with virtual
reality technology, enriching the student's perception through the interaction with objects in an artificial world,
facilitating their learning. A website was designed for this purpose, on which the application can be executed
directly in the web browser with the help of a plugin or downloaded and run as a native application. The user
navigates in the virtual environment containing a three-dimensional replica of one of the laboratories of the
Polytechnic School N.U.E.. The tests consisted of running the model and laboratory simulations. The results
obtained from forms show that the use of virtual reality is valid, accepted and helps understanding the context of
the simulations
Towards blended reality on collaborative laboratory activities using smart ob...Anasol Pena-Rios
Invited talk at Espacios Educativos Especulares (Educational Reflected Spaces) EEE Anual Meeting
27-28 May 2013 - Universidad Carlos III de Madrid, Spain
This document is a project report on multiple object detection. It provides an introduction to the problem statement, applications, and challenges of object detection. It then reviews literature on object detection using neural networks. The introduction discusses image classification, localization, and object detection problems. It describes applications in face detection, autonomous driving, and surveillance. Challenges include variable output dimensions and requiring real-time performance while maintaining accuracy. The literature review discusses using deep learning for object detection and examines algorithms for a pedestrian counting system with affordable hardware.
A study on real/virtual relationship through mobile augmented reality applica...Laura Fedeli
1) The document describes a study that examined how the use of augmented reality (AR) applications on mobile devices could impact students' perceptions of the relationship between real and virtual environments.
2) The study involved two primary school classes creating AR content using a "point at" app and then exploring the content on iPads.
3) Based on interviews with students, the creation of AR content appeared to help them see the "real" as something they can actively engage with and influence, rather than just observe. The AR experience also seemed to stimulate reflection on the nature of real and virtual information.
Image Recognition With the Help of Auto-Associative Neural NetworkCSCJournals
This paper proposes a Neural Network model that has been utilized for image recognition. The main issue of Neural Network model here is to train the system for image recognition. In this paper the NN model has been prepared in MATLAB platform. The NN model uses Auto-Associative memory for training. The model reads the image in the form of a matrix, evaluates the weight matrix associated with the image. After training process is done, whenever the image is provided to the system the model recognizes it appropriately. The weight matrix evaluated here is used for image pattern matching. It is noticed that the model developed is accurate enough to recognize the image even if the image is distorted or some portion/ data is missing from the image. This model eliminates the long time consuming process of image recognition
The document provides the schedule for a machine learning conference. It includes the times for registration, invited talks on topics like machine learning in space and applying machine learning to real-world problems, contributed talks on research topics, coffee breaks, lunch, and a poster session. The day concludes with a panel discussion and concluding remarks.
Survey on evolutionary computation tech techniques and its application in dif...ijitjournal
In computer science, 'evolutionary computation' is an algorithmic tool based on evolution. It implements
random variation, reproduction and selection by altering and moving data within a computer. It helps in
building, applying and studying algorithms based on the Darwinian principles of natural selection. In this
paper, studies about different evolutionary computation techniques used in some applications specifically
image processing, cloud computing and grid computing is carried out briefly. This work is an effort to help
researchers from different fields to have knowledge on the techniques of evolutionary computation
applicable in the above mentioned areas.
META-HEURISTICS BASED ARF OPTIMIZATION FOR IMAGE RETRIEVALIJCSEIT Journal
The document proposes an approach combining automatic relevance feedback and particle swarm optimization for image retrieval. It constructs a visual feature database from image features like color moments and Gabor filters. For a query image, it retrieves similar images and generates automatic relevance feedback by labeling images as relevant or irrelevant. It then uses particle swarm optimization to re-weight features and retrieve more relevant images over multiple iterations, splitting the swarm in later iterations. An experiment on Corel images over 5 classes showed the approach could effectively retrieve relevant images through this meta-heuristic process without human interaction.
This document proposes a quick development model for change-oriented software processes. It discusses how changes are now common in software projects and increase maintenance costs. A quick or agile methodology is presented to simplify handling changes. The key benefit is accommodating changes without extensive refactoring. Common agile methods like XP, Scrum, Crystal and FDD are described. A proposed model categorizes change requests, prioritizes them, and integrates them into agile iterations using techniques like test-driven development. An incremental approach is suggested to implement changes in phases using repeated agile iterations.
Thorny Issues of Stakeholder Identification and Prioritization in Requirement...IOSR Journals
Abstract: Identifying the stakeholder in requirement engineering process is one of the critical issues. It
performs a remarkable part for successful project completion. The software project largely depends on several
stakeholders. Stakeholder identification and prioritization is still a challenging part in the software development
life cycle. Most of the time, the stakeholders are treated with less importance during the software deployment.
Additionally, there is a lack of attempt to think about the right project stakeholder by the development team. In
maximum cases, the stakeholder identification technique is performed incorrectly and there is a lack of attempt
to mark out them with priority. Besides, there are so many limitations on the existing processes which are used
for identifying stakeholders and setting their priority. These limitations pose a negative impact on the
development of software project, which should be pointed out by giving deep concern on it. We are aiming to
focus on this typical fact, so that we can figure out the actual problem and current work on identifying
stakeholders and setting their priority.
Keywords: Stakeholders, Stakeholder Identification, Stakeholder Selection, Stakeholder
Prioritization, Stakeholder Value, Software Development
This document summarizes simulation results that compare the actuation voltages of uniform and non-uniform cantilever RF MEMS series switches. Various geometric configurations and material properties were modeled using COMSOL Multiphysics software. It was observed that non-uniform switches supported on three bars had lower spring constants and required actuation voltages as low as 12.9V compared to uniform switches which required at least 17.2V. Specifically, a non-uniform switch using mica as the dielectric material with a dielectric constant of 9 and a bottom electrode length of 95um achieved the lowest voltage. The document concludes that non-uniform switch designs can reduce actuation voltage requirements by approximately 5V compared to uniform switches of similar configurations.
This document presents the results of performance testing of a single cylinder spark ignition engine fueled by enriched biogas and petrol. The engine was modified to operate on both fuels. Testing was conducted at a constant narrow load range of around 2 kg and RPMs ranging from 1100 to 1800. At constant lower load conditions, the brake specific fuel consumption of enriched biogas was 10.77%, 24.24%, and 35.63% higher than petrol at 1100, 1500, and 1800 RPMs respectively. The brake thermal efficiency of petrol was higher than enriched biogas at all tested speeds, ranging from 4.91% to 9.41% higher for petrol. However, the mechanical efficiency of enriched biogas was 42.93% compared
The document studies the fatigue crack growth behavior of an aluminum alloy specimen with a notch. Finite element analysis is used to simulate a fatigue crack growth test on an arc-shaped aluminum specimen with a notch. The simulation results agree well with experimental fatigue crack growth test results. Both show that the crack propagation depends on the stress intensity range, with the crack growing faster at higher stress intensity values approaching the material's critical stress intensity value.
This document outlines an approach to developing a soft tool for conducting a life cycle assessment of residential buildings to estimate their environmental impacts, such as carbon emissions. The tool calculates embodied carbon emissions from building materials used in construction and from electricity consumption over the building's 50-year lifespan. Testing on a residential building in Pune, India found total embodied carbon from materials was 748579 kg and from electricity was 4266150 kg over 50 years. The results indicate opportunities to reduce impacts by using sustainable materials and non-conventional energy sources.
This document proposes a cloud-based system to remotely monitor vital health statistics using Internet of Things (IoT). The system would allow children living abroad to monitor parents' health statistics. IoT devices like thermometers and blood pressure monitors would send readings to a smartphone app. The app would send anonymized data like user ID, device ID, and readings to a cloud database. Authorized users could access the aggregate data on a web portal. The system would also send reminders to users and monitors to ensure regular health checks. The goal is to help people remotely monitor loved ones' health with consistency and reliability despite long distances.
This document compares communication links between optical fiber and VSAT for offshore platforms. It discusses that optical fiber provides higher speeds, better signal quality, and higher reliability than VSAT, but has higher upfront costs. VSAT can cover larger distances at a lower cost, but has lower speeds and quality. For clusters of platforms near shore, fiber is often preferable due to its performance, but for wide coverage VSAT may be more cost effective despite its limitations. The key factors in choosing a link include cost, capacity, reliability, backup options, and services required.
This document analyzes the titles of questions posted on the Stack Overflow community using natural language processing techniques. It develops an application in Python that determines the sentiment and format of a title based on Stack Overflow's guidelines. The application aims to see if highly rated questions have properly formatted titles and positive sentiment, and how the combination of format and sentiment affects a question's popularity. The document outlines the problem statement of analyzing how title format and sentiment impact success and introduces the related work of other studies on Stack Overflow's voting system and the role of factors like readability and sentiment.
The document proposes a rapid and reliable receiver-based approach for delivering warning messages in vehicular ad-hoc networks. It selects the best receiver node based on both location and energy to ensure timely propagation of warnings without delay. The approach ranks potential receiver nodes based on their distance to an ideal forwarding location and remaining energy. It also uses epidemic routing to further improve performance, where messages are replicated across mobile nodes to increase the probability of reaching destinations. Simulation results showed the proposed method achieved high reliability, enhanced timeliness, and higher delivery ratios with lower overhead compared to existing solutions.
The document presents closed-form expressions for determining the bending moments in two directions of a rectangular two-way slab under a concentrated load uniformly distributed over a defined area. Equations (16) and (17) provide the bending moment expressions for the short and long directions, respectively, as functions of the span ratio, load area dimensions ratios, and other geometric properties. Comparisons are made between results from the proposed analysis method, Egyptian code approximate method, Pigweed's theory, and finite element analysis, showing better accuracy of the proposed method and Pigweed's theory over the Egyptian code method.
This document summarizes an aerodynamic analysis of a car model conducted using computational fluid dynamics (CFD) software to reduce drag force. The original Swift Dzire car model and two modified models - a "fastback" design with a sloped rear and a model with a rear spoiler - were simulated at 144 km/hr. The original model had a drag coefficient of 0.375. The fastback design had a lower drag coefficient of 0.335 due to delayed flow separation at the rear. The spoiler model had an even lower drag coefficient of 0.35, as the inverted wing spoiler produced downward force to increase traction at high speeds. CFD analysis provided insight into pressure and velocity contours to understand
This document discusses the deployment of IPv6 technology as the IPv4 address space is being depleted. It analyzes the IPv4 and IPv6 technologies and the benefits of migrating to IPv6, including increased address space. The social implications, risks, challenges, and opportunities of IPv6 deployment are examined. The document concludes by encouraging all internet stakeholders to consider migrating to IPv6 to take advantage of the opportunities it presents and ensure sustainability of the internet.
This document proposes algorithms for distributing malware signatures across mobile devices to optimize detection and recovery from infections. It describes a greedy algorithm that selects signatures to maximize a "system welfare" metric accounting for individual device utilities. It also describes an encounter-based distributed algorithm where devices exchange signatures opportunistically. Simulation results show the distributed algorithm approaches the performance of the greedy algorithm over time under different mobility models. The goal is to minimize the number of infected devices by optimally distributing signatures across a network of helpers considering device and malware heterogeneity.
This document summarizes various techniques for data collection in densely populated wireless sensor networks that improve energy efficiency. It discusses plain data collection, in-network aggregation, query-based collection, multipath collection, feedback-based collection, and optimal and suboptimal aggregation techniques. The key goal of these techniques is to reduce the number of transmissions needed to collect sensor data in order to prolong the network lifetime by minimizing energy consumption during data transfer.
This document provides an overview of image denoising techniques. It discusses different types of noise that can affect images, such as amplifier noise, impulsive noise, and speckle noise. It also describes various denoising methodologies, including spatial filtering techniques like mean and median filters, as well as transform domain filtering and wavelet thresholding. Spatial filters can smooth noise but also blur edges, while wavelet thresholding can preserve edges while removing noise. The document reviews noise models, denoising methods, and provides insights to determine the most effective approach based on the noise characteristics.
IOSR Journal of Humanities and Social Science is an International Journal edited by International Organization of Scientific Research (IOSR).The Journal provides a common forum where all aspects of humanities and social sciences are presented. IOSR-JHSS publishes original papers, review papers, conceptual framework, analytical and simulation models, case studies, empirical research, technical notes etc.
This document investigates how changing the position of the tool point on the moving platform affects the dynamic performance of a 3RRR planar parallel manipulator. Lagrange-d'Alembert formulation is used to develop the dynamic model. The manipulator's dimensions and parameters remain the same, while only the tool point position is changed. Simulation results show that locating the tool point at an optimal position reduces the generalized forces and energy consumption of the manipulator, improving its dynamic performance.
1. The document discusses privacy preservation techniques for knowledge discovery from published data. It aims to anonymize data before release to limit disclosure risk while maximizing usefulness.
2. Three types of information disclosure are defined: membership, identity, and attribute disclosure. Identity disclosure occurs when a record is linked to an individual, while attribute disclosure reveals sensitive attributes about individuals.
3. Data anonymization techniques aim to prevent these disclosures. Explicit identifiers are first removed, then techniques like generalization and suppression are used to anonymize quasi-identifiers to prevent identity and attribute disclosures.
This document summarizes an adaptive traffic control system based on an embedded Linux board and image processing. The system uses a Raspberry Pi single board computer and OpenCV to process video frames from a digital camera mounted at an intersection. Vehicle counts on each road are determined using background subtraction and a Kalman filter algorithm. Based on the vehicle densities, different signal times are assigned to each road to improve traffic flow. The system also prioritizes emergency vehicles using GSM and GPS modules. Traffic data is stored on a web server to synchronize signals across intersections. The system aims to provide smoother traffic flow compared to fixed-time traffic signals.
VIRTUAL COLLABORATION IN THE CONTEXT OF TEACHING AND LEARNING WITH INTERDISCI...IJITE
Online virtual environments where students can learn and interact somewhat realistically have great
potential for engineering studies, such as course resources, tools, and software that support learning and
educational practice. Here, we present a collaborative virtual environment for interactive learning and
immersive visualization with an interdisciplinary perspective. It allows users to visualize and sample
complex scenarios' structures and dynamics and interact with other users in the same virtual environment.
A series of controlled studies have been made in which participants were tasked with various emergency
decision goals. Moreover, it can also support the following integrated functions: 3-D spatial analysis, 3-D
visualization for spatial process, and 3-D spatial decision-making. The performance evaluation results
confirmed the proposed virtual environment's higher usability and user satisfaction. This approach will be
able to express opportunities for extending interdisciplinary knowledge in engineering education and
support the students in their creativity and collaboration skills.
Virtual Collaboration in the Context of Teaching and Learning With Interdisci...IJITE
Online virtual environments where students can learn and interact somewhat realistically have great
potential for engineering studies, such as course resources, tools, and software that support learning and
educational practice. Here, we present a collaborative virtual environment for interactive learning and
immersive visualization with an interdisciplinary perspective. It allows users to visualize and sample
complex scenarios' structures and dynamics and interact with other users in the same virtual environment.
A series of controlled studies have been made in which participants were tasked with various emergency
decision goals. Moreover, it can also support the following integrated functions: 3-D spatial analysis, 3-D
visualization for spatial process, and 3-D spatial decision-making. The performance evaluation results
confirmed the proposed virtual environment's higher usability and user satisfaction. This approach will be
able to express opportunities for extending interdisciplinary knowledge in engineering education and
support the students in their creativity and collaboration skills.
This document proposes a quick development model for change-oriented software processes. It discusses how changes are now common in software projects and increase maintenance costs. A quick or agile methodology is presented to simplify handling changes. The key benefit is accommodating changes without extensive refactoring. Common agile methods like XP, Scrum, Crystal and FDD are described. A proposed model categorizes change requests, prioritizes them, and integrates them into agile iterations using techniques like test-driven development. An incremental approach is suggested to implement changes in phases using repeated agile iterations.
Thorny Issues of Stakeholder Identification and Prioritization in Requirement...IOSR Journals
Abstract: Identifying the stakeholder in requirement engineering process is one of the critical issues. It
performs a remarkable part for successful project completion. The software project largely depends on several
stakeholders. Stakeholder identification and prioritization is still a challenging part in the software development
life cycle. Most of the time, the stakeholders are treated with less importance during the software deployment.
Additionally, there is a lack of attempt to think about the right project stakeholder by the development team. In
maximum cases, the stakeholder identification technique is performed incorrectly and there is a lack of attempt
to mark out them with priority. Besides, there are so many limitations on the existing processes which are used
for identifying stakeholders and setting their priority. These limitations pose a negative impact on the
development of software project, which should be pointed out by giving deep concern on it. We are aiming to
focus on this typical fact, so that we can figure out the actual problem and current work on identifying
stakeholders and setting their priority.
Keywords: Stakeholders, Stakeholder Identification, Stakeholder Selection, Stakeholder
Prioritization, Stakeholder Value, Software Development
This document summarizes simulation results that compare the actuation voltages of uniform and non-uniform cantilever RF MEMS series switches. Various geometric configurations and material properties were modeled using COMSOL Multiphysics software. It was observed that non-uniform switches supported on three bars had lower spring constants and required actuation voltages as low as 12.9V compared to uniform switches which required at least 17.2V. Specifically, a non-uniform switch using mica as the dielectric material with a dielectric constant of 9 and a bottom electrode length of 95um achieved the lowest voltage. The document concludes that non-uniform switch designs can reduce actuation voltage requirements by approximately 5V compared to uniform switches of similar configurations.
This document presents the results of performance testing of a single cylinder spark ignition engine fueled by enriched biogas and petrol. The engine was modified to operate on both fuels. Testing was conducted at a constant narrow load range of around 2 kg and RPMs ranging from 1100 to 1800. At constant lower load conditions, the brake specific fuel consumption of enriched biogas was 10.77%, 24.24%, and 35.63% higher than petrol at 1100, 1500, and 1800 RPMs respectively. The brake thermal efficiency of petrol was higher than enriched biogas at all tested speeds, ranging from 4.91% to 9.41% higher for petrol. However, the mechanical efficiency of enriched biogas was 42.93% compared
The document studies the fatigue crack growth behavior of an aluminum alloy specimen with a notch. Finite element analysis is used to simulate a fatigue crack growth test on an arc-shaped aluminum specimen with a notch. The simulation results agree well with experimental fatigue crack growth test results. Both show that the crack propagation depends on the stress intensity range, with the crack growing faster at higher stress intensity values approaching the material's critical stress intensity value.
This document outlines an approach to developing a soft tool for conducting a life cycle assessment of residential buildings to estimate their environmental impacts, such as carbon emissions. The tool calculates embodied carbon emissions from building materials used in construction and from electricity consumption over the building's 50-year lifespan. Testing on a residential building in Pune, India found total embodied carbon from materials was 748579 kg and from electricity was 4266150 kg over 50 years. The results indicate opportunities to reduce impacts by using sustainable materials and non-conventional energy sources.
This document proposes a cloud-based system to remotely monitor vital health statistics using Internet of Things (IoT). The system would allow children living abroad to monitor parents' health statistics. IoT devices like thermometers and blood pressure monitors would send readings to a smartphone app. The app would send anonymized data like user ID, device ID, and readings to a cloud database. Authorized users could access the aggregate data on a web portal. The system would also send reminders to users and monitors to ensure regular health checks. The goal is to help people remotely monitor loved ones' health with consistency and reliability despite long distances.
This document compares communication links between optical fiber and VSAT for offshore platforms. It discusses that optical fiber provides higher speeds, better signal quality, and higher reliability than VSAT, but has higher upfront costs. VSAT can cover larger distances at a lower cost, but has lower speeds and quality. For clusters of platforms near shore, fiber is often preferable due to its performance, but for wide coverage VSAT may be more cost effective despite its limitations. The key factors in choosing a link include cost, capacity, reliability, backup options, and services required.
This document analyzes the titles of questions posted on the Stack Overflow community using natural language processing techniques. It develops an application in Python that determines the sentiment and format of a title based on Stack Overflow's guidelines. The application aims to see if highly rated questions have properly formatted titles and positive sentiment, and how the combination of format and sentiment affects a question's popularity. The document outlines the problem statement of analyzing how title format and sentiment impact success and introduces the related work of other studies on Stack Overflow's voting system and the role of factors like readability and sentiment.
The document proposes a rapid and reliable receiver-based approach for delivering warning messages in vehicular ad-hoc networks. It selects the best receiver node based on both location and energy to ensure timely propagation of warnings without delay. The approach ranks potential receiver nodes based on their distance to an ideal forwarding location and remaining energy. It also uses epidemic routing to further improve performance, where messages are replicated across mobile nodes to increase the probability of reaching destinations. Simulation results showed the proposed method achieved high reliability, enhanced timeliness, and higher delivery ratios with lower overhead compared to existing solutions.
The document presents closed-form expressions for determining the bending moments in two directions of a rectangular two-way slab under a concentrated load uniformly distributed over a defined area. Equations (16) and (17) provide the bending moment expressions for the short and long directions, respectively, as functions of the span ratio, load area dimensions ratios, and other geometric properties. Comparisons are made between results from the proposed analysis method, Egyptian code approximate method, Pigweed's theory, and finite element analysis, showing better accuracy of the proposed method and Pigweed's theory over the Egyptian code method.
This document summarizes an aerodynamic analysis of a car model conducted using computational fluid dynamics (CFD) software to reduce drag force. The original Swift Dzire car model and two modified models - a "fastback" design with a sloped rear and a model with a rear spoiler - were simulated at 144 km/hr. The original model had a drag coefficient of 0.375. The fastback design had a lower drag coefficient of 0.335 due to delayed flow separation at the rear. The spoiler model had an even lower drag coefficient of 0.35, as the inverted wing spoiler produced downward force to increase traction at high speeds. CFD analysis provided insight into pressure and velocity contours to understand
This document discusses the deployment of IPv6 technology as the IPv4 address space is being depleted. It analyzes the IPv4 and IPv6 technologies and the benefits of migrating to IPv6, including increased address space. The social implications, risks, challenges, and opportunities of IPv6 deployment are examined. The document concludes by encouraging all internet stakeholders to consider migrating to IPv6 to take advantage of the opportunities it presents and ensure sustainability of the internet.
This document proposes algorithms for distributing malware signatures across mobile devices to optimize detection and recovery from infections. It describes a greedy algorithm that selects signatures to maximize a "system welfare" metric accounting for individual device utilities. It also describes an encounter-based distributed algorithm where devices exchange signatures opportunistically. Simulation results show the distributed algorithm approaches the performance of the greedy algorithm over time under different mobility models. The goal is to minimize the number of infected devices by optimally distributing signatures across a network of helpers considering device and malware heterogeneity.
This document summarizes various techniques for data collection in densely populated wireless sensor networks that improve energy efficiency. It discusses plain data collection, in-network aggregation, query-based collection, multipath collection, feedback-based collection, and optimal and suboptimal aggregation techniques. The key goal of these techniques is to reduce the number of transmissions needed to collect sensor data in order to prolong the network lifetime by minimizing energy consumption during data transfer.
This document provides an overview of image denoising techniques. It discusses different types of noise that can affect images, such as amplifier noise, impulsive noise, and speckle noise. It also describes various denoising methodologies, including spatial filtering techniques like mean and median filters, as well as transform domain filtering and wavelet thresholding. Spatial filters can smooth noise but also blur edges, while wavelet thresholding can preserve edges while removing noise. The document reviews noise models, denoising methods, and provides insights to determine the most effective approach based on the noise characteristics.
IOSR Journal of Humanities and Social Science is an International Journal edited by International Organization of Scientific Research (IOSR).The Journal provides a common forum where all aspects of humanities and social sciences are presented. IOSR-JHSS publishes original papers, review papers, conceptual framework, analytical and simulation models, case studies, empirical research, technical notes etc.
This document investigates how changing the position of the tool point on the moving platform affects the dynamic performance of a 3RRR planar parallel manipulator. Lagrange-d'Alembert formulation is used to develop the dynamic model. The manipulator's dimensions and parameters remain the same, while only the tool point position is changed. Simulation results show that locating the tool point at an optimal position reduces the generalized forces and energy consumption of the manipulator, improving its dynamic performance.
1. The document discusses privacy preservation techniques for knowledge discovery from published data. It aims to anonymize data before release to limit disclosure risk while maximizing usefulness.
2. Three types of information disclosure are defined: membership, identity, and attribute disclosure. Identity disclosure occurs when a record is linked to an individual, while attribute disclosure reveals sensitive attributes about individuals.
3. Data anonymization techniques aim to prevent these disclosures. Explicit identifiers are first removed, then techniques like generalization and suppression are used to anonymize quasi-identifiers to prevent identity and attribute disclosures.
This document summarizes an adaptive traffic control system based on an embedded Linux board and image processing. The system uses a Raspberry Pi single board computer and OpenCV to process video frames from a digital camera mounted at an intersection. Vehicle counts on each road are determined using background subtraction and a Kalman filter algorithm. Based on the vehicle densities, different signal times are assigned to each road to improve traffic flow. The system also prioritizes emergency vehicles using GSM and GPS modules. Traffic data is stored on a web server to synchronize signals across intersections. The system aims to provide smoother traffic flow compared to fixed-time traffic signals.
VIRTUAL COLLABORATION IN THE CONTEXT OF TEACHING AND LEARNING WITH INTERDISCI...IJITE
Online virtual environments where students can learn and interact somewhat realistically have great
potential for engineering studies, such as course resources, tools, and software that support learning and
educational practice. Here, we present a collaborative virtual environment for interactive learning and
immersive visualization with an interdisciplinary perspective. It allows users to visualize and sample
complex scenarios' structures and dynamics and interact with other users in the same virtual environment.
A series of controlled studies have been made in which participants were tasked with various emergency
decision goals. Moreover, it can also support the following integrated functions: 3-D spatial analysis, 3-D
visualization for spatial process, and 3-D spatial decision-making. The performance evaluation results
confirmed the proposed virtual environment's higher usability and user satisfaction. This approach will be
able to express opportunities for extending interdisciplinary knowledge in engineering education and
support the students in their creativity and collaboration skills.
Virtual Collaboration in the Context of Teaching and Learning With Interdisci...IJITE
Online virtual environments where students can learn and interact somewhat realistically have great
potential for engineering studies, such as course resources, tools, and software that support learning and
educational practice. Here, we present a collaborative virtual environment for interactive learning and
immersive visualization with an interdisciplinary perspective. It allows users to visualize and sample
complex scenarios' structures and dynamics and interact with other users in the same virtual environment.
A series of controlled studies have been made in which participants were tasked with various emergency
decision goals. Moreover, it can also support the following integrated functions: 3-D spatial analysis, 3-D
visualization for spatial process, and 3-D spatial decision-making. The performance evaluation results
confirmed the proposed virtual environment's higher usability and user satisfaction. This approach will be
able to express opportunities for extending interdisciplinary knowledge in engineering education and
support the students in their creativity and collaboration skills.
Virtual Collaboration in the Context of Teaching and Learning With Interdisci...IJITE
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International Journal of Computational Engineering Research (IJCER) is dedicated to protecting personal information and will make every reasonable effort to handle collected information appropriately. All information collected, as well as related requests, will be handled as carefully and efficiently as possible in accordance with IJCER standards for integrity and objectivity.
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Universidad Técnica Particular de Loja
Luis Rodrigo Barba Guamán
Correo: lrbarba@utpl.edu.ec
Sección de Inteligencia Artificial
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systems, a Learning Management System (LMS) and a
remote laboratory, independently. However, we understand
it is highly convenient for the students to have access and
perform real experimental practices in remote laboratories
from a LMS. This integration of both educational resources
constitutes one objective of a project developed by a joint
venture company-university: a technology company (“educativa”)
and a public university (UNR). The project is
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developed by “e-ducativa”, of a function that allows the
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The Development of education technology tool based on animation concepts as the name suggests it’s a tool which helps the students to learn the education related concepts using the animation concepts. The problem has been identified from the realworld issue which is being faced by the students of engineering even today also and a solution to the problem has been identified in order to reduce the issue. The problem identified is that lake of interest for the students to come to college and listen to the lectures for hours and hours sitting in one place and lots of students face the problem in learning the things in a theoretical manner. We are mainly concentrated on those students to find the solution to grasp their interest in order to concentrate on their studies. As the students are very much interested in learning the things in an innovative manner we a have introduced this project to help out the students to provide an advantage in their learning process. The idea is to provide a direct view of the real-world objects for efficient learning and understanding the objects in a deeper way.
The problem of referring lots of books and websites in order to learn the topic in deep can be avoided by enhancing the learning experience by providing a direct analysis about the topic in a pictorial way using the animations. The learners always expect the eye-catching presentations and those presentations can even grasp the attention and the learners can learn with interest. Learning in multidimensional view can improve the efficiency of learning and understanding capacity of the learners. The system provides the users a multidimensional access to the topics and also provides animated models in an interactive manner to understand the topic in deeper. The primary value is that it brings components of the digital world into a person's perception of the real world. As the students of present generation are not interested to go to the colleges regularly and learning the things by sitting at one place and rather preferring to learn in an innovative manner and do researches in their interested area of fields and this idea helps the students in making their process of learning interesting by providing attractive and interactive interface.
The main intension of demo is to provide the animated presentations of the experiments that the engineering students are learning every day as a part of their education and they are working with those experiments in a practical manner.
Leveraging On Easy Java Simulation Tool And Open Source Computer Simulation L...lookang
This paper highlights the diverse possibilities in the rich community of educators from the Conceptual Learning of Science (CoLoS) and Open Source Physics (OSP) movement to engage, enable and empower educators and students, to create interactive digital media through computer modeling. This concept revolves around a paradigmatic shift towards participatory learning through immersive computer modeling, as opposed to using technology for information transmission.
We aim to engage high school educators to professionally develop themselves by creating and customizing simulations possible through Easy Java Simulation (Ejs) and its learning community. Ejs allows educators to be designers of learning environments through modifying source codes of the simulation. Educators can conduct lessons with students’ using these interactive digital simulations and rapidly enhance the simulation through changing the source codes personally.
Ejs toolkit, its library of simulations and growing community contributed simulation codes, in a Web 2.0 environment, potentially allows for rapid proliferation of mass customized virtual laboratories simulation with educators as designers of learning environment.
Our journey of remixing this simulation created an educator-customized interactive digital media virtual laboratory for advancing learning physics by inquiry.
The process of creating a simulation also has desirable pedagogical value that will be challenging to bring to high school students to learn by modeling. The impediments to using this method are discussed.
Leveraging On Easy Java Simulation Tool And Open Source Computer Simulation L...lookang
Powerpoint shared during 3rd redesigning pedagogy NIE Singapore 1 to 3 July 2009
Ejs tool and library
Free
Open source codes of simulations
Join Creative commons License allow educators to share, remix and share back
Community of Ejs educators
Engage, enable and empower
Produce learning virtual lab instead of just consuming
Collaborate to co-create virtual lab, quality instructional materials to go with the virtual lab.
Anyone can improve and remix
Create IDM virtual lab for learning by inquiry
Students learn by exploring virtual labs
Complement teacher centered lessons
VIRTUAL AND AUGMENTED REALITY IN THE PRESENT SCENARIOIRJET Journal
The document discusses virtual and augmented reality technologies and their applications in education. It describes how VR and AR can be used to immerse students in virtual environments to help teach complex concepts in a more engaging way. Examples are given of how medical and engineering students can use VR and AR to better understand human anatomy and collaborate on projects. The document also outlines some of the tools and techniques used to create VR and AR content, as well as how AI can enhance interactivity. Two case studies are presented on using VR and AR with local students to teach about solar systems and human anatomy. The conclusion is that these technologies increase student engagement and benefit learning.
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This is her 10-page research paper.
Shaneece has recently graduated cum laude with a Bachelors of Science degree in Computer Information Systems (CIS) from North Carolina Central University (NCCU). she attended NCCU for a total of three years and has been an active student, serving as the Secretary and Chair of Events Committee for the CIS Club and by being a member of the Senior Class Council on her campus. She received several awards while a student at NCCU, including two awards for Excellent Academic Achievement and the Courtney S. Ferguson Awards for upholding the ideals of the CIS discipline.
Shaneece is now attending the Unviersity of Maryland for its Masters of Information Management Program. She is truly excited about her journey of education.
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Interfacing of Java 3D objects for Virtual Physics Lab (VPLab) Setup for encouraging Physics Studies
1. IOSR Journal of Applied Physics (IOSR-JAP)
e-ISSN: 2278-4861.Volume 4, Issue 5 (Sep. - Oct. 2013), PP 01-06
www.iosrjournals.org
www.iosrjournals.org 1 | Page
Interfacing of Java 3D objects for Virtual Physics Lab (VPLab)
Setup for encouraging Physics Studies
Prakash A. Bhadane 1
, S.M.Sabnis2
, P. G. Kulkarni3
1(Department: Physics, Saraswati college of Engineering, plot no-46, sector-05, behind MSEB sub station,
Kharghar, Navi Mumbai-410210, Maharashtra, India,/University Name:-Author 1 is Ph.D. Scholar of Shri JJT
University, Vidyanagari, Churu Jhunjhunu Road, Chudela, District-Jhunjhunu, Rajasthan-333001.
Abstract:During this paper we target the combination of web accessible physics experiments (VPLabs)
combined with the Sun’s toolkit for making cooperative 3D virtual worlds. Among such a cooperative setting
these tools give the chance for academics and students to figure along as avatars as they control actual
instrumentation, visualize natural phenomenon generated by the experiment, and discuss the results. Especially
we'll define the steps of integration, future goals, yet because the price of a collaboration area in Wonderland's
virtual world.
I. INTRODUCTION
The use of 3D virtual learning environments in education has big significantly over the past years and
has captured the eye and interest of educators worldwide. This interest originally arose from educators‟ demands
for a lot of versatile and communicative technologies to support the students‟ learning experiences. Despite fast
development, several instructional application domains still exhibit a good want for improvement. If we
concentrate on physics education from middle school through university, the most pedagogic drawback remains
that students have nice issue in relating physics theory and equations to the phenomena they observe within the
workplace or, indeed, within the everyday world. Maybe the foremost promising tools for raising students‟
ability to relate physics theory to discernible phenomena is that the use of 3D visual image.
A. Java 3D Virtual Environments
Virtual environments consist entirely of 3D elements, with that the user is ready to act inside the
atmosphere. As an example, the user will enter and exit rooms, walk around buildings, and open drawers to
visualize what's within. Will increase in desktop 3D special effects and network infrastructure were the 2 main
technological advances that have enabled the event of 3D VEs and have usually augmented the potential of the
planet Wide internet. Such environments offer the illusion of being immersed inside a 3D house, and change the
user to perform actions and behaviors that are analogous to those she will initiate within the globe [16]. The
very fact that users will gain expertise within the same method that they will within the globe opens new and
fascinating opportunities for physics education. By increasing reality on the far side the bounds of the
schoolroom in each time and area, the educator will enrich the student‟s learning expertise to ease understanding
of abstract physics ideas [8]. Instead of making an attempt to recreate common face-to-face schoolroom settings,
the aim of those environments is to enhance and expand schoolroom activities. Additionally to providing
additional versatile learning resources than those out there in typical e-learning environments, VLEs
additionally try and use the dimension to boost cooperative learning and supply active learning experiences
impractical within the schoolroom.
A 3D simulation generated from a proper mathematical model embodying the laws of physics becomes
a governable computer-generated analog of real-world objects or processes, that the scholar will use to grasp the
behavior of advanced systems [2][4]. Together with visualizing physics phenomena and simulating their actions/
behavior, a 3D VLE additionally provides customary mechanisms for the user to move with the underlying
physical/mathematical models. PC generated simulations will alter the scholars to match theoretical with
experimental results, since they embody learning by doing [6].
B. Collaborative Learning Environments
While many VLE's for virtual physics experiments are designed as single-user environments, whereby
learners accomplish experiments by themselves, recent approaches demonstrate that sharing experiences in an
exceedingly cluster, discussing results along, and interacting with alternative participants will bring learners to
the next accomplishment level [14]. Multi-user VLEs, conjointly referred to as cooperative VLEs (CVLE) [8] or
virtual worlds [1], modify interactions not solely with objects however conjointly with alternative users.
Multiple learners will explore an equivalent 3D cooperative atmosphere, will communicate with alternative
learners, and might move their avatars through the house as if they were physically walking [5]. CLVEs have
2. Interfacing of Java 3D objects for Virtual Physics Lab (VPLab) Setup for encouraging Physics
www.iosrjournals.org 2 | Page
achieved the goal of virtual collaboration, thus they need the potential to supply vital influences on the 3D
immersive virtual world approach [3].
The goal of our project is to supply a 3D CVLE for physics education within which students and
educators are ready to work along in an exceedingly cooperative approach. Through the mixing of specific
technologies and comes, the users of this immersive atmosphere use a 3D simulation to examine the important
behavior of an actual remote physics experiment. The subsequent section of this paper can introduce the
software package and technologies that are accustomed understand this cooperative learning house. We‟ll
illustrate each this implementation in addition as our planned future work.
II. BACKGROUND TECHNOLOGIES
Our study is based on manifold pre-existing projects which personify virtual technologies. They each
have their individualadvantages, and our objective has been to blend them into
aninnovativemutualeruditionatmosphere.
A. Project Wonderland
Project Wonderland could be a 100 pc Java open supply toolkit for making cooperative 3D virtual
worlds, developed by Sun Microsystems inc [12]. This multi-user immersive atmosphere incorporates 3D and
PC graphics technology with digital media, to immerse and have interaction users within the same means 3D
games grab and keep the eye of players. Wonderland offers students a virtual world among that to figure and
learn along without the necessity for a separate collaboration tool [12].
As a result of the wonderland system is open-source; it is often extended by making new tools.
Client/server architectures are similar temperament for game systems since the server will coordinate the state of
all consumer instances. Besides the Dark-star server, Project Wonderland depends on any open-source comes
developed by Sun Microsystems, together with Java3D [10], Project glass [4] and j-VoiceBridge [12].
B. The VPLab Project:-
The VPLab Project [7] built up at MIT endows an infrastructure for the drawing and allocation of
Internet accessible lab experiments. It lets students and educators distantadmission to definiteapparatus in actual
laboratories. Unlike conformistexperimentation facilities, the apparatuscan be shared and used anytime,
anywere.
(Figure 1. Schematic representation of Force on a Dipole experiment)
Online laboratories impart the likelihood to increase the variety of experimentations that students employ in the
course of their education.
C. The Sun’s Simulation System (Java 3D):-
Sun‟s Simulationtoolkit [16] is an open source Java3D based mostly simulation toolkit, developed at
the Massachusetts Institute of Technology (MIT) as a element of the „Studio Physics‟ Technology Enabled
Active Learning Project (TEAL) [16]. TEAL's major goal is to assist students create mentally phenomena and
processes particularly in electromagnetism [7]. The approach of this project is to produce a mixture of lectures,
science lab experiments and a spread of simulations in a very specially designed schoolroom to facilitate cluster
interaction. Students usually work in teams of 3.
They‟re accustomed illustrate abstract physics ideas unreal by means that of a 3D model. To administer
one example, magnetism fields and phenomena are usually not visible in real settings, however using such a
simulation engine, students will read a synchronized visual image that renders a correct illustration of the
invisible field lines. Student laboratory teams have the power to move with the model using their desktop input
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devices, management input values, so see however the simulation is established by their changes. Additionally,
3D simulations are often dole out as often as required to administer the scholars an improved understanding for
physics ideas.
D. Experimental Comparison
The “Force on a Dipole” experiment developed at MIT combines associate VPLab interactive work and
a SIM Line image. The experiment itself consists of a tiny low magnet suspended vertically by a spring within
the center of 2 horizontally mounted coils. An electrical current could also be directed through the highest or,
through each coil. A video camera is stationed to look at the position of the magnet (Fig.1).
Figure 2. Lab VIEW application (Source: LabVIEW online)
This experiment is controlled by a LabVIEW [13] application ( Fig. 2 ), that permits users to tack the present
amplitude and frequency of the present further on specify to that coils it's directed. The applying displays the
input current, the present within the high coil and therefore the position of the magnet. Additionally, users could
request that information be collected, and an overseas method could request that the experiment information be
streamed to that using TCP/IP.
Using the SIM Line Toolkit, a specialized application [9] was designed to buy the experiment
information stream and to use the info to drive a period of time image of the experiment on the student's laptop.
Thisview suggests that the Lab VIEW interface allows remote access to regulate the experiment whereas the
SIM Line package creates a synchronized 3D simulation of the flux lines as an instance the interaction of the
stationary current carrying coil with the suspended static magnet ( Fig. 3 ).
Figure 3. Representation of sample application
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The combination of those comes provides a robust tool to boost understanding of abstract physics ideas using
active and passive visualizations, particularly in areas wherever we will create the "unseen seen", as in
electromagnetism. These instructional advantages are currently accessible to students and educators round the
world. In making an attempt to increase the established advantages of the current “Force on a Dipole” project,
the present team formed the concept of cooperative immersive surroundings for physics education. The TEAL
Studio Project already reflects this approach by providing physical cooperative learning surroundings. However
it assumes that students are physically collocated and might physically act. The present project aims to realize
identical goal once that's insufferable. Within the next section, we describe the conclusion of these cooperative
surroundings using Project Wonderland tools and also the integration of the “Force on a Dipole” project.
III. VIRTUAL LAB ENVIRONMENT
We will 1st make a case for the fundamentals of Wonderland's infrastructure so as to offer a far better
understanding of however image and interaction add Wonderland. At the time we started with our analysis
work, Project Wonderland's unharness 0.4 was the stable version to form a 3D world area. This can be the
version on that this project is predicated though we expect to migrate it to future releases of the Wonderland
atmosphere.
A. Wonderland's Cell Architecture:-
Wonderland organizes the 3D virtual world in cells. A cell represents a volume of house within the
world, like a part of a scene or an object. Avatars are pictured through cells. The cell consists of each a
consumer and a server object. The server part, instantiated by the sport server Project Dark star, consists of one
category that maintains the shared state of the cell across all consumer participants. The client-side half is
accountable for rendering the cell in-world either by loading an art resource or by drawing objects directly using
the Java3D apis. Cells divide the world‟s Java3D scene graph into network edoptimized chunks. as an example,
the World Root Cell, that represents the complete world, might encompass many space Cells, and every of those
space Cells might encompass an Application Cell, Avatar Cell, etc.
Communication between consumer and server is complete through client-server messages. If a
consumer action causes a client-cell method natural action, messages are going to be sent from consumer to
server to update the server-side instance of this cell. The absolute 3D-coordinates of a cell's origin at intervals
the globe additionally because the name of the category to that the cell object belongs is provided in an XML-
formatted cell descriptor file at intervals the Wonderland-File-System (WFS). The WFS records instances of
cells that are supplementary to a world. When the Project Wonderland-Server is started or reloaded, the WFS
scan and an instance of a cell is formed on the server for every XML cell descriptor within the WFS. When a
consumer connects to the server the client-side cells are created for every cell presently within the server.
B. ForceonaDipole Cell
In our project, integration the TEAL simulation of the Force on a Dipole experiment needed the
creation of a brand new cell kind with server-side and client-side categories. The server-side cell SIM Line
needs to communicate with the client-side SIM Line when the client starts so as to setup the cell's properties and
to update them throughout the applying runtime. The foremost tasks of the clientside SIM Line, besides
providing access to the cell‟s scene graph, is to inform the server of the user interactions and to method the setup
and update messages from the server-side cell.
C. Integration of the experimental Model
SIM Line simulations are Java categories that have a well outlined interface (TSimulation) and contain
3 major elements, the simulation engine, the rendering engine, and also the interface. When running a
simulation on the desktop or as and application, the simulation is run at intervals a TEAL framework that is to
blame for loading the simulation and presenting the computer program. Simulations weren't designed to run
outside of a framework, for this project the SIM Line is employed as the framework.
The SIM Line render engine is enforced as a Java3D-based viewer that manages the simulation‟s scene
graph. Thejava interfacing reality created it attainable to integrate the both technologies with a number of
changes to the SIM Line design.
When the Wonderland consumer is started, the SIM Line- Cell creates an instance of the Force
onADipole simulation. The scene graph out of it should be integrated into the complete scene graph of
Wonderland by attaching it to the cell's scene graph node. Since the SIM Line scene graph was hooked up to the
SIM Line viewer, it's to be „detached‟ before this will be done. Finally this complete subgraph is then said to be
board Wonderland's world.
The simulation engine maintains a model of this state of all simulated objects and perpetually integrates
the interaction of all objects within the simulation. For performance reasons the simulation engine runs at
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intervals its own thread. to regulate the looks of the 3D simulation within Wonderland, the particular experiment
should be started before the simulation will hook up with the information stream.
D. Connection to the actual Experiment
The VPLabs framework provides access to the remote VPLabLab Server that launches the interactive
Lab VIEW application. For this purpose, Wonderland supports a graphical desktop sharing system, known as
Virtual Network Computing (VNC), to manage another pc remotely. A VNC viewer, integrated as a cell in
Wonderland, will connect with a VNC server on identical or another pc. The VNC server, in our context, is
found on identical server wherever the Lab VIEW software system is running. Within the world a VNC viewer
is employed to show the graphical user interface front panel of the Lab VIEW application. User interaction is
provided through keyboard or mouse events, that are transmitted from the pc on that the Wonderland consumer
is running to the pc wherever the LabVIEW application is hosted. Multiple clients could connect with a VNC
server at identical time. Therefore, avatars have the flexibility to launch and move with the important
experiment via the VNC viewer even as students within the room version of TEAL will management the
frequency and amplitude of the present.
E. Starting the simulation in world
After the important experiment is started, avatars will currently begin the virtual illustration of the
experiment in world. Within the TEAL framework, this action is triggered by choosing a menu item, however
inside Wonderland zero.4 the simulation‟s program parts don't seem to be out there. The training area should
offer a button, enforced as an Inter-Cell communication cell. Once the button is ironed, a message is shipped to
the button‟s server-side cell that then sends a message to the server-side SIMLine-CellGLO. A message is
shipped from the server-side cell to every of the consumer cells requesting that the client‟s simulation model
connect with the LabVIEW Application, every simulation opens an information socket to the LabVIEW
application.
To replicate the result of the user‟s input on the simulation in Wonderland, the world's scene graph
should be updated. When beginning the socket, we tend to connect once more to the particular branch cluster of
the rendering engine and append it to the world's scene graph. So as to update the consumer itself and every one
alternative to replicate the user input within the simulation, the SIMLineCell sends a message to the
SIMLineCellGLO. This server aspect implementation has the vital task of relaying the message to all or any
client.
When the client-side illustration of the beginning button is at the start pushed, the server cell should
begin the affiliation on all alternative client cells. Conversely, if the button is ironed once more, clients have to
be compelled to learn to prevent the socket so as to finish the simulation‟s affiliation. To represent application
state, the button can address red once it's pushed to begin the simulation, and to inexperienced when pushed to
prevent the simulation.
F. Real-time experimentation
For the Force onADipole application there's additionally a digital camera provided, that isn't a part of
the appliance however access to the digital camera is expedited by the VPLab Service-Broker. Wonderland
additionally permits students to stream the actions of the important hardware, completed in an exceedingly
separate cell.
This cell facilitates a video screen in world wherever avatars are able to see the operating experiment
via the network camera. The desired camera within the 'video-cam-wlc. xml' is that the camera, however it's
doable to feature support for alternative Axis network cameras, just like the Axis 211 we tend to are using. The
video is streamed to all or any purchasers and compete at the same time within the browser of all avatars within
the same world, as long as the actual experiment continues to be connected. Control buttons enable the avatars
to terminate and management the video.
Figure 4. Wonderland interface java illustration
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The present state of our work could be an operating cooperative virtual setting in Wonderland version 0.4 that
presently provides nearly the total practicality of the force on a dipole experiment.
For the longer term, the set up for this scientific research is to port from 0.4 to 0.5 to realize a richer 3D
expertise among the planet. Wonderland is moving from a Java3D rendering engine to JMonkeyEngine (JME)
[11] that ought to cure the restrictions obligatory on Wonderland by the visual and style constraints of Java3D.
JME could be a full featured 3D game engine that is already in use by skilled game firms. JME ought to give
higher performance additionally as higher graphics capabilities. This can need replacement the Java3D
rendering engine employed by SIMLine and a design of the SIMLine 3D viewer. An extra vital modification in
Wonderland 0.5 can replace the prevailing inflexible avatar system with a contemporary progressive avatar
system together with new bone models and advanced skinning options, which can bring the looks of an avatar to
the next level.
Finally, version 0.5 can give embedded swing practicality for general program construction. With this
feature we get the power to make our own Swing-based program to act with the experiment rather than
employing a VNC-viewer to indicate the LabVIEW application.
Our goal is to support the TEAL simulation‟s program elements with this Swing feature. Once porting to 0.5,
successive step within the future are extending the educational area by populating the virtual learning setting
with additional simulations.
V. CONCLUSION
In this paper, we've started our analysis work and vision for cooperative, simulation-based learning in
desktop 3D virtual environments. The arrival of the desktop variant of 3D virtual environments has created the
technology wide accessible and has dramatically reduced the prices of the mandatory hardware.
The obvious advantage of virtual laboratories lies in reducing the quantity of pricey physical
laboratories that has to be maintained and in permitting students remote access at any time. Support for teaching
laboratories is important, and then there's a true potential for permitting widespread use of virtual laboratories.
The utilization of such laboratories during a cooperative virtual learning setting improves the potential impact of
virtual laboratories by permitting collaboration between students and academics and between students
themselves. It conjointly permits international collaboration between students by forming learning groups across
continents so as to unravel issues.
Besides providing a technical answer to understand a cooperative learning setting, we believe that it's
crucial to determine a brand new learning culture with horizontal communication structures. Active participation
and meaty discussion are the cooperative values we wish to support in our virtual setting.
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