bluuebunny/crossref_metadata_2025 huggingface dataset:
Carnaval en Tenejapa
Authors: Hernández Guzmán Petul
Published: October 2019

This bilingual Tzeltal Maya and Spanish text on the fiesta of Carnaval in the Highland Mayan community of Tenejapa, Chiapas, México, by Tenejapan author Petul Hernández Guzman, is the fruit of an experiment carried out by the author in collaboration with anthropologist Luisa Maffi in 1992. The two were working together on Maffi's doctoral research in Tenejapa. During the annual Carnaval, both Maffi and Hernández Guzmán took ethnographic notes about the fiesta, which they later compared. Hernández Guzmán's description of the events was so much more detailed and vivid than Maffi's, that it was jointly decided to prepare his text for publication, with his own Spanish translation and an introduction and explanatory footnotes to the Spanish version by Maffi. The text covers preparations for the fiesta and various phases of the fiesta itself, as carried out by the two traditional groups of "barrio de abajo" (alan k'inal) and "barrio de arriba" (ajk'ol k'inal), both in Tenejapa's municipal center and at the important ceremonial site of najtikil kurus ("tall crosses") in the paraje of Pokolum. This work represents both a unique example of native ethnography of a Highland Mayan Carnaval and a significant contribution to contemporary indigenous Mayan literature.
El hombre que resucitó a su esposa
Authors: Nakamoto Shun
Published: October 2019

Aquí se presenta un texto oral de 9 minutos con 25 segundos en lengua popoloca de la comunidad de San Luis Temalacayuca, Tepanco de López, en la parte del sur de Puebla. Fue narrado por un hablante que nació en el año 1924. El texto es una ficción que cuenta sobre un hombre que se enterró vivo junto al cadáver de su amada esposa que lo dejó viudo. Bajo la tierra, el hombre encuentra una flor que tiene el poder de resucitar a un muerto. Esa flor conduce al hombre a una aventura inesperada. Este artículo incluye una introducción sobre la región popoloca y algunas características de la fonología y la gramática de su lengua.
Rebeldía de cuatreros en el náhuatl de San Francisco Ixquihuacan, Puebla
Authors: Méndez Juan Santiago , Sasaki Mitsuya
Published: October 2019

Rebeldía de cuatreros es una historia oral narrada en el náhuatl de San Francisco Ixquihuacan, la comunidad nahuahablante más grande en el municipio de Ahuacatlán, Puebla. El narrador Juan Santiago Méndez cuenta cómo dos astutos rateros, Miguel y Pascual, fueron castigados y se reformaron. De acuerdo con los deseos del narrador, la mayoría de los préstamos en el texto son reemplazados con palabras nativas o más tradicionales.
Presentación
Authors: Tlalocan Tlalocan
Published: October 2019

Presentación
La creación del mundo: análisis de un antiguo canto seri
Authors: Marlett Stephen , Montaño René , Nava Fernando
Published: October 2019

Se presenta un antiguo canto seri, con una comparación entre ocho variantes que de su texto se han registrado, y una discusión del significado de esta manifestación cantada de un mito de creación. También se ofrece una versión del contenido en forma narrativa, así como una propuesta de la correspondencia entre la versión entonada y la oral del texto. La versión narrativa del texto se presenta con división morfémica, glosas y haciendo una referencia a cada palabra con su respectiva entrada en un diccionario seri. Se incluye la transcripción musical de la canción, con una explicación de la relación entre el texto y la música.
KURUMSAL SOSYAL SORUMLULUK PROJELERİNİN SOSYAL MEDYA YANSIMALARI: SAMSUNG “DUYAN ELLER” PROJESİ ÖRNEĞİ
Authors: GÜLTEKİN Metin , POLAT Ahmet Fuat
Published: October 2019

İşletmeler
varlıklarını devam ettirebilmek için belirli bir pazara ihtiyaç duyarlar. Pazar
kavramı en geniş anlamında bütün sosyo-kültürel bağlantılarıyla ele alındığında
“toplum” olarak adlandırılabilir. İşletmeler için toplum, hem kazanç sağlamanın
alanıdır hem de kendisinin de içinde hayat bulduğu bir sorumluluk alanıdır. Bu
nedenle işletmeler, faaliyet gösterdikleri toplumların; kültürlerinden,
sorunlarından, ihtiyaçlarından ve değer yargılarından bağımsız hareket
edemezler. Bu doğrultuda sosyal sorumluluk faaliyetleri gerçekleştiren
işletmeler, bu faaliyetlerini daha çok iletişim araçları vasıtasıyla hedef
kitlelerine duyurmaya çalışırlar. Çift yönlü iletişime olanak sağlayan sosyal
medya bu iletişim araçlarının en önemlisi haline gelmiştir. Bu sayede
işletmeler hazırlamış oldukları sosyal sorumluluk projelerini sosyal medya
aracılığıyla topluma duyurarak hem daha fazla erişim (etki ve sorumluluk)
sağlayacak hem de çift yönlü etkileşim sayesinde kullanıcıların işletme hakkındaki
düşüncelerine kolayca ulaşmış olacaktır. Bu çalışmada, Samsung markasının gerçekleştirmiş olduğu
“Duyan Eller” projesinin sosyal medyada yer alan video görüntüsünün etkileşim
oranları ve sonuçları, sosyal medyada kampanya video görüntüsüyle etkileşim
kuran kullanıcılara uygulanan anket aracılığıyla irdelenmiştir. Sonuç olarak
sosyal sorumluluk projelerinin tüketicilerin marka tercihlerini ve imaj
algılamalarını etkilediği ve sosyal medyanın etkileşim oranını arttırdığı
ortaya çıkmıştır.
COLETA SELETIVA DE RESÍDUOS SÓLIDOS EM BARREIRAS (BA) SOB A PERSPECTIVA DE TRÊS GRUPOS DE ATORES SOCIAIS: O PODER PÚBLICO, OS CATADORES E A SOCIEDADE CIVIL.
Authors: Da Silva Pollyana Ferreira , Do Nascimento Teixeira Bernardo Arantes , De Almeida Neto Prudente Pereira
Published: October 2019

A coleta seletiva ainda não é realidade para muitos municípios brasileiros, por isso, a Política Nacional de Resíduos Sólidos (PNRS) trouxe instrumentos, como a inserção de cooperativas de catadores e os Planos Municipais de Gestão Integrada de Resíduos Sólidos (PMGIRS) como mecanismos que darão suporte a Gestão dos Resíduos Sólidos Urbanos (GRSU). O presente trabalho tem como objetivo conhecer a coleta seletiva no município de Barreiras - BA sob a perspectiva de três grupos de atores sociais: o poder público, os catadores e a sociedade civil. De tal modo, para alcançar o objetivo proposto, identificaram-se os atores sociais relevantes e investigou-se a sua leitura sobre o tema da pesquisa utilizando-se de entrevistas estruturadas. Os dados foram tratados de forma objetiva, considerando a resposta principal de cada entrevistado no sistema de análise quantitativo – descritivo, observando as informações na forma como elas aparecem nas respostas. Para cada grupo de atores traçou-se o perfil simplificado, contendo características de gênero, idade, escolaridade e para os catadores a frequência de suas atividades. Posteriormente, compararam-se os resultados observados em cada grupo conjuntamente, de forma que foi possível constatar que Barreiras é um município polo para a GRSU e a existência de cooperativa e associação de catadores foram considerados fatores importantes para a coleta seletiva. Porém, a falta de indústrias recicladoras e a dificuldade logística para a venda de recicláveis foram elencadas como variáveis limitantes. Mas políticas públicas na área da educação seriam alternativas para a recuperação de materiais, pois consolidaria a prática da coleta seletiva.
PROSPECÇÃO FITOQUÍMICA DO EXTRATO VEGETAL DE Piper mollicomum KUNTH (PIPERACEAE) E SEU POTENCIAL ANTIMICROBIANO
Authors: Almeida Karen Priscila Cartimare , Barros Ana Cristina Viana , Pantoja Tatyanna Mariúcha de Araújo , Cavalcante Felipe Sant' Anna , Lima Renato Abreu
Published: October 2019

Este trabalho teve como objetivo avaliar o potencial do extrato etanólico de Piper mollicomum sobre bactérias. A prospecção fitoquímica foi realizada utilizando reativos específicos. Para a avaliação microbiológica, utilizou-se à técnica de difusão em ágar. Os testes fitoquímicos constataram a presença de alcaloides nos extratos e tiveram inibição nas bactérias testadas. P. mollicomum apresentou metabólitos secundários de grande importância e seu uso como antimicrobiano é essencial.
AVALIAÇÃO DO POTENCIAL DE UTILIZAÇÃO DOS RESÍDUOS DA PODA E CORTE DE ARBÓREOS E GRAMÍNEAS NA GERAÇÃO DE ENERGIA TÉRMICA
Authors: Ruggiero Reinaldo , Santos Mayer Andrade
Published: October 2019

Resumo Neste trabalho foi analisada a possibilidade de utilização de resíduos da biomassa oriundos de podas e cortes de árvores, e roçagem de gramíneas (massa verde), como possível combustível a ser usado em termoelétricas. Esses resíduos foram caracterizados quanto a composição (Lignina, Celulose/hemicelulose, Teor de umidade, Teor de cinzas, Teor de matéria orgânica, Teor de carbono TOC), análise térmica (TG, DTA e DSC) e conteúdo calorífico (Calor de combustão). A água presente no material, é o principal fator impeditivo de usar essa biomassa como combustível cerca de 10% no cavaco e 7% nas gramíneas. O calor de combustão do material foi de 4.048 kcal/Kg para as gramíneas e 4397 Kcal/Kg para o cavaco. A maior quantidade de lignina no cavaco 32 % contra 25% nas gramíneas explica essa diferença. Os resultados mostram a possibilidade de uso destas biomassas como combustível em termoelétricas, em tempos de crise hídrica quando a possibilidade de secagem quase completa do material é viável usando apenas insolação natural.
ESTUDO DE FATORES DE DEGRADAÇÃO AMBIENTAL NA APA DE SÃO DESIDÉRIO
Authors: Braga Dantas Robson
Published: October 2019

Unidades de Conservação (UC), quando bem gerenciadas, podem contribuir para a sustentabilidade em regiões cársicas. O objetivo da pesquisa foi realizar um levantamento de fatores de degradação ambiental das feições cársticas observadas na Área de Proteção Ambiental (APA) de São Desidério-BA. Mediante trabalhos de campo, com Global Positioning System (GPS) e Câmera Fotográfica, relacionou-se o equilíbrio ambiental às interferências acerca do uso do solo através de uma abordagem qualitativa, tendo como base o mapeamento geomorfológico da área analisada. Constatou-se os seguintes fatores: captação hídrica nas nascentes de João Rodrigues e Olho d´água das Marias e Sumidouro João Baio, com propósito no uso, principalmente doméstico e agropecuário; captação hídrica em poço artesiano nas localidades de Periperi e Boa Vista; extração de maciços com feições de karrens e verrugas a margem direita da BR 135, sentido NO-SE e na Dolina Buraco do Inferno da Sucupira. Estas ações degradantes norteiam-se com finalidades de obtenção de rochas fragmentadas para pavimentação de calçadas e fabricação de britas. Fora da APA, nas vizinhanças de seu entorno, também se verificou atividades de mineração e vulnerabilidade ambiental na nascente denominada capim branco sentido SO. Este trabalho serve para expor de maneira nítida um preocupante diagnóstico do quanto suas potencialidades cársticas vêm sendo suprimidas de maneira insustentável.
INDICADORES AMBIENTAIS DE RESÍDUOS SÓLIDOS URBANOS ASSOCIADO A MELHORIA DAS POLÍTICAS PÚBLICAS
Authors: Sousa Mikaely Da Silva , Serra Juan Carlos Valdés
Published: October 2019

O consumo de produtos industrializados implica em um aumento desordenado na geração de resíduos, sendo necessário realizar um planejamento para quantificar essa demanda. Dessa forma, através dos indicadores é possível identificar as pressões que são exercidas no meio e planejar ações e respostas para os presentes e futuros impactos ambientais. O objetivo deste trabalho é verificar os principais modelos e experiências de indicadores de resíduos sólidos urbanos em diferentes contextos, ressaltando a sua capacidade de induzir e fomentar políticas e decisões. Assim, os procedimentos metodológicos foram realizados através de uma abordagem qualitativa caracterizando-se como um estudo bibliográfico descritivo. O trabalho foi desenvolvido na perspectiva de gestão dos residuos solidos na União Europeia, Estados Unidos e Brasil. Neste contexto, é descrito os aspectos legais na gestão dos resíduos sólidos, a avaliação de desempenho ambiental por meio de indicadores e os principais modelos de políticas públicas. Portanto, as legislações correspondem um importante instrumento para efetivar a implantação dessas políticas públicas
Pengelolaan Arsip Pertanahan Berbasis Desa
Authors: Safitri Dyah
Published: October 2019

Dokumen pertanahan warga desa, terutama untuk tanah adat atau tanah yang belum dikonversi menjadi tanah dengan hak tertentu (belum tersertifikat) kerap memantik masalah. Ditambah lagi dengan kebiasaan yang terjadi di desa masyarakat biasanya mempercayakan pengelolaan dokumen tanah mereka kepada pihak pemerintahan desa. Sehingga dapat memunculkan terjadinya kerawanan yang dapat memicu sengketa pertanahan. Makalah ini memiliki tigas tujuan yaitu pertama untuk mengetahui bagaimana melakukan penyadaran kepada masyarakat tentang pentingnya arsip vital pribadi seperti dokumen pertanahan dan dokumen pribadi lainnya yang masuk dalam kategori arsip vital. Kedua untuk mengetahui bagaimana melakukan pemberdayaan kepada aparat desa dalam mengelola dokumen pertanahan agar tidak menjadi sengketa atau konflik pertanahan di kemudian hari. Ketiga untuk mengetahui bagaimana melakukan aktivitas pengelolaan arsip vital pribadi di sisi masyarakat maupun kantor desa sehingga ketika akan sertifikasi lahan maka akan lebih mudah dan cepat karena dokumen penunjang sudah siap terlebih dulu. Hasil dari penelitia menunjukkan kebutuhan pada dokumen pertanahan belum diimbangi dengan pengelolaan dokumen pertanahan yang baik. Ini akan menjadi persoalan yang lebih besar seperti sengketa lahan atau konflik sosial bila keberadaan dokumen pertanahan tidak dikelola dengan baik. Selain itu dari sisi kesadaran mengenai pengelolaan arsip tanah terlihat sudah cukup tinggi, hanya bagaimana memperlakukan arsip tanah tersebut dengan baik masih kurang. Belum ada upaya untuk melakukan perawatan, penyimpanan, hingga klasifikasi arsip tanah sehingga memerlukan upaya pendekatan. Maka dari itu kesiapan desa menjadi kunci dalam pembuatan sertifikat yang lebih cepat karena dokumen tanah sudah tertata dengan baik.
Penerapan StoryTelling Sebagai Upaya Meningkatkan Kunjungan Anak di Taman Baca RW 03 Kelurahan Sukun Kota Malang
Authors: ASRI TRI MEGA
Published: October 2019

Tujuan yang ingin dicapai dalam penelitian ini adalah mengetahui tingkat kunjungan anak setelah dilakukan penerapan storytelling di taman baca RW 3 Sukun Kota Malang. Penelitian ini dilakukan di RW 3 Sukun Kota Malang dengan responden anak PAUD (Pendidikan Anak Usia Dini) dan TK (Taman Kanak-Kanak) kisaran usia 4-6 tahun. Pada penerapan storytelling ini, peneliti membagi atas empat siklus. Setiap siklus menggunakan media cerita yang berbeda yaitu boneka gagang, gambar pada kertas HVS, gambar pada buku gambar dan papan flanel. Cerita yang dibacakan akan berbeda pada setiap pertemuan,  akan tetapi cerita tersebut masih dalam satu jenis, yaitu dongeng fabel (cerita fiksi kehidupan hewan yang berperilaku menyerupai manusia). Tahapan storytelling yang dilakukan adalah perencanaan, pelaksanaan, pengamatan dan refleksi. Berdasarkan hasil penelitian, pada siklus I pada kondisi akhir terdapat 6 anak yang tertarik untuk datang  kembali pada kegiatan storytelling di taman baca RW 3 kelurahan Sukun yang dilakukan oleh peneliti karena suka dengan cerita yang disampaikan penelti. Sehingga dapat dikatakan  bahwa, setelah dilakukan kegiatan storytelling, kunjungan anak di taman baca RW 3 mengalami peningkatan dari pada sebelum dilakukan kegiatan storytelling, yaitu 3 anak per hari meningkat menjadi lebih dari 6 anak per hari.
A virtual Environment Interface to Compare Autonomous Perceptual Systems
Authors: Caudell Thomas P.
Published: October 2019

This paper describes the on-going development of a novel interface approach to understanding complex systems. We present a description of an interface, referred to as a Homunculus, which allows an experimenter to explore complex systems through immersive virtual reality technology. We describe an initial application under development where the Encephalon, a biologically motivated neural architecture, is used to control a robotics system. Encephalon modules are represented in the Homunculus as 3D icons. Information flow between modules of the neural network is represented as graphical animations. Virtual tools will be available to view, manipulate, model, diagnose, analyze, and navigate through the software and multi-dimensional data. We discuss many important research questions revealed by this work.
Effectiveness of Virtual Environment Desensitization in the Treatment of Agoraphobia
Authors: North Max M. , North Sarah M. , Coble Joseph R.
Published: October 2019

The primary purpose of this study was to investigate the effectiveness of the virtual environment technology in the area of psychotherapy. Consequently, this study investigated the effectiveness of a virtual environment desensitization (VED) in the treatment of agoraphobia (fear of being in places or situations from which escape might be difficult or embarrassing). It was done with a traditional experimental design using N=60 subjects. Thirty subjects were placed in the experimental group and thirty subjects were placed in the control group. Two instruments were used: an Attitude Towards Agoraphobia Questionnaire (ATAQ) and the Subjective Unit of Discomfort Scale (SUDS). Only subjects in the experimental group were exposed to the VED treatment. The virtual environment desensitization was shown to be effective in treatment of subjects with agoraphobia (experimental group). The control group, or no-treatment group, did not change significantly. All the attitudes towards agoraphobic situation decreased significantly for the virtual environment desensitization group (experimental group) but not for control group. The average SUDS in each session decreased steadily across sessions, indicating habituation. This research, including the pilot studies, has established a new paradigm for utilizing virtual environment technology in the effective, economical, and confidential treatment of psychological disorders.
Zoom Rendering: Improving 3-D Rendering Performance with 2-D Operations
Authors: Mazuryk Tomasz , Schmalstieg Dieter , Gervautz Michael
Published: October 2019

We propose a new method to accelerate rendering during the interactive visualization of complex scenes. The method is applicable if the cost of per-pixel processing is high compared to simple frame buffer transfer operations, as supported by low-end graphics systems with high-performance CPUs or 2-D graphics accelerators. In this case rendering an appropriately down-scaled image and then enlarging it allows a trade-off of rendering speed and image quality. Using this method, more uniform frame rates can be achieved and the dynamic viewing error can be reduced.
Control of Kinesthetic Haptic Interfaces in VR Applications
Authors: Williams II Robert L.
Published: October 2019

Cartesian control algorithms are presented for six degree of freedom (6-DOF) force-reflecting hand-controllers (FRHCs) used for simultaneous operator position/orientation (or rate) commands to a virtual reality (VR) system and virtual force/moment kinesthetic reflection to the operator. The commands and kinesthetic feedback are transferred in Cartesian space. The task force/moment (wrench) dominates while features are provided to reduce operator loading: virtual payload and FRHC gravity compensation, input channels to easily separate 6-DOF inputs with one hand, constant-force return-to-center, and FRHC damping to improve relative stability. In experimental implementation, the "VR system" was a real remotely located teleoperated robotic system with real sensed task wrenches. Experimental results show that the algorithms are effective for reduced contact wrenches and increased telepresence quality in practical tasks. The methods in this paper are suitable for kinesthetic haptic display in virtual environments.
A Virtual Mannequin Service Using the Figment Scheme
Authors: Anderson James N. , Jack Mervyn A.
Published: October 2019

Until recently, the possibility of a "virtual mannequin" service for telepresence shopping systems has been unrealistic due to the number and complexity of calculations required for the modelling of physical clothing items. In this paper, the authors present the FIGMENT scheme (Fast Implementation Garment Modelling environmENT) which involves a four point strategy (a simplified physical model, collision volume approximation, progressive meshes and a hybrid rendering algorithm) to reduce the quantity and complexity of the computations involved, bringing simulation times from the realm of hours to seconds while maintaining an acceptable level of accuracy and quality in the results.
Virtual Reality and its Applications in China: An Overview
Authors: Pan Zhigeng , Shi Jiaoying , Lu Qin
Published: October 2019

Nowadays Virtual Reality (VR) has become a hot research topic. In China researchers have obtained a lot of achievements in various VR fields. VR is no longer limited to academic research as it used to be, it has sprung up to a new industry. This paper gives an overview of the research and development on VR in China, including the mainland of China, Hong Kong and Macao. It also gives a summary of the 11 selected papers in the printed edition of this and the next special issues.
Navigation and Illumination Control for Image-Based VR
Authors: Wong Tien-Tsin , Fu Chi-Wing , Heng Pheng-Ann
Published: October 2019

Simulation sickness in virtual reality applications is usually due to the non-realtime display of virtual environment. Realtime display of arbitrarily complex scene is a hard problem in traditional geometry-based computer graphics. Image-based modeling and rendering (IBMR) provides an alternative approach whose rendering time complexity is independent of scene complexity. However, due to the lack of geometrical information, capabilities that are obvious to geometry-based virtual reality become difficult problems in image-based virtual reality. In this paper we discuss how two fundamental capabilities, navigation and illumination control, can be achieved in image-based virtual reality applications. To navigate an image-based scene, we need to know where pixels should be moved to and how to solve their visibility. While correspondences or optical flows can answer the former question, the visibility is more difficult to answer, as depth information may not be available. Deriving from epipolar geometry, we propose a triangle-based visibility-ordering algorithm, which can correctly resolve the occlusion without depth information. To control the illumination, we propose a new image representation that not just allows navigation but also re-rendering under various illuminations. By treating each image pixel as an ordinary surface element, we measure the apparent BRDF of each pixel from reference images. By manipulating these apparent pixel BRDFs, we are able to re-render (change the illumination of the scene in an image) without any geometry information. Even shadows can be correctly re-rendered.
Picture-Based Virtual Touring
Authors: Geng Weidong , Pan Yunhe , Li Ming , Yang Jian
Published: October 2019

This paper presents an image-based approach for virtual touring which use panoramas and picture-based animation to compose a virtual environment. Two typical touring behaviors, looking around and moving in one direction, are mimicked by players based on realtime image processing engine. This approach has been implemented in VRTOURISM. In addition to panoramic views, the system includes picture-based animation for moving forward to the next scene nodes. The paper describes the architecture, the authoring tools, and the interactive players of the VR system.
ARE: An Audio Reality Engine for Virtual Environments
Authors: Zhang Qiong , Shi Jiaoying , Pan Zhigeng
Published: October 2019

A general-purpose virtual audio system called the Audio Reality Engine (ARE) is proposed in this paper. Based on the investigation of the addition of spatial-localized sound to virtual environments, we discuss in detail the design and implementation techniques, including HRTF model based on neural network, the simulation of moving sound sources, the simulation of Doppler effects, and room acoustic simulation based on dynamic mechanisms. Experimental results illustrate the efficiency of our system.
Design and Speedup of an Indoor Walkthrough System
Authors: Chan Bin , Wang Wenping , Green Mark
Published: October 2019

This paper describes issues in designing a practical walkthrough system for indoor environments. We propose several new rendering speedup techniques implemented in our walkthrough system. Tests have been carried out to benchmark the speedup brought about by different techniques. One of these techniques, called dynamic visibility, which is an extended view frustum algorithm with object space information integrated. It proves to be more efficient than existing standard visibility preprocessing methods without using pre-computed data.
The Optical and Vesta Projects: Ophthalmic Visualization and Virtual Surgery
Authors: Barsky Brian A. , Downes Michael S. , Tendick Frank
Published: October 2019

In this paper we describe two projects. The first is our novel and superior method of calculating the shape of the cornea of the eye from measuring instuments, called videokeratographs, that typically shine a pattern (usually rings) of light onto the cornea and then capture the reflection pattern on a CCD array using a built-in video camera. Accurate and detailed information about the shape of the cornea is critical for the diagnosis and correction of vision problems. The second project is a virtual environment simulation of the surgical procedure of minimallyinvasive gallbladder removal, which is known as laparoscopic cholecystectomy. Our simulation is designed to enable us to easily experiment with different approaches to addressing the major issues of surgical simulation, and it represents our attempt to leverage a great deal of surgical experience in creating a simulation that focuses on the most important, most error-prone steps in the procedure. Currently we are expanding the simulation code to serve as a general-purpose surgical simulation authoring tool, experimenting with new tissue modeling techniques, and constructing a new haptic interface device.
3Dive: An Immersive Environment for Interactive Volume Data Exploration
Authors: Boyles Michael , Fang Shiaofen
Published: October 2019

This paper describes an immersive system, called 3DIVE, for interactive volume data visualization and exploration inside the CAVE virtual environment. Combining interactive volume rendering and virtual reality provides a natural immersive environment for volumetric data visualization. More advanced data exploration operations, such as object level data manipulation, simulation and analysis, are supported in 3DIVE by several new techniques: volume primitives and texture regions are used for the rendering, manipulation, and collision detection of volumetric objects; the region based rendering pipeline is integrated with 3D image filters to provide an image-based mechanism for interactive transfer function design; a collaborative visualization module allows remote sites to collaborate over common datasets with passive or active view sharing. The system has been recently released as public domain software for CAVE/ImmersaDesk users, and is currently being actively used by a 3D microscopy visualization project.
Virtual Reality for Training: Evaluating Retention of Procedural Knowledge
Authors: Hall Craig R. , Horwitz Carol D.
Published: October 2019

We conducted a study that contrasted the effects of virtual reality versus conventional computerbased instruction on retention of a simple procedure involving equipment operation. Seventy-two subjects between the ages of 20 and 30 were recruited from the general public. An intelligent tutor was used to manage the instruction in both treatments. The results were consistent with earlier research that reports that VR may not be superior to conventional electronic media for training certain intellectual skills. Implications for future research are discussed.
Geometric Modeling of Sheet Deformation within a Virtual Environment
Authors: Mahal B.S. , Clark D.E.R. , Simmons J.E.L.
Published: October 2019

In this paper we present a real-time, computationally inexpensive environment for on-screen, accurate simulations of thermoplastic sheet materials on a conventional Personal Computer. A pseudoimmersive virtual environment is constructed to handle the implementation of a real-time aesthetically accurate deformation algorithm called MaSSE: Mass-Spring Simulation Engine. The motion of the sheet is controlled by gravity and by using a mouse-pointing device to manipulate the sheet within the environment. An application for the environment is centered on, although not restricted to, mechanical engineering-based real-time simulations of heat-sensitive sheet materials.
The Why and How VR in Schools: A Preferred Future Pedagogic Mission by a Group of Worldwide Experts in VR and Education
Authors: Passig David , Sharbat Aviva
Published: October 2019

The exploration of virtual reality as a potential alternative space for human activity presents great challenges for contemporary thinking. This paper attempts to report a recent scholarly discussion about virtual reality and its implications for future K-12 education. This study did not aim to predict the future of VR in education. It aimed to evaluate the preferred mission of VR before the technology is widely used in schools. This study, in a sense, is taking a proactive approach in evaluating the needs and the appropriate educational theories to guide the development of VR before its widespread utilization. Other studies have aimed at observing evidence that show trends. However, this study with 50 worldwide VR experts assisted in drafting a preferred VR future pedagogic mission.
Haptics-Augmented High School Physics Tutorials
Authors: Williams II Robert L. , Chen Meng-Yun , Seaton Jeffrey M.
Published: October 2019

This article describes a unique project using commercial haptic interfaces to augment the teaching of high school physics. Since force is central to the teaching of physics, we believe that the use of haptics in virtual reality physics simulations has the potential for deeper, more engaging learning. Software has been developed which is freely-available on the internet, and HTML tutorials have been developed to support these haptics-augmented software activities in the teaching and learning of high school physics. Pilot study results are reported, which yielded positive feedback and suggestions for project improvement from high school physics students and teachers.
Viewpoint Usability for Desktop Augmented Reality
Authors: Jeon Seokhee , Shim Hyeongseop , Kim Gerard J.
Published: October 2019

In this paper, we have investigated the comparative usability among three different viewing configurations of augmented reality (AR) system that uses a desktop monitor instead of a head mounted display. In many cases, due to operational or cost reasons, the use of head mounted displays may not be viable. Such a configuration is bound to cause usability problems because of the mismatch in the user's proprioception, scale, hand eye coordination, and the reduced 3D depth perception. We asked a pool of subjects to carry out an object manipulation task in three different desktop AR set ups. We measured the subject's task performance and surveyed for the perceived usability and preference. Our results indicated that placing a fixed camera in the back of the user was the best option for convenience and attaching a camera on the user�s head for task performance. The results should provide a valuable guide for designing desktop augmented reality systems without head mounted displays
Design and Narrative Structure for the Virtual Human Scenarios
Authors: Göbel Stefan , Iurgel Ido Aharon , Rössler Markus , Hülsken Frank , Eckes Christian
Published: October 2019

This article describes the design of the two application scenarios of the Virtual Human project and its integration into the Virtual Human system. This includes overall concepts and considerations of the demonstrators for the two application scenarios (learning, edutainment) as well as underlying methodic-didactic aspects for knowledge transmission and narrative concepts for story structure and story control during run-time of the system. Hence, in contrast to traditional learning systems with virtual characters as virtual instructors, an exciting and suspenseful interactive information space has been created. On the one hand, the methodic-didactic methods and VH learning model guarantee learning effects, on the other hand narrative structures and an emotion module provide the ground for a playful and exciting story environment, whereby the users can interact and discuss with a set of virtual characters.
Robust Hand Tracking Using a Simple Color Classification Technique
Authors: Yuan Miaolong , Farbiz Farzam , Manders Corey Mason , Yin Tang Ka
Published: October 2019

Skin color is a strong cue in vision-based human tracking. Skin detection has been widely used in various applications, such as face and hand tracking, people detection in the video databases. In this paper, we propose and develop an effective hand tracking method based on a simple color classification. This method includes two major procedures: training and tracking. In the training procedure, the user specifies a region on a hand to obtain the training data. Based on the skin-color distribution, the training data will be classified into several color clusters using randomized list data structure. In the hand tracking procedure, the hand will be segmented in real-time from the background using the randomized lists that have been trained in the training procedure. The proposed method has two advantages: (1) It is fast because the image segmentation algorithm is automatically performed on a small region surrounding the hand; and (2) It is robust under different lighting conditions because the lighting factor is not employed in our effective color classification. Several experiments have been conducted to validate the performance of the proposed method. This proposed method has good potentials in many real applications, such as virtual reality or augmented reality systems.
Computer-Generated Holography for Dynamic Display of 3D Objects with Full Parallax
Authors: Xu Xuewu , Solanki Sanjeev , Liang Xinan , Xu Shuhong , Tanjung Ridwan Bin Adrian , Pan Yuechao , Farbiz Farzam , Xu Baoxi , Chong Tow-Chong
Published: October 2019

In this paper a new holographic three-dimensional (3D) display system based on computer-generated hologram (CGH) is developed for the reconstruction of 3D objects with full parallax. A new algorithm is also developed to reduce the hologram computation time and memory usage. The dynamic 3D objects are successfully reconstructed at video rates in both real and virtual spaces.
Bottom and Concave Surface Rendering in Image-based Visual Hull
Authors: Feng Jie , Song Bencong , Zhou Bingfeng
Published: October 2019

Bottom and concave shapes on object surface are difficult to reconstruct in image-based visual hull method. In this paper, we propose a simple but efficient method to solve these problems in regular image-based visual hull framework. With the help of a simple image acquiring platform which involves a glass and a mirror, we can capture images of the object from both upper and lower side at the same time. Using these images, silhouette cones necessary for reconstructing the bottom and the concave surfaces could be generated. Therefore the final rendering result of the object can be significantly improved in accuracy and reality, especially in the parts of bottom and concaves.
Simulation of Shallow-Water Waves in Coastal Region for Marine Simulator
Authors: Li Yongjin , Jin Yicheng , Yin Yong , Shen Helong
Published: October 2019

This paper presents a new method for simulating shallow-water waves for the marine simulator. Firstly, a sequence of sea surface height fields is achieved by solving 2D Boussinesq type equations. These height fields can exhibit the combined effect of the most shallow-water waves in the coastal region, such as shoaling, refraction, diffraction, reflection and non-linear wave- wave interaction, etc. Secondly, these height fields are synthesized to a new unlimited long sequence by rearranging their order according to their similarity. Finally, the height fields are used as vertex textures sampled by a view-dependent sea surface grid in the new order. Experimental results show that the simulated shallow-water waves have realistic effect with fast rendering speed. It is suitable for the applications of real-time simulation, the marine simulator especially.
Interactive Modeling of 3D Tree with Ball B-Spline Curves
Authors: Wu Zhongke , Zhou Mingquan , Wang Xingce
Published: October 2019

A novel approach to modeling realistic tree easily through interactive methods based on ball B-Spline Curves (BBSCs) and an efficient graph based data structure of tree model is proposed in the paper. As BBSCs are flexible for modifying, deforming and editing, these methods provide intuitive interaction and more freedom for users to model trees. If conjuncted with other methods like generating tree models through L-systems or iterated function systems (IFS), the models are more realistic and natural through modifying and editing. The method can be applied to the design of bonsai tree models.
Disseminating Heritage Records as Linked Open Data
Authors: Coppens Sam , Mannens Erik , Van de Walle Rik
Published: October 2019

In Flanders, Belgium, many heritage institutions disseminate their metadata using the Open Archives Initiative Protocol for Metadata Harvesting. However this protocol does not offer granular access to the metadata. This can be solved by exposing the metadata as Linked Data. For this, we developed a semantic metadata schema consisting of two layers: One layer gives a Dublin Core description and is responsible for searching the whole dataset. The other layer holds a reference to the original metadata record, e.g., MARC record. Doing this, the user can still access the original record, once he found the data of interest using the Dublin Core description. Then, these metadata records are enriched in two stages: First, we enrich the records internally, interlinking all the harvested metadata from the Flemish heritage institutions. Then, we enrich the records with other datasets like DBpedia, weaving the information into the Web of Data. For publishing the records as linked open data, we enhanced the OAI2LOD Server to import data coming from different OAI-PMH repositories, to expose the records as linked open data using our developed metadata schema and to enrich the records using our metadata enrichment algorithm. This way, the data from Flemish heritage repositories are linked with each other and published as linked open data.
Crowd Rendering Optimization for Virtual Heritage System
Authors: Sunar Mohd Shahrizal , Azahar Mohamed Adi Bin Mohamed , Mokhtar Mohd Khalid , Daman Daut
Published: October 2019

Previously, crowd simulation plays small part or probably ignored in virtual heritage. Architectures or artifacts bit more focused to be reconstructed into virtual environment. By inserting crowd into simulation of virtual heritage, it will give more impact and achieve higher realism level to the reconstructed site. Before inserting the crowd into virtual environment, a research needs to be done to manage the complex environment of virtual heritage and the crowd itself. This paper presents a framework with a vision to reduce the computation cost for rendering crowd simulation in virtual heritage environment while maintaining realisms of the scene. We first review the existing acceleration techniques applied on crowd rendering. Then we introduce a framework that will integrate acceleration techniques for crowd simulation in virtual heritage.
Analysis Domain Model for Shared Virtual Environments
Authors: Oliveira Manuel , Jordan Joel , Pereira Joao , Jorge Joaquim , Steed Anthony
Published: October 2019

The field of shared virtual environments, which also encompasses online games and social 3D environments, has a system landscape consisting of multiple solutions that share great functional overlap. However, there is little system interoperability between the different solutions. A shared virtual environment has an associated problem domain that is highly complex raising difficult challenges to the development process, starting with the architectural design of the underlying system. This paper has two main contributions. The first contribution is a broad domain analysis of shared virtual environments, which enables developers to have a better understanding of the whole rather than the part(s). The second contribution is a reference domain model for discussing and describing solutions - the Analysis Domain Model.
Detecting Deceptive Movement in 1 vs. 1 Based on Global Body Displacement of a Rugby Player
Authors: Brault Sébastien , Bideau Benoit , Kulpa Richard , Craig Cathy
Published: October 2019

A key to success in many sports stems from the ability to anticipate what a player is going to do next. In sporting duels such as a 1 vs. 1 in rugby, the attacker can try and beat the defender by using deceptive movement. Those strategies involve an evolution of the centre of mass (COM) in the medio-lateral plane, from a minimal state to maximal displacement just before the final reorientation. The aim of this work is to consider this displacement as a motion-gap, as outlined in Tau theory, as a potential variable that may specify deceptive movement and as a means of comparing anticipatory performance between mid-level players and novices in rugby. Using a virtual reality set-up, 8 mid-level rugby players (ML) and 8 novices (NOV) observed deceptive (DM) and non-deceptive movements (NDM). The global framework used an occlusion time paradigm with four occlusion times. Participants had to judge the final direction of the attacker after the different cuts-off. For each movement and at each occlusion time, we coupled the ability to predict the good final direction with the value of the COM displacement in the medio-lateral (COM M/L) plane or with the Tau of this parameter (Tau COM). Firstly, results show that the Tau COM is a more predictive optical variable than the simple COM M/L. Secondly, this optical variable Tau COM is used by both groups, and finally, with a specific methodology we showed that mid-level players have significantly better anticipatory ability than the novice group.
Knowledge Management for Plant Shutdown in Collaborative Virtual Reality
Authors: Strelzoff Andrew , Sulbaran Tulio
Published: October 2019

Oil refineries run nearly continuously twenty-four hours a day. The process of doing routine maintenance, adding or rebuilding refinery process rigs and powering down is referred to as "shutdown". Refineries are extraordinarily complicated and shutdowns are therefore very problematic and expensive. Poorly planned or executed shutdown can result in loss of life and millions of dollars of lost productivity. There is also an important collaborative and knowledge management aspect in that all shutdowns involve many people and are executed by temporary contractors who are often unfamiliar with the details of the plant they are shutting down. Commonly, text and two dimensional drawings are used in preparation for a plant shutdown and exchanging of information. However, with the advent of new technologies it is now possible to also exchange knowledge three dimensionally including multimedia and dynamic files. One technology that enhances the knowledge exchanging and management is Collaborative Virtual Reality Environment (CVRE). CVREs allow users to interact with a computer-simulated environment, be it a real or imagined while using the Internet to collaborate and interact with possibly many other users that may be spread over large distances. Virtual Reality has been widely applied in various forms to plant shutdown planning but the knowledge management aspect of the process is not being addressed by these technologies. In this paper we describe the early use and underlying details of an innovation implantation of a Collaborative Virtual Whiteboard (CVW) inside of an CVRE
Omnidirectional Free-viewpoint Rendering Using a Deformable 3-D Mesh Model
Authors: Sato Tomokazu , Koshizawa Hiroyuki , Yokoya Naokazu
Published: October 2019

This paper proposes a method to render free viewpoint images from omnidirectional videos using a deformable 3-D mesh model. In the proposed method, a 3-D mesh is placed in front of a virtual viewpoint and deformed by using the pre-estimated omnidirectional depth maps that are selected on the basis of position and posture of the virtual viewpoint. Although our approach is fundamentally based on the model-based rendering approach that renders a geometrically correct virtualized world, in order to avoid the hole problem, we newly employ a viewpoint-dependent deformable 3-D model instead of the use of a unified 3-D model that is generally used in the model based rendering approach. In experiments, free-viewpoint images are generated from the omnidirectional video captured by an omnidirectional multi camera system to show the feasibility of the proposed method for walk-through applications in the virtualized environment.
Refinement of Surface Mesh for Accurate Multi-View Reconstruction
Authors: Tyle_ek Radim , Šára Radim
Published: October 2019

In this paper we propose a pipeline for accurate 3D reconstruction from multiple images that deals with some of the possible sources of inaccuracy present in the input data. Namely, we address the problem of inaccurate camera calibration by including a method adjusting the camera parameters in a global structure-and-motion problem, which is solved with a depth map for representation that is suitable to large scenes. Secondly, we take the triangular mesh and calibration improved by the global method in the first phase to refine the surface both geometrically and radiometrically. Here we propose surface energy which combines photoconsistency with contour matching and minimize it with a gradient descent method. Our main contribution lies in effective computation of the gradient that naturally regularization and data terms by employing scale space approach. The results are demonstrated on standard high-resolution datasets and a complex outdoor scene.
A Robust High-dimensional Data Reduction Method
Authors: Jin Longcun , Wan Wanggen , Wu Yongliang , Cui Bin , Yu Xiaoqing , Wu Youyong
Published: October 2019

In this paper, we propose a robust high-dimensional data reduction method. The model assumes that the pixel reflec-tance results from linear combinations of pure component spectra contaminated by an additive noise. The abundance parameters appearing in this model satisfy positivity and additive constraints. These constraints are naturally expressed in a Bayesian literature by using appropriate abundance prior distributions. The posterior distributions of the unknown model parameters are then derived. The proposed algorithm consists of Bayesian inductive cognition part and hierarchical reduction algorithm model part. The pro-posed reduction algorithm based on Bayesian inductive cognitive model is used to decide which dimensions are advantageous and to output the recommended dimensions of the hyperspectral image. The algorithm can be interpreted as a robust reduction inference method for a Bayesian inductive cognitive model. Experimental results on high-dimensional data demonstrate useful properties of the proposed reduction algorithm.