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1

Griffin, Brent, and Jessy Grizzle. "Nonholonomic virtual constraints and gait optimization for robust walking control." International Journal of Robotics Research 36, no. 8 (May 23, 2017): 895–922. http://dx.doi.org/10.1177/0278364917708249.

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A key challenge in robotic bipedal locomotion is the design of feedback controllers that function well in the presence of uncertainty, in both the robot and its environment. This paper addresses the design of feedback controllers and periodic gaits that function well in the presence of modest terrain variation, without over-reliance on perception and a priori knowledge of the environment. Model-based design methods are introduced and subsequently validated in simulation and experiment on MARLO, an underactuated three-dimensional bipedal robot that is of roughly human size and is equipped with an inertial measurement unit and joint encoders. Innovations include an optimization method that accounts for multiple types of disturbances and a feedback control design that enables continuous velocity-based posture regulation via nonholonomic virtual constraints. Using a single continuously defined controller taken directly from optimization, MARLO traverses sloped sidewalks and parking lots, terrain covered with randomly thrown boards, and grass fields, all while maintaining average walking speeds between 0.9 and 0.98 m/s and setting a new precedent for walking efficiency in realistic environments.
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Wagner, Stefan R., Rasmus R. Gregersen, Line Henriksen, Ellen-Margrethe Hauge, and Kresten K. Keller. "Smartphone Pedometer Sensor Application for Evaluating Disease Activity and Predicting Comorbidities in Patients with Rheumatoid Arthritis: A Validation Study." Sensors 22, no. 23 (December 2, 2022): 9396. http://dx.doi.org/10.3390/s22239396.

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Smartphone-based pedometer sensor telemedicine applications could be useful for measuring disease activity and predicting the risk of developing comorbidities, such as pulmonary or cardiovascular disease, in patients with rheumatoid arthritis (RA), but the sensors have not been validated in this patient population. The aim of this study was to validate step counting with an activity-tracking application running the inbuilt Android smartphone pedometer virtual sensor in patients with RA. Two Android-based smartphones were tested in a treadmill test-bed setup at six walking speeds and compared to manual step counting as the gold standard. Guided by a facilitator, the participants walked 100 steps at each test speed, from 2.5 km/h to 5 km/h, wearing both devices simultaneously in a stomach pouch. A computer automatically recorded both the manually observed and the sensor step count. The overall difference in device step counts versus the observed was 5.9% mean absolute percentage error. Highest mean error was at the 2.5 km/h speed tests, where the mean error of the two devices was 18.5%. Both speed and cadence were negatively correlated to the absolute percentage error, which indicates that the greater the speed and cadence, the lower the resulting step counting error rate. There was no correlation between clinical parameters and absolute percentage error. In conclusion, the activity-tracking application using the inbuilt Android smartphone pedometer virtual sensor is valid for step counting in patients with RA. However, walking at very low speed and cadence may represent a challenge.
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Videla-Reyes, Ronnie, and Claudio Aguayo. "Pedagogy of uncertainty." Pacific Journal of Technology Enhanced Learning 4, no. 1 (February 8, 2022): 29–30. http://dx.doi.org/10.24135/pjtel.v4i1.147.

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Educators around the world are facing the challenges and opportunities of 21st Century education, such as the COVID-19 pandemic, STEAM education, and the rise of digital immersive technologies presenting a promising field for the development of new ways to maximize the learning experience (Bakker, Cai & Zenger, 2021) The integration of science, technology, engineering, art and mathematics (STEAM) offers an approach to educational design based on curricular integration and learning by doing with analog and virtual technologies (Quigley et al., 2020). In turn, STEAM promotes important pedagogical changes that encourage the development of new skills focused on collaborative work, inquiry and creativity in the face of a challenge or problem to be solved, as well as optimal sensorimotor deployment through haptic and visual perception when using emerging digital immersion technologies such as virtual and augmented reality (Videla-Reyes, Aguayo & Veloz, 2021). All these changes lead to a new framework of pedagogical action based on uncertainty, since they are unfamiliar or unknown in the field of traditional education. Based on the above, we propose here the idea of a ​​’pedagogy of uncertainty’, which can be read in light of the latest and unpredictable changes that 21st Century education is experiencing due to the COVID-19 pandemic, the emergence of technological tools and unfamiliar virtual and online platforms that teachers and students had to learn and use during the march of the virus. The approach that we suggest here is based on the potential of STEAM educational environment design that focuses on providing signs or patterns of an emerging world, unlike traditional teaching methods in which the path to which students should arrive is already laid down in advance. From a STEAM educational design approach, the teacher and her/his students lay down a path in walking together, a motto used by the enactive approach to cognition that considers "cognition as embodied action that is always oriented towards something absent: on the one hand, there is always a next step for the system in its perceptually guided action; for the rest, the acts of the system are always directed towards situations that are not yet in act” (Varela, Thompson & Rosch, 1991, p.238). In this presentation, we explore the notion of pedagogy of uncertainty in the light of enactivism, based on theoretical and empirical evidence about how teachers and students deal with an uncertain world by actively participating in integrated educational environments based on learning by doing approaches (Abrahamson, Dutton & Bakker, 2021). In particular, we make special reference to how teachers can make their students learn from clues, impoverished traces, or traces of information available within their learning environments to solve a challenge or problem, to the extent that they investigate, create, manufacture and/or actively participate in technology inside and beyond the classroom.
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Chiu, Hsiao-Hui, Pi-Ching Wei, Man-Ling Lin, Yi-Chun Chen, Shu-Yuan Chou, Yu-Cheng Yao, and Ying-Ying Yang. "Current Status and Challenge for Implementation in Clinical Application of Augmented Reality in Orthopedics Department at a Medical Center." International Journal of Studies in Nursing 6, no. 3 (September 22, 2021): 38. http://dx.doi.org/10.20849/ijsn.v6i3.923.

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With technical development, artificial intelligence (AI) has been actively involving in the healthcare industry. Augmented reality (AR) is an interactive experience with the combination of virtual objects and a real-world environment, and the objects reside in the environment of the real world through computer-generated images for the purpose to enhance perceptual effects, which can be applied in the fields of medical education and clinical practice. Researchers have found that learning motives and interests may be raised by AR. At a medical center, the inter-specialty team from the Teaching Department and Rehabilitation Department jointly developed an AR Medical Education App, which involves 44 muscle strength and walking exercises, including 6 upper limb movements, 28 lower limb exercises, and 10 cardiorespiratory exercises. Various exercise packages can be designed by health caregivers based on patient’s needs in exercise. The Orthopedics Ward applied it in the respiration training for patients who underwent spinal surgery, preventing respiratory comorbidities. The improved postoperative pulmonary function has been found when compared with that before surgery, with statistical significance. Respiration, upper and lower limbs exercises were persistently performed in patients who underwent spinal surgery, which also has been incorporated in routine nursing care to add diverse options of patient education materials for nursing personnel. In the future, aspects that required further efforts include: expanded software equipment, simplified operation mode, increased user-friendly features for equipment, and expended plentifulness of contents.
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Gong, Jian, Xinyu Zhang, Yuanjun Huang, Ju Ren, and Yaoxue Zhang. "Robust Inertial Motion Tracking through Deep Sensor Fusion across Smart Earbuds and Smartphone." Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies 5, no. 2 (June 23, 2021): 1–26. http://dx.doi.org/10.1145/3463517.

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IMU based inertial tracking plays an indispensable role in many mobility centric tasks, such as robotic control, indoor navigation and virtual reality gaming. Despite its mature application in rigid machine mobility (e.g., robot and aircraft), tracking human users via mobile devices remains a fundamental challenge due to the intractable gait/posture patterns. Recent data-driven models have tackled sensor drifting, one key issue that plagues inertial tracking. However, these systems still assume the devices are held or attached to the user body with a relatively fixed posture. In practice, natural body activities may rotate/translate the device which may be mistaken as whole body movement. Such motion artifacts remain as the dominating factor that fails existing inertial tracing systems in practical uncontrolled settings. Inspired by the observation that human heads induces far less intensive movement relative to the body during walking, compared to other parts, we propose a novel multi-stage sensor fusion pipeline called DeepIT, which realizes inertial tracking by synthesizing the IMU measurements from a smartphone and an associated earbud. DeepIT introduces a data-driven reliability aware attention model, which assesses the reliability of each IMU and opportunistically synthesizes their data to mitigate the impacts of motion noise. Furthermore, DeepIT uses a reliability aware magnetometer compensation scheme to combat the angular drifting problem caused by unrestricted motion artifacts. We validate DeepIT on the first large-scale inertial navigation dataset involving both smartphone and earbud IMUs. The evaluation results show that DeepIT achieves multiple folds of accuracy improvement on the challenging uncontrolled natural walking scenarios, compared with state-of-the-art closed-form and data-driven models.
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Ahsan, Mohammed, Rishav Drolia, and Ananda Kumar S. "Smart Walking Stick for the Visually Challenged." Indonesian Journal of Electrical Engineering and Computer Science 12, no. 3 (December 1, 2018): 1282. http://dx.doi.org/10.11591/ijeecs.v12.i3.pp1282-1288.

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<span>Internet of things mixed with Radio Frequency identification generation permit a whole new context for whole new devices that are capable of combining their bodily and virtual existences. Radio Frequency identification, placing an identification label into every object, allows a clever device to get information, both actual-time or digital-connected statistics, without any physical touch. Information retrieved from such an object, turns it right into a capacity smart object, clearly able to car pick out itself and, if protection problems are certainly handled, maximum in all likelihood capable to connect to the worldwide net. This way, one can get a ubiquitous framework to get admission to, display and manipulate any of these smart items over a web of linked things. RFID tags in scientific context enable a fast and specific identification of each clever entity, permitting a ubiquitous and brief get admission to personal fitness data over an internet of factors [1-2]. People have been struggling with sicknesses weird. Visually challenged human beings are blind people who are very common and difficult to cope with of their way. The principle aim of this project is to aid the visually challenged human beings with a better navigation device. This clever strolling stick is greater state-of-the-art device with many embedded features.</span>
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7

Danielson, Helen E., and Sandra B. Wilson. "Interactive Web-based Plant Identification and Use." HortScience 40, no. 4 (July 2005): 1133E—1133. http://dx.doi.org/10.21273/hortsci.40.4.1133e.

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University of Florida's Department of Environmental Horticulture offers undergraduate and graduate courses at seven locations throughout the state. To ensure students have access to a sufficient variety of classes, many courses are delivered by distance education. Distance education has significantly expanded student enrollment while unifying lecture content and minimizing duplication of faculty resources. However, delivering hands-on laboratory portions of courses continues to be a challenge, thus necessitating the need for web-based supplemental learning tools. An interactive, web-based tour of the 1-acre Indian River Research and Education Center (IRREC) Teaching Garden was created, allowing students at all distance education sites to learn similar plant material and landscape design principles. The virtual tour was developed by converting digital panoramic images of the landscape to movie files. The movies are navigated using a computer mouse, and plants within the tour are hyperlinked to information sheets highlighting plant characteristics. Although the website was initially developed for a Florida native landscaping course, it can be utilized in other plant identification and landscape courses, as well as by those who wish to virtually explore the garden.
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Franke, Martin, Ingo Keller, and Thomas Schlegel. "Enabling Cloud-Based and Personalized Sensors in Assisted Living Environments." International Journal of Organizational and Collective Intelligence 4, no. 4 (October 2014): 1–23. http://dx.doi.org/10.4018/ijoci.2014100101.

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In this work, the authors combine the field of cloud computing with assisted living to improve activity classification. The proposed system addresses the challenge of enabling heterogeneous, cloud-based sensors in domestic environments. With a semantic and model-based approach, the authors seamlessly integrate web services as virtual sensors and, therefore, increasing the accuracy of human activity classifiers. They solve the most important compelling issue of interoperability, by using generated wrapper classes and semantically unify all heterogeneous sensor events within the system. Their approach is evaluated with a test installation by means of the requirements for Sensor Web Infrastructures combined with the one for assisted living environments.
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Hao, Zikang, Xiaodan Zhang, and Ping Chen. "Effects of Different Exercise Therapies on Balance Function and Functional Walking Ability in Multiple Sclerosis Disease Patients—A Network Meta-Analysis of Randomized Controlled Trials." International Journal of Environmental Research and Public Health 19, no. 12 (June 11, 2022): 7175. http://dx.doi.org/10.3390/ijerph19127175.

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The objective of this research is to assess the effects of seven different exercise therapies (aquatic exercise, aerobic exercise, yoga, Pilates, virtual reality exercise, whole-body vibration exercise, and resistance exercise) on the balance function and functional walking ability of multiple sclerosis disease patients. Materials and Methods: The effects of different exercise interventions on the balance function and functional walking ability in people with multiple sclerosis were assessed by searching five databases: PubMed, Embase, Cochrane Library, Web of Science, and CNKI; only randomized controlled trials were included. The included studies were assessed for risk of bias using the Cochrane assessment tool. Results: The RCTs were collected between the initial date of the electronic databases’ creation and May 2022. We included 31 RCTs with 904 patients. The results of the collected data analysis showed that yoga can significantly improve patients’ BBS scores (SUCRA = 79.7%) and that aquatic exercise can significantly decrease patients’ TUG scores (SUCRA = 78.8%). Conclusion: Based on the network meta-analysis, we suggest that although each type of exercise is useful, yoga, virtual reality training, and aerobic training are more effective in improving the balance function of people with MS; aquatic exercise, virtual reality training, and aerobic training are more effective in improving the functional walking ability of people with MS.
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Patham, Bhargavi, and Martha Guerra. "Web Based Interactive Tutorials in Obstetrics and Gynecology." Donald School Journal of Ultrasound in Obstetrics and Gynecology 3, no. 4 (2009): 7–10. http://dx.doi.org/10.5005/jp-journals-10009-1028.

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Abstract The challenge of integrating basic science and clinical knowledge contents has become an educational imperative at Paul L Foster School of Medicine clinical presentation based curriculum. During the first two years of our curriculum, students are introduced to clinical applications of basic science knowledge. For better understanding and appreciation of the important links between the basic science principles and clinical medicine, students return to basic science topics. To support such a progression of students' knowledge and skills, the curriculum should allow and support individual learning. Interactive tutorials created by authors of different backgrounds and expertise facilitate clinical application of basic science knowledge and provide multiple pathways in learning and inductive reasoning. Web based learning modules do not supplement traditional lectures, small groups sessions and team based learning activities, but they may significantly enrich students' learning experience. Physical and content boundaries between basic science and clinical departments are sometimes difficult to breach. In virtual space, thematically organized modules and collective approach of interdisciplinary teaching teams allow full integration of core content. This concept of distance learning contributes to educational continuity, longitudinal experience and educational mobility.
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Guo, Huiping, Lin Zhu, and Fengxin Yan. "Research on Key Techniques for Enginery Teaching Platform Based on Computer Dynamic Simulation Technique." International Journal of Emerging Technologies in Learning (iJET) 11, no. 08 (September 1, 2016): 54. http://dx.doi.org/10.3991/ijet.v11i08.6049.

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The web teaching platform based on virtual reality technique is a challenge to the traditional teaching mode and a necessity with the development and maturity of information technologies. Based on the easily made and operated VR techniques with its immersion and interactivity, this paper combined resources about the enginery knowledge and information to build the overall platform. It significantly improves users’ feeling about and understanding of the part models. It can be visually perceived and is flexible and convenient, providing users with operating experience which makes virtual reality and the real world consistent with each other. Eventually, both people and models can dynamically interact and perceptively communicate with each other.
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Keung, Calvin Chung Wai, Jung In Kim, and Qiao Min Ong. "Developing a BIM-Based MUVR Treadmill System for Architectural Design Review and Collaboration." Applied Sciences 11, no. 15 (July 27, 2021): 6881. http://dx.doi.org/10.3390/app11156881.

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Virtual reality (VR) is quickly becoming the medium of choice for various architecture, engineering, and construction applications, such as design visualization, construction planning, and safety training. In particular, this technology offers an immersive experience to enhance the way architects review their design with team members. Traditionally, VR has used a desktop PC or workstation setup inside a room, yielding the risk of two users bump into each other while using multiuser VR (MUVR) applications. MUVR offers shared experiences that disrupt the conventional single-user VR setup, where multiple users can communicate and interact in the same virtual space, providing more realistic scenarios for architects in the design stage. However, this shared virtual environment introduces challenges regarding limited human locomotion and interactions, due to physical constraints of normal room spaces. This study thus presented a system framework that integrates MUVR applications into omnidirectional treadmills. The treadmills allow users an immersive walking experience in the simulated environment, without space constraints or hurt potentialities. A prototype was set up and tested in several scenarios by practitioners and students. The validated MUVR treadmill system aims to promote high-level immersion in architectural design review and collaboration.
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Yan, Yalan, Xianjin Zha, and Ming Yan. "Exploring employee perceptions of Web 2.0 virtual communities from the perspective of knowledge sharing." Aslib Journal of Information Management 66, no. 4 (July 15, 2014): 381–400. http://dx.doi.org/10.1108/ajim-08-2013-0070.

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Purpose – With the development of Web 2.0 virtual communities, the authors see a useful platform for knowledge sharing. However, knowledge sharing in virtual communities still remains a big challenge given the concern of knowledge quantity and quality. The purpose of this paper is to explore the effect of individual differences on knowledge contributing, knowledge seeking, trust and norm of reciprocity. This study also explores the mean difference between knowledge seeking and knowledge contributing as well as the correlations between knowledge seeking, knowledge contributing, trust and reciprocity so as to provide some guidance for knowledge management practice in China. Design/methodology/approach – Data collected from 430 users of Web 2.0 virtual communities were used for data analysis. The independent samples t-test, one-way analysis of variance (ANOVA), paired samples t-test and correlation analysis were employed. Findings – The independent samples t-test and one-way ANOVA present the effect of individual differences on knowledge contributing, knowledge seeking, trust and norm of reciprocity. The paired samples t-test suggests that employees are more likely to seek knowledge from than contribute knowledge to Web 2.0 virtual communities. The correlation analysis suggests there are positive correlations between knowledge contributing, knowledge seeking, trust and reciprocity. Practical implications – Knowledge management initiatives in Chinese organizations are encountered relatively less frequently, compared with western countries. The authors suggest the findings of this study provide useful insights into the informal knowledge sharing in Web 2.0 virtual communities, which is helpful for guiding knowledge management practice in China. Originality/value – Based on knowledge quantity and knowledge quality whose significance cannot be over-emphasized in virtual communities, this study explores employee perceptions of Web 2.0 virtual communities from the perspective of knowledge sharing, which the authors think provides a new view for knowledge sharing research and practice alike in China.
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Shifa Fathima, J. "Challenge Management of Banking Services – with Special Reference to Virtual Banking Service Challenges." Shanlax International Journal of Management 7, no. 3 (January 1, 2020): 57–66. http://dx.doi.org/10.34293/management.v7i3.1620.

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The Indian Banking industry is seeing an exceptional challenge. To remain ahead, banks are thinking of plenty of services to draw customers. Services including 24-hours banking, Service at entryway step, Telephone banking, Internet banking, Extended Business Hours (EBH), Speedy handling are just a couple to mention. The larger piece of the present bank transactions happens elsewhere other than in-branch premises. This shows the growth of “virtual” banks in India. With accommodation, speed, productivity, and adequacy, these virtual banks, as a result, have opened up another universe of conceivable outcomes and brought major changes in giving a wide scope of services. Virtual banks are presently observed as a response to the challenge of planning another service channel that is completely secure, useful, and which customers can promptly figure out how to utilize and confide in it. (Aladwani, A, M.) Virtual banking, an amazing “esteem included” instrument, has become the point of convergence for banks to attract and hold customers. However, the point of these services is to satisfy customers; there is a need to comprehend customer mindfulness, observation, and significantly the degree of satisfaction. Virtual banking is a transporter that licenses customers to access and do economic transactions on their financial foundation obligations from their web empowered PC systems with net association with banks’ web locales whenever 24 Hours. Banks assume a vital job in advancing online businesses. Even though V-customers have the alternative of money down, which is by all accounts secure reliable, still there is an inclination for the V-payment plans, which must be given through banks. Banks go about as solid and dependable go-betweens in online transactions, and they give an intense opening in the online business. At present, banks have V-payment systems like Internet banking, electronic fund transfers (NEFT/RTGS), plastic money (credit card and debit card), and portable banking. These systems give payment to online transactions like the online acquisition of items, versatile revives, lodging booking, ticket booking, and so forth by considering a wide range of safety efforts. For the genuine working of these V-services, the need for able frameworks is an unavoidable element. Reserve Bank of India is observing and inspecting the legitimate and different requirements of V-Banking on persistent bases to guarantee that V-banking would create on sound lines, and V-Banking related challenges would not represent a risk to financial dependability. Hence, the present study is on the challenges of Virtual banking services in its challenge management strategies and the study based on secondary sources of data.
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Benesha, Joel, Jim Lee, Daniel A. James, and Barbara White. "Are You for Real? Engineering a Virtual Lab for the Sports Sciences Using Wearables and IoT." Proceedings 49, no. 1 (June 15, 2020): 110. http://dx.doi.org/10.3390/proceedings2020049110.

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In tertiary education, disciplines such as sports science that require experimental components in their courses represent a significant challenge for online and distance education. This paper demonstrates the design and construction of an enriched experiment, together with the prototype software solution which can all be operated remotely using a web-based client. It presents research that investigated how to visualise data from internet of things (IoT) sensor devices (inertial sensor) used for tracking football sideline throw-ins. In this simple experiment, data was collected from one footballer, fitted with a single inertial sensor. A two-dimensional (2D) video, three-dimensional (3D) motion capture system and inertial sensor were all used to detect the release point of a sideline ball throw-in. In this project, inertial sensor data was used to create a 3D model using web graphical language and three.js.
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Cheng, Gong, and Yuzhong Qu. "Searching Linked Objects with Falcons." International Journal on Semantic Web and Information Systems 5, no. 3 (July 2009): 49–70. http://dx.doi.org/10.4018/jswis.2009081903.

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Along with the rapid growth of the data Web, searching linked objects for information needs and for reusing become emergent for ordinary Web users and developers, respectively. To meet the challenge, we present Falcons Object Search, a keyword-based search engine for linked objects. To serve various keyword queries, for each object the system constructs a comprehensive virtual document including not only associated literals but also the textual descriptions of associated links and linked objects. The resulting objects are ranked by considering both their relevance to the query and their popularity. For each resulting object, a query-relevant structured snippet is provided to show the associated literals and linked objects matched with the query. Besides, Web-scale class-inclusion reasoning is performed to discover implicit typing information, and users could navigate class hierarchies for incremental class-based results filtering. The results of a task-based experiment show the promising features of the system.
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Penn, P., and I. Wells. "Enhancing feedback and feed–forward via integrated virtual learning environment based evaluation and support." Psychology Teaching Review 23, no. 2 (2017): 60–65. http://dx.doi.org/10.53841/bpsptr.2017.23.2.60.

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Over the last 15 years, the subject of feedback on assessment has come under considerable scrutiny in the literature, with a particular focus on the utility of feedback for subsequent assessment (i.e. feed–forward). Organisations such as the Higher Education Academy (HEA) have synthesised research on this topic into guidance for tutors through the Student Enhanced Learning through Effective Feedback (SENLEF) project (Juwah et al., 2004). However, the provision of advice on good practice in feedback for tutors faces a parallel challenge to the provision of feedback to students: ‘it’s only useful if it’s used’. Creativeuse of technology has the potential to reconcile the requirements of high value feedback for students with university resource constraints. This paper outlines the use of the Grademark functionality within the Turnitin© software package to createa series of standardised feedback items, informed by principles of good practice advocated by SENLEF, that facilitate the process of feed-forward by web-linked integration into a custom on-line repository of constructively aligned skills based material.
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La Guardia, Marcello, and Mila Koeva. "Towards Digital Twinning on the Web: Heterogeneous 3D Data Fusion Based on Open-Source Structure." Remote Sensing 15, no. 3 (January 26, 2023): 721. http://dx.doi.org/10.3390/rs15030721.

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Recent advances in Computer Science and the spread of internet connection have allowed specialists to virtualize complex environments on the web and offer further information with realistic exploration experiences. At the same time, the fruition of complex geospatial datasets (point clouds, Building Information Modelling (BIM) models, 2D and 3D models) on the web is still a challenge, because usually it involves the usage of different proprietary software solutions, and the input data need further simplification for computational effort reduction. Moreover, integrating geospatial datasets acquired in different ways with various sensors remains a challenge. An interesting question, in that respect, is how to integrate 3D information in a 3D GIS (Geographic Information System) environment and manage different scales of information in the same application. Integrating a multiscale level of information is currently the first step when it comes to digital twinning. It is needed to properly manage complex urban datasets in digital twins related to the management of the buildings (cadastral management, prevention of natural and anthropogenic hazards, structure monitoring, etc.). Therefore, the current research shows the development of a freely accessible 3D Web navigation model based on open-source technology that allows the visualization of heterogeneous complex geospatial datasets in the same virtual environment. This solution employs JavaScript libraries based on WebGL technology. The model is accessible through web browsers and does not need software installation from the user side. The case study is the new building of the University of Twente—Faculty of Geo-Information (ITC), located in Enschede (the Netherlands). The developed solution allows switching between heterogeneous datasets (point clouds, BIM, 2D and 3D models) at different scales and visualization (indoor first-person navigation, outdoor navigation, urban navigation). This solution could be employed by governmental stakeholders or the private sector to remotely visualize complex datasets on the web in a unique visualization, and take decisions only based on open-source solutions. Furthermore, this system can incorporate underground data or real-time sensor data from the IoT (Internet of Things) for digital twinning tasks.
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Hollander, Justin B., Sara C. Folta, Erin Michelle Graves, Jennifer D. Allen, and Minyu Situ. "A Fitness App for Monitoring Walking Behavior and Perception (Runkeeper): Mixed Methods Pilot Study." JMIR Formative Research 5, no. 3 (March 1, 2021): e22571. http://dx.doi.org/10.2196/22571.

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Background Physical activity has a strong positive impact on both physical and mental health, and public health interventions often encourage walking as a means to promote physical activity. Social connectivity, such as that among spouses, families, friends, and colleagues, highly influences physical activity. Although technology-based interventions have some influence on human behavior, they have not been fully implemented and evaluated for their influence on walking through social connectivity. Objective We aimed to pilot-test the organization of neighborhood walking clubs and use of a mobile app (Runkeeper) to encourage social connectedness and neighborhood cohesion, as well as to increase physical activity. Methods We used a convenience sampling method to recruit 46 adults from an urban location in Greater Boston, Massachusetts. We assigned participants to teams based on their geographic location and neighborhood and required them to use the app (Runkeeper). Participants completed 2 self-administered web-based surveys before and after the intervention period. The surveys included standard measures to evaluate physical activity, social connectedness, perceived social support, and neighborhood cohesion (Buckner Neighborhood Cohesion Scale) before and after the intervention. Following the intervention, we randomly selected 14 participants to participate in postintervention, in-depth phone interviews to gain an understanding of their experiences. Results This study was approved by the institutional review board in June 2018 and funded in January 2018. Recruitment started in May 2019 and lasted for 2 months. Data were collected from July 2019 to January 2020. In this study, Runkeeper was of limited feasibility as an app for measuring physical activity or promoting social connectedness. Data from the app recorded sparse and uneven walking behaviors among the participants. Qualitative interviews revealed that users experienced difficulties in using the settings and features of the app. In the questionnaire, there was no change between pre-post assessments in walking minutes (b=−.79; 95% CI −4.0 to 2.4; P=.63) or miles (b=−.07; 95% CI −0.15 to 0.01; P=.09). We observed a pre-post increase in social connectedness and a decrease in neighborhood cohesion. Both quantitative and qualitative results indicated that the psychosocial aspects of walking motivated the participants and helped them relieve stress. Interview results showed that participants felt a greater virtual connection in their assigned groups and enhanced connections with friends and family members. Conclusions Our study found that Runkeeper created a virtual connection among walking group members and its data sharing and ranking motivated walking. Participants felt that walking improved their mental health, helped to relieve stress, and made them feel more connected with friends or family members. In future studies, it will be important to use an app that integrates with a wearable physical activity device. There is also a need to develop and test intervention components that might be more effective in fostering neighborhood cohesion.
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O’Donnell, J., M. Clayton, P. Anderson, A. Krueger, and H. Spallek. "Paradigm Shift or Annoying Distraction." Applied Clinical Informatics 01, no. 02 (2010): 96–115. http://dx.doi.org/10.4338/aci-2010-01-cr-0003.

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SummaryWeb 2.0 technologies, known as social media, social technologies or Web 2.0, have emerged into the mainstream. As they grow, these new technologies have the opportunity to influence the methods and procedures of many fields. This paper focuses on the clinical implications of the growing Web 2.0 technologies. Five developing trends are explored: information channels, augmented reality, location-based mobile social computing, virtual worlds and serious gaming, and collaborative research networks. Each trend is discussed based on their utilization and pattern of use by healthcare providers or healthcare organizations. In addition to explorative research for each trend, a vignette is presented which provides a future example of adoption. Lastly each trend lists several research challenge questions for applied clinical informatics. Citation: Spallek H, O’Donnell J, Clayton M, Anderson P, Krueger A. Paradigm shift or annoying distraction – emerging implications of Web 2.0 for clinical practice. Appl Clin Inf 2010; 1: 96–115 http://dx.doi.org/10.4338/ACI-2010-01-CR-0003
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El Morr, Christo, Pierre Maret, Fabrice Muhlenbach, Dhayananth Dharmalingam, Rediet Tadesse, Alexandra Creighton, Bushra Kundi, et al. "A Virtual Community for Disability Advocacy: Development of a Searchable Artificial Intelligence–Supported Platform." JMIR Formative Research 5, no. 11 (November 5, 2021): e33335. http://dx.doi.org/10.2196/33335.

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Background The lack of availability of disability data has been identified as a major challenge hindering continuous disability equity monitoring. It is important to develop a platform that enables searching for disability data to expose systemic discrimination and social exclusion, which increase vulnerability to inequitable social conditions. Objective Our project aims to create an accessible and multilingual pilot disability website that structures and integrates data about people with disabilities and provides data for national and international disability advocacy communities. The platform will be endowed with a document upload function with hybrid (automated and manual) paragraph tagging, while the querying function will involve an intelligent natural language search in the supported languages. Methods We have designed and implemented a virtual community platform using Wikibase, Semantic Web, machine learning, and web programming tools to enable disability communities to upload and search for disability documents. The platform data model is based on an ontology we have designed following the United Nations Convention on the Rights of Persons with Disabilities (CRPD). The virtual community facilitates the uploading and sharing of validated information, and supports disability rights advocacy by enabling dissemination of knowledge. Results Using health informatics and artificial intelligence techniques (namely Semantic Web, machine learning, and natural language processing techniques), we were able to develop a pilot virtual community that supports disability rights advocacy by facilitating uploading, sharing, and accessing disability data. The system consists of a website on top of a Wikibase (a Semantic Web–based datastore). The virtual community accepts 4 types of users: information producers, information consumers, validators, and administrators. The virtual community enables the uploading of documents, semiautomatic tagging of their paragraphs with meaningful keywords, and validation of the process before uploading the data to the disability Wikibase. Once uploaded, public users (information consumers) can perform a semantic search using an intelligent and multilingual search engine (QAnswer). Further enhancements of the platform are planned. Conclusions The platform ontology is flexible and can accommodate advocacy reports and disability policy and legislation from specific jurisdictions, which can be accessed in relation to the CRPD articles. The platform ontology can be expanded to fit international contexts. The virtual community supports information upload and search. Semiautomatic tagging and intelligent multilingual semantic search using natural language are enabled using artificial intelligence techniques, namely Semantic Web, machine learning, and natural language processing.
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Subekti, Sri, A. Ana, Cica Yulia, Nia Lestari, Muktiarni ., Indah Khoerunnisa, and Asep Maosul. "Virtual Laboratory for Online Practicum Learning." Journal of Engineering Education Transformations 35, S1 (January 1, 2022): 116–23. http://dx.doi.org/10.16920/jeet/2022/v35is2/22121.

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Abstract: The social distancing policy as the basis for implementing learning from home makes it difficult for some teachers and students to adapt due to sudden changes. Online practicum learning at SMK is more challenging to implement. Students must possess the demands cognitive, affective, and psychomotor competencies. The main challenge for online learning in vocational education is how to expand traditional practice laboratories to the internet. This article synthesizes the study of virtual laboratories for online practicum learning. Articles published in the last five years are systemically reviewed. The existence of a laboratory that is fundamental to the experimentation of an object needs to be confirmed for its existence. Initially, virtual laboratories were developed to manipulate the presentation of difficult-to-handle materials in natural laboratories and abstract overview concepts. Opportunities to manage content that resembles actual conditions, visualization of complex materials, limited resources that can be overcome, personalization of learning, the minimal possibility of work accidents, the flexibility of time are the advantages of a virtual laboratory. Students are assumed to experience real-life education in the laboratory. Prepracticum demonstrations in natural laboratories provide an opportunity to increase the achievement of learning objectives. Types of virtual laboratories that can be developed in online practicum learning are video-based laboratories, web-based laboratories, and remote-based laboratories. With the existence of a comprehensive study, the research results can be a reference for the development of virtual laboratory media for vocational learning. Keywords: online learning, online practicum, pandemic, virtual laboratory.
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Juškaite, Loreta. "THE IMPACT OF THE VIRTUAL LABORATORY ON THE PHYSICS LEARNING PROCESS." SOCIETY. INTEGRATION. EDUCATION. Proceedings of the International Scientific Conference 5 (May 21, 2019): 159. http://dx.doi.org/10.17770/sie2019vol5.3804.

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ICT has invaded the educational process and is providing us with many opportunities to exploit. An additional challenge faced by Physic educators has been the integration of Virtual laboratories in the teaching process. In recent years, Inquiry-Based Science Education has proved its efficacy in education by expanding on “traditional” lessons and motivating students to actively participate in science. Digital technologies support necessary educational innovations and can be the catalyst for change in educational patterns (in regard to its form, space, functions, services, tools, roles, procedures). Virtual laboratories are an essential digital tool. In fact, many Latvian schools are equipped with computer classes, tablets and high-speed internet connection while using a huge variety of web-based learning applications, simulations and visualizations. The paper evaluates necessary skills and abilities which can be developed at the secondary level, analysing and planning the interaction between the physics education process and technological development. The article also highlights the direction of future research. The paper evaluates necessary skills and abilities which can be developed at the secondary level, analysing and planning the interaction between the physics education process and technological development. The article also highlights the direction of future research
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CINI, ALESSANDRO, and ANDREA GUAZZINI. "HUMAN VIRTUAL COMMUNITIES: AFFINITY AND COMMUNICATION DYNAMICS." Advances in Complex Systems 16, no. 07 (October 2013): 1350034. http://dx.doi.org/10.1142/s0219525913500343.

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The modeling of small group dynamics represents a hard challenge despite the effort of disciplines such as sociophysics and social psychology. The interaction between the complex topology of human social structures/communities and the cognitive processes characterizing humans at the microscopic level, are the focus of the classical social cognition paradigm, and it has been deeply researched in the last century. In the present study we used a web based Chat room as an experimental environment for the study of social interactions within a small group of people. The target of the present study is to explore the relations between the affinity among individual and their communication dynamics. We designed three different experimental tasks (social problem), with a crescent degree of social complexity, in order to test the impact of different social constraints on the evolution of the affinity network, as well as on the dynamics of communication. Our aim is to define the "cognitive recipes" used by the subjects to solve the required social problems. Our results show that the complexity of the social problem affects the relation between affinity and communication networks, influencing at the same time both affinity and opinion. We use the sociophysics and social cognitive models in order to interpret the results, showing the limits of the most diffused sociophysics models when aiming at forecasting the dynamics of a small group.
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Mohammad Latif, Muhammad Alif, Mohd Ezad Hafidz Hafidzuddin, Marina Mohd Top@Mohd Tah, and Norihan Md Arifin. "ASPERLABS: OPEN SOURCE VIRTUAL LABORATORIES FOR STEM EDUCATION." International Journal of Modern Education 2, no. 5 (June 15, 2020): 29–37. http://dx.doi.org/10.35631/ijmoe.25004.

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The main challenge in the development of scientific education in Malaysia is the lack of interest in science among students. One of the reasons for this discrepancy lies in the fact that these fields often require laboratory exercises to provide effective skill acquisition and hands-on experience. Physical experiments increase the costs due to their required equipment, space, and maintenance staff. A virtual laboratory can provide a cost-efficient way to organize high-quality laboratory work for many students. It is a damage resistance laboratory, thus opening the possibility to learn from mistakes. In Science, Technology, Engineering, and Mathematics (STEM) education, virtual laboratories can offer effective scientific exploration at a low cost. The objective of this research is to develop a platform for open-source virtual laboratories for STEM education inside and outside of Universiti Putra Malaysia (UPM). The virtual laboratory initiative is known as “AsperLabs”. This web-based interface offers several open-source virtual experiments for three subjects including physics, chemistry, and biology. Asperlabs have been utilized at Foundation level in UPM and STEM programs at local secondary schools. It has received positive feedback from students on both levels and will be included in the course materials for Foundation Program at UPM in the near future.
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Litrownik, Daniel, Elizabeth A. Gilliam, Peter M. Wayne, Caroline R. Richardson, Reema Kadri, Pamela M. Rist, Marilyn L. Moy, and Gloria Y. Yeh. "Development of a Novel Intervention (Mindful Steps) to Promote Long-Term Walking Behavior in Chronic Cardiopulmonary Disease: Protocol for a Randomized Controlled Trial." JMIR Research Protocols 10, no. 4 (April 29, 2021): e27826. http://dx.doi.org/10.2196/27826.

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Background Despite current rehabilitation programs, long-term engagement in physical activity remains a significant challenge for patients with chronic obstructive pulmonary disease (COPD) and heart failure (HF). Novel strategies to promote physical activity in these populations are greatly needed. Emerging literature on the benefits of both mind–body interventions and web-based interventions provide the rationale for the development of the Mindful Steps intervention for increasing walking behavior. Objective This study aims to develop a novel multimodal mind–body exercise intervention through adaptation of an existing web-based physical activity intervention and incorporation of mind–body exercise, and to pilot test the delivery of the new intervention, Mindful Steps, in a randomized controlled feasibility trial in older adults with COPD and/or HF. Methods In phase 1, guided by a theoretical conceptual model and review of the literature on facilitators and barriers of physical activity in COPD and HF, we convened an expert panel of researchers, mind–body practitioners, and clinicians to inform development of the novel, multimodal intervention. In phase 2, we are conducting a pilot randomized controlled feasibility trial of the Mindful Steps intervention that includes in-person mind–body exercise classes, an educational website, online mind–body videos, and a pedometer with step-count feedback and goals to increase walking behavior in patients with COPD and/or HF. Outcomes include feasibility measures as well as patient-centered measures. Results The study is currently ongoing. Phase 1 intervention development was completed in March 2019, and phase 2 data collection began in April 2019. Conclusions Through the integration of components from a web-based physical activity intervention and mind–body exercise, we created a novel, multimodal program to impact long-term physical activity engagement for individuals with COPD and HF. This developmental work and pilot study will provide valuable information needed to design a future clinical trial assessing efficacy of this multimodal approach. Trial Registration ClinicalTrials.gov NCT03003780; https://clinicaltrials.gov/ct2/show/NCT03003780 International Registered Report Identifier (IRRID) DERR1-10.2196/27826
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De Paris, Renata, Fábio A. Frantz, Osmar Norberto de Souza, and Duncan D. A. Ruiz. "wFReDoW: A Cloud-Based Web Environment to Handle Molecular Docking Simulations of a Fully Flexible Receptor Model." BioMed Research International 2013 (2013): 1–12. http://dx.doi.org/10.1155/2013/469363.

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Molecular docking simulations of fully flexible protein receptor (FFR) models are coming of age. In our studies, an FFR model is represented by a series of different conformations derived from a molecular dynamic simulation trajectory of the receptor. For each conformation in the FFR model, a docking simulation is executed and analyzed. An important challenge is to perform virtual screening of millions of ligands using an FFR model in a sequential mode since it can become computationally very demanding. In this paper, we propose a cloud-based web environment, called web Flexible Receptor Docking Workflow (wFReDoW), which reduces the CPU time in the molecular docking simulations of FFR models to small molecules. It is based on the new workflow data pattern called self-adaptive multiple instances (P-SaMIs) and on a middleware built on Amazon EC2 instances. P-SaMI reduces the number of molecular docking simulations while the middleware speeds up the docking experiments using a High Performance Computing (HPC) environment on the cloud. The experimental results show a reduction in the total elapsed time of docking experiments and the quality of the new reduced receptor models produced by discarding the nonpromising conformations from an FFR model ruled by the P-SaMI data pattern.
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Lau, Sin Tung, M. Kathleen Pichora-Fuller, Karen Z. H. Li, Gurjit Singh, and Jennifer L. Campos. "Effects of Hearing Loss on Dual-Task Performance in an Audiovisual Virtual Reality Simulation of Listening While Walking." Journal of the American Academy of Audiology 27, no. 07 (July 2016): 567–87. http://dx.doi.org/10.3766/jaaa.15115.

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Background: Most activities of daily living require the dynamic integration of sights, sounds, and movements as people navigate complex environments. Nevertheless, little is known about the effects of hearing loss (HL) or hearing aid (HA) use on listening during multitasking challenges. Purpose: The objective of the current study was to investigate the effect of age-related hearing loss (ARHL) on word recognition accuracy in a dual-task experiment. Virtual reality (VR) technologies in a specialized laboratory (Challenging Environment Assessment Laboratory) were used to produce a controlled and safe simulated environment for listening while walking. Research Design: In a simulation of a downtown street intersection, participants completed two single-task conditions, listening-only (standing stationary) and walking-only (walking on a treadmill to cross the simulated intersection with no speech presented), and a dual-task condition (listening while walking). For the listening task, they were required to recognize words spoken by a target talker when there was a competing talker. For some blocks of trials, the target talker was always located at 0° azimuth (100% probability condition); for other blocks, the target talker was more likely (60% of trials) to be located at the center (0° azimuth) and less likely (40% of trials) to be located at the left (270° azimuth). Study Sample: The participants were eight older adults with bilateral HL (mean age = 73.3 yr, standard deviation [SD] = 8.4; three males) who wore their own HAs during testing and eight controls with normal hearing (NH) thresholds (mean age = 69.9 yr, SD = 5.4; two males). No participant had clinically significant visual, cognitive, or mobility impairments. Data Collection and Analysis: Word recognition accuracy and kinematic parameters (head and trunk angles, step width and length, stride time, cadence) were analyzed using mixed factorial analysis of variances with group as a between-subjects factor. Task condition (single versus dual) and probability (100% versus 60%) were within-subject factors. In analyses of the 60% listening condition, spatial expectation (likely versus unlikely) was a within-subject factor. Differences between groups in age and baseline measures of hearing, mobility, and cognition were tested using t tests. Results: The NH group had significantly better word recognition accuracy than the HL group. Both groups performed better when the probability was higher and the target location more likely. For word recognition, dual-task costs for the HL group did not depend on condition, whereas the NH group demonstrated a surprising dual-task benefit in conditions with lower probability or spatial expectation. For the kinematic parameters, both groups demonstrated a more upright and less variable head position and more variable trunk position during dual-task conditions compared to the walking-only condition, suggesting that safe walking was prioritized. The HL group demonstrated more overall stride time variability than the NH group. Conclusions: This study provides new knowledge about the effects of ARHL, HA use, and aging on word recognition when individuals also perform a mobility-related task that is typically experienced in everyday life. This research may help inform the development of more effective function-based approaches to assessment and intervention for people who are hard-of-hearing.
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Koeva, M. N. "3D MODELLING AND INTERACTIVE WEB-BASED VISUALIZATION OF CULTURAL HERITAGE OBJECTS." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLI-B5 (June 15, 2016): 297–303. http://dx.doi.org/10.5194/isprs-archives-xli-b5-297-2016.

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Nowadays, there are rapid developments in the fields of photogrammetry, laser scanning, computer vision and robotics, together aiming to provide highly accurate 3D data that is useful for various applications. In recent years, various LiDAR and image-based techniques have been investigated for 3D modelling because of their opportunities for fast and accurate model generation. For cultural heritage preservation and the representation of objects that are important for tourism and their interactive visualization, 3D models are highly effective and intuitive for present-day users who have stringent requirements and high expectations. Depending on the complexity of the objects for the specific case, various technological methods can be applied. The selected objects in this particular research are located in Bulgaria – a country with thousands of years of history and cultural heritage dating back to ancient civilizations. \this motivates the preservation, visualisation and recreation of undoubtedly valuable historical and architectural objects and places, which has always been a serious challenge for specialists in the field of cultural heritage. <br><br> In the present research, comparative analyses regarding principles and technological processes needed for 3D modelling and visualization are presented. The recent problems, efforts and developments in interactive representation of precious objects and places in Bulgaria are presented. Three technologies based on real projects are described: (1) image-based modelling using a non-metric hand-held camera; (2) 3D visualization based on spherical panoramic images; (3) and 3D geometric and photorealistic modelling based on architectural CAD drawings. Their suitability for web-based visualization are demonstrated and compared. Moreover the possibilities for integration with additional information such as interactive maps, satellite imagery, sound, video and specific information for the objects are described. This comparative study discusses the advantages and disadvantages of these three approaches and their integration in multiple domains, such as web-based 3D city modelling, tourism and architectural 3D visualization. It was concluded that image-based modelling and panoramic visualisation are simple, fast and effective techniques suitable for simultaneous virtual representation of many objects. However, additional measurements or CAD information will be beneficial for obtaining higher accuracy.
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Koeva, M. N. "3D MODELLING AND INTERACTIVE WEB-BASED VISUALIZATION OF CULTURAL HERITAGE OBJECTS." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLI-B5 (June 15, 2016): 297–303. http://dx.doi.org/10.5194/isprsarchives-xli-b5-297-2016.

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Nowadays, there are rapid developments in the fields of photogrammetry, laser scanning, computer vision and robotics, together aiming to provide highly accurate 3D data that is useful for various applications. In recent years, various LiDAR and image-based techniques have been investigated for 3D modelling because of their opportunities for fast and accurate model generation. For cultural heritage preservation and the representation of objects that are important for tourism and their interactive visualization, 3D models are highly effective and intuitive for present-day users who have stringent requirements and high expectations. Depending on the complexity of the objects for the specific case, various technological methods can be applied. The selected objects in this particular research are located in Bulgaria – a country with thousands of years of history and cultural heritage dating back to ancient civilizations. \this motivates the preservation, visualisation and recreation of undoubtedly valuable historical and architectural objects and places, which has always been a serious challenge for specialists in the field of cultural heritage. &lt;br&gt;&lt;br&gt; In the present research, comparative analyses regarding principles and technological processes needed for 3D modelling and visualization are presented. The recent problems, efforts and developments in interactive representation of precious objects and places in Bulgaria are presented. Three technologies based on real projects are described: (1) image-based modelling using a non-metric hand-held camera; (2) 3D visualization based on spherical panoramic images; (3) and 3D geometric and photorealistic modelling based on architectural CAD drawings. Their suitability for web-based visualization are demonstrated and compared. Moreover the possibilities for integration with additional information such as interactive maps, satellite imagery, sound, video and specific information for the objects are described. This comparative study discusses the advantages and disadvantages of these three approaches and their integration in multiple domains, such as web-based 3D city modelling, tourism and architectural 3D visualization. It was concluded that image-based modelling and panoramic visualisation are simple, fast and effective techniques suitable for simultaneous virtual representation of many objects. However, additional measurements or CAD information will be beneficial for obtaining higher accuracy.
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Onrust, Benny, Rafael Bidarra, Robert Rooseboom, and Johan van de Koppel. "Ecologically Sound Procedural Generation of Natural Environments." International Journal of Computer Games Technology 2017 (2017): 1–17. http://dx.doi.org/10.1155/2017/7057141.

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Current techniques for the creation and exploration of virtual worlds are largely unable to generate sound natural environments from ecological data and to provide interactive web-based visualizations of such detailed environments. We tackle this challenge and propose a novel framework that (i) explores the advantages of landscape maps and ecological statistical data, translating them to an ecologically sound plant distribution, and (ii) creates a visually convincing 3D representation of the natural environment suitable for its interactive visualization over the web. Our vegetation model improves techniques from procedural ecosystem generation and neutral landscape modeling. It is able to generate diverse ecological sound plant distributions directly from landscape maps with statistical ecological data. Our visualization model integrates existing level of detail and illumination techniques to achieve interactive frame rates and improve realism. We validated with ecology experts the outcome of our framework using two case studies and concluded that it provides convincing interactive visualizations of large natural environments.
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Hao, Zikang, Xiaodan Zhang, and Ping Chen. "Effects of Ten Different Exercise Interventions on Motor Function in Parkinson’s Disease Patients—A Network Meta-Analysis of Randomized Controlled Trials." Brain Sciences 12, no. 6 (May 27, 2022): 698. http://dx.doi.org/10.3390/brainsci12060698.

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Objective: The aim of this study was to evaluate ten exercise interventions (YOGA: yoga training, RT: resistance training, AQU: aquatic training, TAI: Taiji Qigong training, TRD: treadmill training, VR: virtual reality training, DANCE: musical dance training, WKT: walking training, CYC: cycling training, BDJ: Baduanjin Qigong training) on motor function in Parkinson’s disease (PD) patients. Design: Through searching PubMed, Embase, Cochrane Library, Web of Science, and CNKI, only randomized controlled trials (RCTs) were collected to study the effects of the ten exercise interventions on motor function in patients with Parkinson’s disease. The included studies were evaluated for methodological quality by the Cochrane bias risk assessment tool. Results: The RCTs were collected between the earliest available date and April 2022. Sixty RCTs were included and the total sample size used in the study was 2859. The results of the network meta-analysis showed that DANCE can significantly improve patients’ Berg Balance Scale (BBS) (SUCRA = 78.4%); DANCE can significantly decline patients’ Unified Parkinson’s Disease Rating Scale score (UPDRS) (SUCRA = 72.3%) and YOGA can significantly decline patients’ Timed-Up-and-Go score (TUGT) (SUCRA = 78.0%). Conclusion: Based on the network meta-analysis and SUCRA ranking, we can state that dance, yoga, virtual reality training and resistance training offers better advantages than other exercise interventions for patients’ motor function.
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Lee, Ae Ri. "Investigating Moderators of the Influence of Enablers on Participation in Knowledge Sharing in Virtual Communities." Sustainability 13, no. 17 (September 2, 2021): 9883. http://dx.doi.org/10.3390/su13179883.

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Virtual communities (VCs) are emerging as a cyberspace where active knowledge exchange between people occurs without time or space constraints. For VCs to be sustainable, a major challenge is ensuring that members voluntarily contribute and share knowledge. Therefore, many VCs provide anonymity as a means of encouraging members to participate more in knowledge-sharing activities. Given the recent prevalence of anonymity-based VCs, this study aimed to examine what has a significant impact on human behavior, such as knowledge sharing in VCs. This study focused on governance-related factors of VCs and intrinsic motivation factors of users as participation-enabling factors in VCs. Particularly, this study analyzed the differences based on two types of self-awareness (public and private) and the level of anonymity. A web-based survey was conducted to collect data and the research model was tested using structural equation modeling. The results of this study show that members’ willingness to conform to group norms, which control and govern VCs, and intrinsic motivation have significant effects on knowledge sharing in VCs, and the influence can vary depending on the type of self-awareness and level of anonymity. This study provides implications for VC management strategy and the establishment of Internet culture for sharing high-quality knowledge.
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Achary, Patnala Ganga Raju. "Applications of Quantitative Structure-Activity Relationships (QSAR) based Virtual Screening in Drug Design: A Review." Mini-Reviews in Medicinal Chemistry 20, no. 14 (September 1, 2020): 1375–88. http://dx.doi.org/10.2174/1389557520666200429102334.

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The scientists, and the researchers around the globe generate tremendous amount of information everyday; for instance, so far more than 74 million molecules are registered in Chemical Abstract Services. According to a recent study, at present we have around 1060 molecules, which are classified as new drug-like molecules. The library of such molecules is now considered as ‘dark chemical space’ or ‘dark chemistry.’ Now, in order to explore such hidden molecules scientifically, a good number of live and updated databases (protein, cell, tissues, structure, drugs, etc.) are available today. The synchronization of the three different sciences: ‘genomics’, proteomics and ‘in-silico simulation’ will revolutionize the process of drug discovery. The screening of a sizable number of drugs like molecules is a challenge and it must be treated in an efficient manner. Virtual screening (VS) is an important computational tool in the drug discovery process; however, experimental verification of the drugs also equally important for the drug development process. The quantitative structure-activity relationship (QSAR) analysis is one of the machine learning technique, which is extensively used in VS techniques. QSAR is well-known for its high and fast throughput screening with a satisfactory hit rate. The QSAR model building involves (i) chemo-genomics data collection from a database or literature (ii) Calculation of right descriptors from molecular representation (iii) establishing a relationship (model) between biological activity and the selected descriptors (iv) application of QSAR model to predict the biological property for the molecules. All the hits obtained by the VS technique needs to be experimentally verified. The present mini-review highlights: the web-based machine learning tools, the role of QSAR in VS techniques, successful applications of QSAR based VS leading to the drug discovery and advantages and challenges of QSAR.
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Besseling, Johan, and Cyrille Artho. "Using Theia Trace Viewer to Visualize JPF Traces." ACM SIGSOFT Software Engineering Notes 48, no. 1 (January 10, 2023): 22–26. http://dx.doi.org/10.1145/3573074.3573081.

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Java Pathfinder (JPF) is currently the most feature-rich platform for an in-depth analysis of programs that run on the Java Virtual Machine (JVM). However, using JPF and interpreting its results is a challenge. Dependencies on specific Java versions inhibit the adoption of JPF, and its textual output makes it hard to understand its analysis results. To this end, we present the Theia Trace Viewer (TTV) for JPF traces, which features a web-based graphical user interface. It does not only make it easier to get an overview of JPF traces, but it can visualize traces without requiring an installation on the client side, thus making JPF more accessible at the technical level as well. We evaluated TTV with several groups of users, showing the potential of our approach.
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Pezzi, Letizia, Andrea Di Matteo, Roberta Insabella, Sara Mastrogiacomo, Carlo Baldari, Victor Machado Reiss, and Teresa Paolucci. "How Cognitive Reserve should Influence Rehabilitation Choices using Virtual Reality in Parkinson’s Disease." Parkinson's Disease 2022 (September 16, 2022): 1–17. http://dx.doi.org/10.1155/2022/7389658.

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Virtual reality (VR) is used in the rehabilitation of patients with Parkinson’s disease (PD) in several studies. In VR trials, the motor, physical characteristics, and the degree of the disease are often well defined, while PD cognitive reserve is not. This systematic review was performed to define a cognitive profile for patients with PD who could best benefit from using VR to enhance functional motor aspects during rehabilitation. PubMed, Cochrane Library, Scopus, and Web of Sciences databases were analysed to identify randomized clinical trials (RCT) and randomized pilot trials that addressed the rehabilitation of motor symptoms in subjects with PD using VR. The included studies used Mini-Mental State Examination (MMSE) or Montreal Cognitive Assessment (MoCA) to evaluate the cognitive aspect. Only articles written in English and with full texts were considered. The risk of bias from all included studies was assessed based on the Cochrane risk-of-bias tool and the PRISMA guideline was considered. Eighteen articles were eligible for review, including three randomized pilot trials. All studies aimed to evaluate the effect of VR on the motor aspects typically affected by PD (balance, postural control, risk of falls, walking, and reaching). The most widely adopted approach has been nonimmersive VR, except for one study that used immersive VR. Both the benefits of physical activity on the motor symptoms of patients with PD and the impact of cognitive reserve during the rehabilitation of these patients were highlighted. The analysis of the results allowed us to outline the ideal cognitive profile of patients with PD who can benefit from the effects of rehabilitation using VR.
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Harland, Duane P., and Robert R. Jackson. "Influence of cues from the anterior medial eyes of virtual prey onPortia fimbriata, an araneophagic jumping spider." Journal of Experimental Biology 205, no. 13 (July 1, 2002): 1861–68. http://dx.doi.org/10.1242/jeb.205.13.1861.

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SUMMARYPortia fimbriata from Queensland, Australia, is a jumping spider(Salticidae) that preys on other spiders, including other salticids. Cryptic stalking (palps retracted, walking very slowly and freezing when faced) is a prey-specific tactic deployed exclusively against salticid prey. Using vision alone, P. fimbriata discriminates salticid from non-salticid prey, with the prey salticid's large anterior median (AM) eyes providing critical cues. Here,using computer-rendered virtual three-dimensional lures, we clarify experimentally some of the specific optical cues from AM eyes that influence the behaviour of P. fimbriata. Control lures were based on Jacksonoides queenslandicus, the salticid upon which P. fimbriata most commonly preys in nature. Experimental lures were modified to isolate specific combinations of AM eye features. For presentation to P. fimbriata, lures were projected on a small screen positioned in front of a web-covered platform. Each individual P. fimbriata was tested once with a control lure and once with a lure on which some AM eye feature had been altered. P. fimbriata was affected by the presence-versus-absence of AM eyes, by the size and shape of these eyes and by AM eye position. Horizontal position on the face of a single AM eye had no discernible influence on whether P. fimbriata initiated cryptic stalking, but reduced how often P. fimbriata froze when faced by the prey. The implications of the findings are discussed in relation to perceptual processes underlying the predatory strategy of P. fimbriata.
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Baeskow, Heike. "#Virtual Lexicality. The semantics of innovative prefixed verbal anglicisms in German." Word Structure 10, no. 2 (October 2017): 173–203. http://dx.doi.org/10.3366/word.2017.0107.

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The increasing influence of the digital media affects not only the behaviour of Internet users, but also calls for constant lexical innovation. Since most of the IT-related vocabulary originated in English, it is a particular challenge to examine how individual lexical items from this domain are processed as loan words in a receptor language. In this article it will be shown that there is a tendency in present-day German to form verbs denoting the use of online services by means of analogy (e.g. googeln > facebooken, youtuben, whatsappen) and that these verbs already participate in native derivational processes. Significantly, web-based searches performed for this study revealed that they occur in the context of the German inseparable prefixes er-, be-, ent-, ver- and zer- at least in computer-mediated communication. Given this behaviour on the one hand and the restricted use on the other, it is assumed here that these hybrid formations are pragmatically motivated. In particular, they allow Internet users to differentiate between real-world activities and corresponding activities simulated in the virtual world. Moreover, it will be argued that the prefixed verbal anglicisms activate slots in the paradigms of the grammaticalized prefixes, where they are paradigmatically related to genuinely native neighbours (e.g. ergoogeln, erfragen, erarbeiten). In the course of the discussion, the analyses will be extended to include borrowed verbs like chatten, liken, or followen, which are also compatible with the prefixes under consideration.
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Munawar, Saima, Saba Khalil Toor, Muhammad Aslam, and Esma Aimeur. "PACA-ITS: A Multi-Agent System for Intelligent Virtual Laboratory Courses." Applied Sciences 9, no. 23 (November 25, 2019): 5084. http://dx.doi.org/10.3390/app9235084.

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This paper describes an intensive design leading to the implementation of an intelligent lab companion (ILC) agent for an intelligent virtual laboratory (IVL) platform. An IVL enables virtual labs (VL) to be used as online research laboratories, thereby facilitating and improving the analytical skills of students using agent technology. A multi-agent system enhances the capability of the learning system and solves students’ problems automatically. To ensure an exhaustive Agent Unified Modeling Language (AUML) design, identification of the agents’ types and responsibilities on well-organized AUML strategies is carried out. This work also traces the design challenge of IVL modeling and the ILC agent functionality of six basic agents: the practical coaching agent (PCA), practical dispatcher agent (PDA), practical interaction and coordination agent (PICA), practical expert agent (PEA), practical knowledge management agent (PKMA), and practical inspection agent (PIA). Furthermore, this modeling technique is compatible with ontology mapping based on an enabling technology using the Java Agent Development Framework (JADE), Cognitive Tutor Authoring Tools (CTAT), and Protégé platform integration. The potential Java Expert System Shell (Jess) programming implements the cognitive model algorithm criteria that are applied to measure progress through the CTAT for C++ programming concept task on IVL and successfully deployed on the TutorShop web server for evaluation. The results are estimated through the learning curve to assess the preceding knowledge, error rate, and performance profiler to engage cognitive Jess agent efficiency as well as practicable and active decisions to improve student learning.
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Hall, Katherine S., Kevin Caves, and Neil Alexander. "HARNESSING THE POWER OF OLDER AMERICANS: INDEPENDENCE CENTER NETWORKS TO DEVELOP TECHNOLOGIES PROMOTING MOBILITY." Innovation in Aging 3, Supplement_1 (November 2019): S9. http://dx.doi.org/10.1093/geroni/igz038.029.

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Abstract Information communication technology (ICT) refers to various technologies encompassing software, networking, the Internet, telecommunications, information systems, and more. As healthcare organizations adopt ICT devices and platforms, patients and providers will have more tools available to improve access to monitoring, telehealth, and timely interventions. The use of alternative methods of collecting, recording, and displaying data (e.g., smart speakers, chat bots, wearables) promise to improve health outcomes for the older adult population. As the U.S. population ages, opportunities for development designed specifically for older adults should be a focus for healthcare organizations. While there are challenges and barriers to enabling new technology within this population, research shows that older adults are adopting new technology. This symposium is focused on these emerging technologies and will showcase diverse examples of ICT implemented across various older adult populations and clinical application areas. The first paper describes the validation of Gaitbox, a walking speed measurement device. The second paper describes using multiple sensors to capture real-world loss of balance and recovery responses. The third paper reports the feasibility of using fitness gamification with a Virtual Reality Treadmill in older adults. The fourth paper describes a smartphone-based assessment of dual task standing and walking. The fifth paper describes wearable sensor-based assessment of falls risk of Timed Up-and-Go test. The Claude D. Pepper Centers maintain year-round coordination and collaboration through a national coordinating center. This powerful network, working towards the common goal of improving the lives of older Americans, has sparked technologic advances that will be highlighted here.
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Soriotulla, Sk. "Physical Education Class Management during COVID-19 Pandemic through ICT and it’s Complication." Journal of Advances in Sports and Physical Education 6, no. 1 (January 8, 2023): 8–13. http://dx.doi.org/10.36348/jaspe.2023.v06i01.002.

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Due to COVID-19 pandemic situation, not only Indian Physical Education class management system but also the worldwide Physical Educational sector was highly affected by the COVID-19 panama situation. Many researchers are starting their research work on how to minimize the educational gaps. As a result for research, we have entered the online learning, E-learning, Virtual learning, Web Based Instructions modern digital revolution system. This work presents a study about using online educational platforms in institutions. Physical education classes student’s worldwide challenge technological, individual, domestic, and institutional and community barriers. Most frequently meet difficulties modified their learning style, having to perform responsibility at home and insufficient network connection between teachers-learners. They entry innovation physical education classes student play a significant roles in addressing this challenge during the COVID-19 pandemic situation and beyond. But despite the considerable growth & development of digital technology physical education and sports, we have little evidence about the use and outcomes of these modern technologies. Thus, the aim of this study was to document how e-learning technologies and pedagogical methods were, engaged physical education and sports, the challenges and successes associated with this approach, and possible ways to improve.
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Usman, Fathoni, Nursimaa Banuar, Tri Basuki Kurniawan, Mohd Nadzari Ismail, and Nor Azura Othman. "Integration of Spherical 360° Panoramic Virtual Tour with Assessment Data for Risk Assessment and Maintenance of Tunnel and Cavern." Applied Mechanics and Materials 858 (November 2016): 50–56. http://dx.doi.org/10.4028/www.scientific.net/amm.858.50.

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Construct a tunnel is a challenge to nature. It releases stress by drilling and sometimes blasting different rock formation. Once it is constructed, existence of water seepage infiltrated through weakest formation of rock has developed distresses that become one of common problems in underground structure. This paper presents development a web based distress mapping application using visual assessment, non-destructive assessment and utilizing 360° spherical panoramic images to give real visualization experience tunnel and cavern of underground hydroelectric power plan. In developing the application, the virtual tour engine from krpano and scripting language Java Script were utilized. Statistical analysis on the condition of the distress was also discussed. The developed system is used to improve human experience on the assessment processes at location of distresses. By using this system, the assessment can be recorded into the database easily using any smart device with HTML browser capability and assist safety officer, engineers and tunnel owner to decide appropriate mitigation of maintenance and/or repair in order to prolong service life of the tunnel and caver of the hydroelectric power plan.
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Gershon, Ilana. "On the Internet, Everyone Knows You're a Dog.A Review Essay." Comparative Studies in Society and History 53, no. 4 (October 2011): 997–1007. http://dx.doi.org/10.1017/s001041751100048x.

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Ethnographers of new media face a challenge nowadays because they write about technologies people love to discuss and about which journalists love to write. They often find themselves writing against myths about digital media users that other digital media scholars, journalists, and even people interviewed hold in common. In the first decade of Internet research, skeptical scholars often wrote against assumptions about how social practices in virtual spaces differed from offline practices (see Dibbell 1998; Turkle 1995; Stone 1996). They were critiquing many of the premises that accompany an understanding of the virtual as “spaces or placesapart fromthe rest of social life” (Miller, Slater, and Suchman 2004: 77) in which people were supposedly experimenting with new forms of sociality and identity. While these debates continue to haunt more recent ethnographies of virtual worlds (see Boellstorff 2008; Nardi 2010; Taylor 2006), critical scholars of new media are now also addressing commonly held assumptions about the Internet when its use is explicitly understoodnotto be part of a sociality distinct from offline life. Indeed, the Internet now is taken to be a collection of interfaces for gathering information and conversing with other people—web-based communication can be as integrated into daily life as a phone call or reading a book (for an ethnographic study, see Gershon 2010). This transition from taking the Internet to be virtual to seeing the Internet as a collection of channels of communication has brought with it a new set of widespread presuppositions that ethnography is particularly adept at critiquing.
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Bera, Rimal, Ericha Franey, Kendra Martello, Morgan Bron, and Chuck Yonan. "TeleSCOPE: A Real-World Study of Telehealth for the Detection and Treatment of Drug-Induced Movement Disorders." CNS Spectrums 27, no. 2 (April 2022): 250. http://dx.doi.org/10.1017/s109285292200061x.

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AbstractIntroductionAs a result of COVID-19, patients and clinicians rapidly shifted to telehealth. An observational survey study, Real-World Tele-Health Evaluation of Tardive Dyskinesia (TD) Symptoms Communication/Observation Procedure Evaluation in Outpatient Clinical Settings (TeleSCOPE), was conducted to better understand how this shift affected the evaluation of drug-induced movement disorders (DIMDs), including TD.MethodsTwenty-minute online quantitative surveys were conducted with neurology and psychiatry specialists (physicians and advanced practice providers) who met the following criteria: ≥3 years of practice with ≥70% of time spent in a clinic; prescribed a vesicular monoamine transporter 2 (VMAT2) inhibitor or benztropine for DIMD at least once in the past 6 months; and conducted telehealth visits with ≥15% of their patients from December 2020 to January 2021.ResultsRespondents included 277 clinicians (neurology = 109, psychiatry = 168). Telehealth visits increased after COVID-19, with significantly greater increases in psychiatry vs neurology: phone (38% vs 21%); video (49% vs 42%). Across both specialties, top drivers/prompts for further DIMD evaluation were as follows: mention of tics or movements by family members or others (86%); trouble with gait, falls, walking, or standing (82%); difficulty swallowing or eating (74%); and difficulty writing, using phone, computer (71%). However, in the 6 months prior to June 2021, virtual evaluation, diagnosis, and monitoring of patients were challenging. For both specialties, many at-risk patients (ie, taking a dopamine receptor blocking agent) were not evaluated for DIMDs via video-based visits (psychiatry = 45%, neurology = 70%) or phone-only visits (psychiatry = 76%, neurology = 91%). Clinicians listed evaluation of gait/falls/walking/standing as the most challenging aspect of virtual assessment for phone-only visits (psychiatry = 53%, neurology = 57%) and video-based visits (psychiatry = 26%, neurology = 31%). Additional challenges included limited access to computers, insufficient training for clinicians and staff, and greater difficulty obtaining reimbursements (especially for complex telehealth visits). Patients without a participating caregiver, along with lower functioning patients, were at the highest risk of a missed DIMD diagnosis.ConclusionsDuring the COVID-19 pandemic, telehealth significantly reduced clinicians’ ability or willingness to evaluate, diagnose, and monitor DIMDs. Clinicians stated multiple factors increased the risk of a missed or incorrect diagnosis. Challenges to optimal telehealth effectiveness included lack of patient access to computers, need for more clinician/staff training, lack of awareness of coverage, need for sufficient fee reimbursement. In-person evaluation continues to be the gold standard for assessing and treating DIMDs. However, if telehealth is necessary, the use of specific questions and directions is recommended for better communication and more accurate assessments.FundingNeurocrine Biosciences, Inc.
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Agushaka, Jeffrey Ovre, C. E. Chijioke, and Yakmut I. Daniel. "AN INTELLIGENT CRIME MANAGEMENT SYSTEM FOR LAFIA METROPOLIS." FUDMA JOURNAL OF SCIENCES 6, no. 3 (July 2, 2022): 138–50. http://dx.doi.org/10.33003/fjs-2022-0603-990.

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Security is one of the major concerns in our societies today, and the issues related to it are steadily increasing in both intensity and complication. Predicting crimes could help, but that is a huge challenge as it requires a study of the behavioral pattern or trend of criminal activities. This research aims to develop an Intelligent Crime Management System for the Nigeria Police Force using a case study of Lafia metropolis in Nasarawa State. The java development kit (JDK), android software development kit (SDK), sinch sdk for app-to-app call, android studio, firebase and a virtual emulator, were used to accomplish the research objectives. This system is comprised of an android based mobile application for crime reporting and awareness, a geospatial database that houses both legacy and new crime data, and a web-based intelligent application. The system can utilize the crime data stored in the database to identify hotspots and clusters in the Lafia metropolis. It can also predict the crime likely to occur at a location and analyze risk assessment and situation assessment of crime in Lafia metropolis
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Chen, Xieling, Di Zou, Lucas Kohnke, Haoran Xie, and Gary Cheng. "Affective states in digital game-based learning: Thematic evolution and social network analysis." PLOS ONE 16, no. 7 (July 28, 2021): e0255184. http://dx.doi.org/10.1371/journal.pone.0255184.

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Research has indicated strong relationships between learners’ affect and their learning. Emotions relate closely to students’ well-being, learning quality, productivity, and interaction. Digital game-based learning (DGBL) has been widely recognized to be effective in enhancing learning experiences and increasing student motivation. The field of emotions in DGBL has become an active research field with accumulated literature available, which calls for a comprehensive understanding of the up-to-date literature concerning emotions in virtual DGBL among students at all educational levels. Based on 393 research articles collected from the Web of Science, this study, for the first time, explores the current advances and topics in this field. Specifically, thematic evolution analysis is conducted to explore the evolution of topics that are categorized into four different groups (i.e., games, emotions, applications, and analytical technologies) in the corpus. Social network analysis explores the co-occurrences between topics to identify their relationships. Interesting results are obtained. For example, with the integration of diverse applications (e.g., mobiles) and analytical technologies (e.g., learning analytics and affective computing), increasing types of affective states, socio-emotional factors, and digital games are investigated. Additionally, implications for future research include 1) children’s anxiety/attitude and engagement in collaborative gameplay, 2) individual personalities and characteristics for personalized support, 3) emotion dynamics, 4) multimodal data use, 5) game customization, 6) balance between learners’ skill levels and game challenge as well as rewards and learning anxiety.
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Mogollon-de Lugo, Ivory. "EDUCANDO A DISTANCIA. GESTIÓN DE ENTORNOS DE APRENDIZAJE EN LA FORMACIÓN DE DOCENTES CON APOYO DE LA WEB 2.0. DISTANCE LEARNER. MANAGEMENT LEARNING ENVIRONMENTS IN TEACHER EDUCATION WITH SUPPORT OF WEB 2.0." Revista Electrónica Calidad en la Educación Superior 2, no. 2 (August 17, 2011): 69–85. http://dx.doi.org/10.22458/caes.v2i2.424.

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La constante aceleración de los procedimientos científicos humanísticos y tecnológicos hacen necesario formar a los docentes universitarios en todas las áreas de su desempeño académico atendiendo a esta necesidad se diseño el Programa de formación a distancia en asesoramiento académico con el soporte del Campus Virtual de la universidad como entorno de aprendizaje y del apoyo de herramientas de la Web 2.0. Con el propósito desarrollar las competencias básicas requeridas para desempeñar las funciones como docente asesor académico e incorporarlos a la cultura del aprendizaje en entornos virtuales de aprendizaje, todo ello orientado al mejoramiento y potenciación del desempeño docente y del estudiante universitario en la institución. En este sentido, Castaño & Maíz (2008) argumentan, que el trabajador y trabajadora del conocimiento del siglo xxi no pueden basarse en la manera de aprender del siglo xx, y de épocas anteriores. El reto de abordar el desarrollo de competencias académicas, dirigidas a gestionar oportunidades para optimizar el desempeño académico de sus estudiantes (asesoramiento académico), y de competencias tecnológicas en pro de una alfabetización informacional y digital que favorecen a un mejor desempeño docente propio de la sociedad del conocimiento y de la información. La interacción fue desarrollada en un ambiente cooperativo, dinámico, multidimensional apoyado en herramientas tecnológicas como googledoc, videos instruccionales (teleclase), trabajo colaborativo en red, discusión y debates en línea, creación Voki, entre otras, estrategias empleadas en el proceso de formación. Esta experiencia se convirtió en un aprendizaje de doble flujo, este tipo de aprendizaje se reconoce en este caso, cuando aprende el docente al mejorar su desempeño académico y aprende la institución al tener un profesional capacitado para aceptar los retos de la sociedad del conocimiento y de la información para afrontar la evolución de la Educación a distancia en la institución.Palabras Clave: Entornos virtuales de aprendizaje, Asesoramiento Académico, educación a distancia, Web. 2.0, teleclase, trabajo colaborativo, voki.Abstract The continued acceleration of scientific procedures are necessary humanistic and technological training of university teachers in all areas of academic performance in response to this need we designed the training program in academic advising at a distance with the support of the Virtual Campus of the university as learning environment and support of Web 2.0 tools. In order to develop the basic skills required to perform teaching duties as counselor and incorporate the culture of learning in virtual learning environments, all aimed at improving and enhancing the performance of teachers and university student in the institution. In this sense, Brown & Corn (2008) argue that the knowledge workers of the twenty-first century can not be based on the way to learn from the twentieth century and earlier times. The challenge of addressing the development of academic, aimed at managing opportunities for optimizing the academic performance of students (academic advising), and technological skills in favor of a digital information literacy and promote a better teaching performance of the company itself knowledge and information. The interaction was developed in a collaborative environment, dynamic, multidimensional supported by technological tools such as googledoc, instructional videos (teleclass), collaborative networking, discussion and online discussions, creation Voki, among other strategies employed in the training process. This experience became a learning dual-stream, this type of learning is recognized in this case, when the teacher learns to improve their academic performance and learn the institution to have a trained professional to embrace the challenges of the knowledge society and information to address the evolution of distance education in the institution.Keywords: virtual learning environments, academic counseling, distance learning, Web.2.0, teleclass, collaborative work, Voki.
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Nchimbi, Stivin Aloyce, Michael Kisangiri, Mussa Ally Dida, and Alcardo Alex Barakabitze. "Design a Services Architecture for Mobile-Based Agro-Goods Transport and Commerce System." Mobile Information Systems 2022 (January 27, 2022): 1–11. http://dx.doi.org/10.1155/2022/6041197.

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Despite massive mobile phones adoption globally, Agriculture Supply Chain (ASC) in Tanzania is challenged by the low adoption of m-commerce integrated to m-payment and m-transport services as key information enablers for efficiently linking farmers to buyers. With such an inefficient and ineffective information gap, middlemen have become information custodians by decreasing farmers’ bargaining power in the market. In addressing the challenge, this study uses stakeholders to validate core services needed and proposes service architecture for Agro-Goods Transport and Commerce (AgroTC) system using installable and build-in mobile phone applications (internet web, mobile apps, and USSD). The proposed method appreciates a user-centric approach for system development. A scenario of the potato supply chain in Tanzania was considered where 2309 respondents were interviewed from farmers, buyers, and transport service providers from a predetermined sample size (n = 384) having a 95% confidence level. Data were collected using mobile phones configured with Open Data Kit (ODK) technology and analyzed using the R Studio tool with Pandas libraries. The results indicated that buyers were not interested in disease and land management information. Collectively, farmers (74%) and buyers (60%) highly demand m-commerce services as a virtual platform for linking them. Only farmers showed concern about disease management information. Furthermore, 35% of the farmers and 57% of the buyers need m-transport, whereas 35% of the farmers and 69% of the buyers need m-payment service. It was revealed that the remaining percentages lack knowledge on mobile phone features to perform online businesses. All transport service providers pointed to the challenge of existing middlemen in reaching customers and required technological change in managing transport systems. The proposed mobile-based AgroTC architecture provides a foundation business approach in Tanzania and many developing countries. System developers and innovators can use the proposed architecture design to design prototypes using the preferred language to meet ASC stakeholders’ needs and expectations.
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Mosquera-Zamudio, Andrés, Laëtitia Launet, Zahra Tabatabaei, Rafael Parra-Medina, Adrián Colomer, Javier Oliver Moll, Carlos Monteagudo, Emiel Janssen, and Valery Naranjo. "Deep Learning for Skin Melanocytic Tumors in Whole-Slide Images: A Systematic Review." Cancers 15, no. 1 (December 21, 2022): 42. http://dx.doi.org/10.3390/cancers15010042.

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The rise of Artificial Intelligence (AI) has shown promising performance as a support tool in clinical pathology workflows. In addition to the well-known interobserver variability between dermatopathologists, melanomas present a significant challenge in their histological interpretation. This study aims to analyze all previously published studies on whole-slide images of melanocytic tumors that rely on deep learning techniques for automatic image analysis. Embase, Pubmed, Web of Science, and Virtual Health Library were used to search for relevant studies for the systematic review, in accordance with the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) checklist. Articles from 2015 to July 2022 were included, with an emphasis placed on the used artificial intelligence methods. Twenty-eight studies that fulfilled the inclusion criteria were grouped into four groups based on their clinical objectives, including pathologists versus deep learning models (n = 10), diagnostic prediction (n = 7); prognosis (n = 5), and histological features (n = 6). These were then analyzed to draw conclusions on the general parameters and conditions of AI in pathology, as well as the necessary factors for better performance in real scenarios.
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Mallo-López, Ana, Pilar Fernández-González, Patricia Sánchez-Herrera-Baeza, Alicia Cuesta-Gómez, Francisco Molina-Rueda, and Ángela Aguilera-Rubio. "The Use of Portable Devices for the Instrumental Assessment of Balance in Patients with Chronic Stroke: A Systematic Review." International Journal of Environmental Research and Public Health 19, no. 17 (September 2, 2022): 10948. http://dx.doi.org/10.3390/ijerph191710948.

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Background: Improving balance remains a challenge in stroke rehabilitation. The technological development has allowed the design of more accessible and user-friendly systems for assessing postural control. Objectives: The aim of this review was to analyze portable devices for the instrumental assessment of balance in patients with chronic stroke. Methods: PRISMA guidelines were used to carry out the systematic review. The literature search was restricted to articles written in English or Spanish published from 2013 to December 2022 in Pubmed, Web of Science, Scopus, PEDro, and CINAHL. Of the 309 search results, 229 unique references were reviewed after duplicates were removed. The PEDro scale was applied to evaluate the methodological quality of the included papers, and the degree of evidence and level of recommendation were determined through the Oxford Centre for Evidence-Based Medicine. Results: A total of seven articles reporting on five different balance testing devices were included in this systematic review; they regarded BIORescue, a smartphone application, and the Biodex-BioSway Balance System for the evaluation of standing balance, and SwayStar Balance and Xsens ForceShoes™ for the evaluation of dynamic balance during walking. Conclusions: The use of portable devices that assess balance in adult patients with chronic stroke is scarce.
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