bluuebunny/crossref_metadata_2025 huggingface dataset:
INTERNATIONAL PUBLISHING PRACTICES WITHIN TURKEY'S CULTURAL DIPLOMACY
Authors: ÜNAL Uğur
Published: October 2019

Public diplomacy,' whose significance has only
recently been comprehended by most countries, takes its core from 'soft power.'
According to Joseph Nye (2005), soft power, which is the basis of public
diplomacy, is based on three main sources: political values, foreign policy,
and culture. Many researchers like Nye share the view that the use of
cultural resources is in fact more effective in influencing the emotions and
the minds of the communities of different countries. Szondi (2008), like Nye,
attributes the success of foreign policy to successful cultural policies and
cultural diplomacy. And the main objective of this study is to examine the TEDA
project which stands for 'the
Translation and Publication Grant Programme of Turkey' promoting
the International Expansion of Turkish Culture, Art and Literature in the
context of strengthening intercultural communication in Turkey's cultural
diplomacy. In this perspective, we have conducted an examination on
international publishing as part of cultural diplomacy, and investigated which
literary works have been published by foreign publishers and the number of
countries these works have reached along with the number of languages they were
translated into as part of the 'TEDA' project. In order to identify which
cultural values we have been transmitting most intensively to foreign publics,
a descriptive and semantic analysis was made on twenty (20) works that have
been translated into the most number of languages and therefore reached a
larger variety of foreign readers. The twenty-five most active themes in the
analyzed works have been identified, and the most dominant themes have been
determined as, respectively, Istanbul, modernization of Turkey, the depths of
human psychology, the Ottoman Empire and the perception of the East/West.
Strong images formed in foreign societies of Turkey and Turkish people through
these literary texts which transmit the fundamental values of our semantic
world from the Ottoman Empire to the Republic of Turkey are highly significant
in developing cultural relations. For this reason, Turkey must make an
international publishing parameter, which is one of the most advisable channels
in building a country's reputation in terms of cultural diplomacy, more active
and expand its targets to this aim.
TELEVİZYON REKLAMLARINDA KÜLTÜREL VE DİNİ GÖSTERGELERİN KULLANIMI: 2010-2017 COCA-COLA RAMAZAN DÖNEMİ REKLAMLARININ GÖSTERGEBİLİMSEL ANALİZİ
Authors: Erdoğdu Zeynep Sultan , Taşdelen Birgül
Published: October 2019

Bir topluma ilişkin maddi ve manevi tüm
unsurları kapsayan kültür kavramı toplumdan topluma farklı özellikler gösteren
yapısı ile reklam faaliyetlerinin odak noktasını oluşturmaktadır. Toplumdaki
aile yapısı ve ilişkilerden, eğitim sistemi anlayışına, dini inanış ve geleneklere
kadar geniş bir alanı kapsayan kültür kavramı için tüm ülkelere ilişkin genel
bir yaklaşım geliştirmek ve benimsemek zorlaşmaktadır.Bu anlamda reklam yapımcıları
toplumların gelenek, görenek, inanç, algı ve beğenilerini dikkate alarak
çeşitli reklam stratejileri geliştirmektedirler. Böylece toplumsal ve kültürel
faktörler reklam stratejilerinin oluşmasında etken öğe olmaktadır.Küresel bir
bakış açısıyla düşünerek yerel hareket etmek, özellikle kültürün etkisinin
yoğun olarak hissedildiği dönemlerde sıklıkla kullanılmaktadır. Kültürel ve
dini göstergelerin yoğun olarak kullanıldığı dönemlerden biri ise ramazan
ayıdır.Bu nedenle araştırma kapsamında, Coca-Cola’nın Türkiye’ye özgü reklam
filmlerinde hangi kültürel öğeleri kullanarak yerelleştirmeyi sağladığını
ortaya çıkarmak amaçlanmıştır. Bu amaçla, Coca-Cola’nın ramazan ayında Türkiye
için oluşturduğu 2010-2017 yılları arasında7 televizyon reklam filmi
göstergebilimsel yöntemle incelenmiş ve bu reklam filmlerinde hangi kültürel
öğelerin yerelleştirmeye katkıda bulunduğu Barthes’ın geliştirdiği düz anlam ve yan anlam çerçevesinde belirlenmeye
çalışılmıştır. Araştırmanın sınırlılığı açısından, 2015 yılında Ramazan dönemi
ile ilgili reklam filmi yapılmadığı için 2015 yılı çalışmanın dışında
tutulmuştur.Araştırmadan elde edilen veriler doğrultusundaCoca-Cola’nın
Türkiye’ye özgü reklam filmlerinde yerelleştirmeyi cami, minare, mahya, ilahi
gibi dini göstergeler, ramazan davulcusu, ney sesi,sefer tası gibi kültürel
göstergeler ve mutluluk, paylaşma, bir
aradalık, geleneksellik ve bereket gibi yan anlamlar üzerinden gerçekleştirdiği
sonucuna ulaşılmıştır.Böylece incelenen reklamlarda ürüne; paylaşma,
yardımlaşma, bir araya getirme gibi duygusal özellikler atfedilmekte, tüketim
kültürünün kurduğu unsurlarla tüketici sunulan yan anlamları içselleştirerek
sistemin taleplerini yeniden kurmaktadır.
O RECONHECIMENTO DO BEM ESTAR DO TRABALHADOR E A RESPONSABILIDADE SOCIAL CORPORATIVA: ANÁLISE DE ESTUDOS DE CASO BRASILEIRO
Authors: Ferreira Danúbia Leite , Morioka Sandra Naomi , Valadares Jeferson André Silva
Published: October 2019

Os trabalhadores são partes interessadas nas operações das organizações, pautando ações de Responsabilidade Social com o bem estar. Nessa perspectiva, compreende-se uma relação integradora entre sustentabilidade e ergonomia, abrangendo a concepção de sistemas harmônicos entre força de trabalho saudável e produtiva. Quanto ao objetivo, o estudo buscou identificar se as organizações reconhecidas por proporcionar bem estar aos trabalhadores, consideradas melhores para trabalhar, também são caracterizadas por práticas em Responsabilidade Social Corporativa - RSC. No que se refere aos procedimentos metodológicos, trata-se de estudo de caso múltiplo, com informações coletadas de fontes secundárias, websites e relatórios de sustentabilidade. Os dados foram descritos e exposto em quadros que permitiram uma visualização sintetizada dos reconhecimentos auferidos pelas organizações. Foram três empresas selecionadas, a Elektro, Sama e SAP Labs Latin America, referenciadas, cada uma no seu setor de atuação, na revista Você SA, que em metodologia própria, define um índice de felicidade no trabalho - IFT. Os resultados evidenciaram que organizações reconhecidas por proporcionar bem estar aos seus trabalhadores também são caracterizadas como atuantes em iniciativas de RSC, indicando uma possível relação entre bem estar e RSC, dado que corporações que se preocupam com questões de sustentabilidade coorporativa influenciam em termos de atratividade e percepção dos seus funcionários. Cabe destacar, que em ambas as organizações estudadas, atuantes de forma global, foram identificados aspectos de transparência e credibilidade nos relatórios de sustentabilidade divulgados, tendo em vista a padronização, conforme as diretrizes do Global Reporting Initiative – GRI.
REXISTÊNCIA DE COMUNIDADES TRADICIONAIS FRENTE ÀS INJUSTIÇAS AMBIENTAIS DAS AÇÕES DO COMPLEXO INDUSTRIAL PORTUÁRIO DE SUAPE-PE
Authors: Alves Stevam Gabriel , Reis Neto Afonso Feitosa , Dos Santos Solange Laurentino , Moura de Castilho Cláudio Jorge
Published: October 2019

As políticas desenvolvimentistas brasileiras têm como propósito a reprodução do capital, cuja justificativa está fundamentada no aumento de empregos através da instalação de grandes empreendimentos. Contudo, com a chegada dos megaprojetos, emergem situações de injustiças ambientais, muitas vezes em territórios de comunidades tradicionais devido à sua localização estratégica. É nesse contexto que está inserido o Complexo Industrial portuário de Suape (CIPS). O objetivo do artigo é analisar as injustiças ambientais reforçadas pela expansão do CIPS. A área de estudo compreende o território da comunidade Engenho Mercês. Como metodologia, foi utilizada a análise crítica do discurso, a fim de embasar os procedimentos metodológicos: revisão bibliográfica; visitas de campo; entrevistas; e registro fotográfico. Como resultado principal, o trabalho demonstrou que a chegada dos empreendimentos tem interferido na reprodução social das comunidades. É nesse sentido que os movimentos sociais têm atuado, identificando os problemas, articulando-se com as comunidades e empoderando-as.
Efek Antidiabetik Ekstrak Daun Gendola (Basella rubra L.) Terhadap Kadar Gula Darah Tikus Putih
Authors: Vita Angelica Diana , Fatimah Nurmawati , Murtiwi Sri
Published: October 2019

Penelitian bertujuan untuk menguji efek antidiabetik ekstrak daun gondola (Basella rubra L.) pada kadar gula darah tikus putih (Rattus norvegicus) yang diinduksi Alloxan. Penelitian ini merupakan penelitian eksperimen dengan menggunakan 35 ekor tikus putih. Tikus tersebut dibagi menjadi lima kelompok perlakuan, yakni: P1; P2; P3; kontrol negatif (K-); dan kontrol positif (K+). Masing-masing kelompok diinduksi menggunakan Alloxan untuk meningkatakan kadar gula darah. Kelompok P1; P2; P3 diberi ekstrak daun gendola dengan dosis 200; 300; 400 mg/kgBB/hari. Kelompok K+ diberi obat glimepirid 0.1 mg/kgBB/hari. Kelompok P1 mengalami penurunan kadar gula darah yang tidak signifikan sebesar 30.14 mg/dL (p-value=0.128); kelompok P2 mengalami penurunan kadar gula darah tidak signifikan sebesar 25.80 mg/dL (p-value=0.159); kelompok P3 mengalami penurunan kadar gula darah yang signifikan sebesar 42.80 mg/dL (p-value=0.043). Kelompok kontrol negatif mengalami peningkatan kadar gula darah sebesar 116.00 mg/dL (p-value=0.084). Kelompok kontrol positif mengalami penurunan kadar gula darah yang signifikan sebesar 21.60 mg/dL (p-value=0.011). Ekstrak daun gendola 400 mg/kgBB/hari dapat menurunkan kadar gula darah tikus dengan perbedaan tidak signifikan apabila dibandingkan dengan obat antidiabetes glimepirid 0.1 mg/kgBB/hari.
Deteksi Mastitis Subklinis Pada Kambing Peranakan Etawah di Kelurahan Kalipuro, Banyuwangi
Authors: Sevitasari Adelita Putri , Effendi Mustofa Helmi , Wibawati Prima Ayu
Published: October 2019

Mastitis adalah penyakit yang terjadi akibat infeksi pada kelenjar ambing. Mastitis subklinis merupakan tipe mastitis yang tidak menunjukkan gejala klinis. Tujuan dari penelitian ini adalah untuk mendeteksi mastitis subklinis pada peternakan Kambing PE dengan menggunakan metode California Mastitis Test sebagai penelitan awal untuk mendapatkan data awal kejadian kasus mastitis subklinis di Kelurahan Kalipuro, Banyuwangi. Penelitian ini merupakan penelitian deskriptif. Deteksi dilakukan dengan pengambilan sampel susu pada kambing PE secara purposif dan direaksikan reagen CMT diputar secara sirkuler selama 10–15 detik. Pengamatan hasil reaksi sampel susu dan reagen ditentukan berdasarkan perubahan konsistensi dengan adanya masa pengentalan. Hasil penelitian menunjukkan bahwa tingkat kejadian kasus mastitis subklinis sebesar 82.76%. Faktor terjadinya mastitis subklinis dapat dipengaruhi oleh manajemen perkandangan dan pemerahan peternakan, karena sanitasi dan hygiene berpengaruh pada tingkat kontaminasi bakteri.
Supporting Factors of Development School Library Based on Information Technology
Authors: Rahmah Elva , Emidar Emidar , Zulfikarni Zulfikarni
Published: October 2019

The existence of a school library is a must. Based on the National Education Standards, eachschool is required to have a library. In its management, the library must be managed byappropriate management personnel and competent in their fields. In line with thedevelopment of science and technology that continues to develop school libraries need to bemanaged and utilized for the benefit of education through an appropriate forum, namely theschool library. Descriptive research method with a qualitative approach. Collecting datathrough observation, interviews and document analysis. Subjects in this study were schoolprincipals, library heads, library staff, visitors, events, facts, documents and various forms ofefforts, school library programs or activities. The object in this study is the development of aschool library based on information technology carried out in SMAN 2 and SMA 3 KotaPadang. The results showed that the factors influencing the development of information technology-based school libraries in State High School 2 and State 3 High School in PadangCity could be identified into four, namely human resources, information resources, funding,and infrastructure in the school library.
Archieve Media Promotion for Collective Memory Safety on Digital Natives Generations
Authors: Muhammad Rom Ubaidillah , Anwary Ahdie
Published: October 2019

Background of the study: Archives as a collective memory of a nation make it important to be managed and disseminated to all Indonesian people, especially in the current generation of Indonesian youth, namely the generation of digital natives. The generation of young people being the successors of the Indonesian nation's struggle must know the long history of the social history of the people in Indonesia through archives. The government has made a solution through a conscious archive movement but in reality the conscious socialization of the archives seems to not be heard in the community especially by the generation of digital natives. Access to archives carried out domestically in ANRI's annual report in 2015-2016 shows that in 2015 there were 5,215 people and in 2016 there were 4,747, a decline in 2016 regarding access to archives.Purpose: This study aims to provide recommendations regarding the use of promotional media that can be carried out by ANRI institutions in maintaining the nation's collective memory, especially towards the generation of digital natives.Method: This paper uses a literature review method with data collection of various materials contained in the library, such as newspapers, books, magazines, manuscripts, documents and so on that are relevant to research with theoretical studies and literature.Findings: The results of this study indicate that the promotional media that is right for use by ANRI in promoting archives is through social media and media mobile phone applications based on the way of interaction of the generation of digital natives.Conclusion: With this research, it is expected that ANRI as the highest institution managing state archives can consider the importance of promotion for archives and utilizing promotional media for the general public, especially in the generation of digital natives
Virtual Reality Cyberspace: Challenges to Communication Studies
Authors: Gardiner W. Lambert
Published: October 2019

This paper describes the most dramatic development within the new generation of computer-based media currently emerging, that of virtual reality/cyberspace. This discussion presents a number of challenges to the field of communication studies: to deal with the technosphere; to articulate the continuous discontinuity in communication technology; to avoid the threat of the ultimate second reality, and to benefit from the opportunity of the ultimate writing/drawing space.
EDITORIAL - IJVR 1(1)
Authors: Blade Richard A.
Published: October 2019

Editorial IJVR 01-1
Stereographic Photography on the Computer
Authors: Blade Richard A.
Published: October 2019

The author provides a semi-technical review of the principles of stereographic photography usable without special equipment and discusses the current methods of viewing stereo photographs as computer images. Included is a discussion of recently developed commercial software called Wireframe Express that allows two or more photographic images of an object, taken at different but arbitrary positions, to be joined into a composite 3D model for stereographic viewing from any angle. Among other things, this recent technology allows the virtual reality simulation of historic buildings and rooms to be constructed from currently existing photographs. Illustrations of the points are made with images provided on the CD-ROM.
Effectiveness of Virtual Reality in the Motivational Processes of Learners
Authors: North Sarah M.
Published: October 2019

This brief article reports on the use of virtual reality and its effectiveness on improving and maintaining learners' intrinsic motivation or interest. Research suggests that interest contributes to learning. Therefore a study of the impact of interests is essential to an understanding of intrinsic motivation. Since the virtual environment provides a sense of presence, it may be possible to create scenarios to stimulate the learners' curiosity and interest. Eighteen students, 11 males and 7 females, between 21 and 32 years old, served as subjects for the study. The experiment consisted of the physical world environment using wooden blocks, and the virtual world using virtual blocks. Both worlds used color and shape as variables. The two variables consisted of three shapes (sphere, pyramid, and cube), and three colors (red, green, and blue). In both worlds, the wooden blocks and virtual blocks had to be manipulated and arranged in nine different patterns. The first experiment started with a two-block pattern. At each step the difficulty was increased by increasing the number of blocks. The subject's score was based on a ten-point scale instrument administered at the end of each experiment. The scores ranged from very weak to very strong. The results were used to identify a significant difference between the subjects' performance in the virtual world and in physical world with respect to curiosity, interest, and sense of control. The interest level comparison indicated that for all subjects scores in the virtual world were always higher than the scores in the physical world. The sense of control level comparison indicated that in the beginning scores in the virtualworld were not always higher than the scores in the physical world. However, after orientation to navigation through the virtual environment, the mean score gradually rose. This research demonstrates that the virtual world is more useful than the physical world (with respect of color and shape) in increasing the memory span of the learner.
A Pseudo-Immersive Virtual Environment - a Shell for Research
Authors: Fang Jing-Jing , Clark Douglas E.R. , Simmons John E. L.
Published: October 2019

The authors built a pseudo-immersive three-dimensional computer generated virtual environment (VE) as a shell for research in detailed collision detection. The purpose of the virtual world construction described in this paper is to handle engineering applications such as the mechanical assembly and disassembly of complex systems. A virtual space ball is attached to the VE in order to control the motion of virtual objects in that environment. This software interface simulates a real three-dimensional space ball device. The contribution of the pseudo-immersive system removes the absolute necessity for expensive Virtual Reality equipment and software for research work on virtual reality.
Computer Interaction in the Use of Radiometric Calibration for the Cassini Space Flight Probe
Authors: Brown Kenneth A.
Published: October 2019

In the area of Radiometric Calibration for Space Flight Hardware, there is a need for accurate data manipulation and analysis. At the Jet Propulsion Laboratory in Pasadena, CA, there is an advanced system of calibration and analysis of spacecraft data designed by the Planetary Instruments Group of the Space Instruments Implementation. We examine a problem with the user interface. As data is downloaded in this system, it must be physically examined for "good" and "bad" data points. This paper describes how to make this process more efficient. With the use of a light pen or touch-screen CRT the choice of data points can be quickly and accurately chosen or discarded. The article provides a description of the process of data acquisition as well as contributions toward the design of a more "friendly" data calibration procedure.
Toolsets for the Development of Highly Interactive and Information-Rich Environments
Authors: Bowman Doug A. , Hodges Larry F.
Published: October 2019

This paper describes a unique set of programming toolsets which are designed specifically to aid in the authoring of immersive virtual environment (VE) applications. The first toolset provides a wide range of user interface options through a pen based metaphor, and benefits applications which have a high degree of interactive complexity. The second toolset allows high level control of audio annotations, and benefits applications which provide information to the user via the audio modality. The toolsets are designed to provide abstraction from the basic VE software system, to allow rapid prototyping and experimentation, and to be reusable across multiple applications. Two applications which have made extensive use of both toolsets are also presented.
Virtual Environments for the Treatment of Claustrophobia
Authors: Botella C. , Quero S. , Perpiñá C. , Baños R.M. , Alcañiz M. , Lozano J. A. , Rey A.
Published: October 2019

Virtual Reality (VR) is a new technology that is having a great impact on various areas of health science. The use of VR is of special interest in the treatment of psychological disorders. Reasonable data exist on the effectiveness of this technology in the treatment of different anxiety disorders. The present paper explains in detail a psychological program for the treatment of claustrophobia using VR, whose effectiveness has already been demonstrated. (Botella et al.,1998). In addition, we describe the technical aspects of the software and point out several limitations VR still presents in the area of psychological treatment. Color images and video clips are included with the CDROM version.
Head-Mounted Mobility Aid for Low Vision Using Scene Classification Techniques
Authors: Everingham M. R. , Thomas B. T. , Troscianko T
Published: October 2019

This paper describes a new mobility aid for people with severe visual impairments which combines technology from the field of virtual reality with advanced computer vision techniques. A neural-network classifier is used to identify objects in images from a head mounted camera so that scene content specifically important for mobility may be made more visible. Enhanced images are displayed to the user on a head mounted display using a high saturation colour scheme where each type of object has a different colour, resulting in images which are highly visible and easy to interpret. The object classifier achieves a level of accuracy over 90%. Results from a pilot study conducted using people with a range of visual impairments are presented in which performance on a difficult mobility-related task was improved by over 100% using the system.
Sign Language Formal Description and Synthesis
Authors: Losson O , Vannobel J-M
Published: October 2019

Special needs of deaf people appeal henceforward to sign language synthesis. The system presented here is based on a hierarchical description of sign, trying to take the different grammatical processes into account. Stress is laid on hand configurations specification thanks to finger shapes primitives and hand global properties, and on location and orientation computation issues. We then expose the results achieved from the corresponding written form of signs, leading to their computer virtual animation.
Development and Evaluation of the Virtual City
Authors: Brown David , Neale Helen , Cobb Sue , Reynolds Hugh
Published: October 2019

house, a supermarket, a café and a transport system. Evaluation of the project was concerned as much with the design of the virtual learning environments (VLEs), issues of usability and access as with monitoring skill learning and transfer to the real world. For three of the VLEs, Supermarket, Café and Transport, a test-retest experimental design method was used. This compared user performance in real world tasks with the same tasks presented in the VLE. Expert assessment was used to evaluate the Virtual House, looking at usability and appropriateness of the learning scenarios. It was found that VLEs can provide interesting, motivating learning environments, which are accessible to users with special needs. Individuals differed in the amount of support required to use the input devices and achieve task objectives in the VLE. Expert and user review methods indicated that the VLEs are seen to be representative of real world tasks and that users are able to learn some basic skills. However, it would be unrealistic to expect transfer of skill over a short experimental time. Further testing is needed to establish the longitudinal learning effects and to develop more reliable techniques to allow users to express their own opinions. Within this project the value of a user centred approach has been demonstrated. The groups involved have provided informed input at each stage of VE development. This has been enhanced by contributions from experts in the field of learning disabilities. The Virtual City has been developed in response to the needs of people with learning disabilities, not in response to their assumed needs.
3D Aural Interactive Hyperstories for Blind Children
Authors: Lumbreras Mauricio , Sánchez Jaime
Published: October 2019

Interactive stories are commonly used for learning and entertainment purposes and enhance the development of several perceptual and cognitive skills. These experiences are not very common among blind children because most computer games and electronic toys do not have accessible sound interfaces. This study introduces the idea of interactive hyperstories performed in a 3D acoustic virtual world. The hyperstory model enables us to build an application to help blind children to enrich their early world experiences through exploration of interactive virtual worlds by using 3D aural representations of the space. We have produced AudioDoom, an interactive model-based software for blind children. The prototype was qualitatively and quantitatively field-tested with several blind children in a Chilean school setting. Our preliminary results indicate that when acousticbased entertainment applications are carefully applied with an appropriate methodology they can be used without visual cues. We also found that spatial sound experiences can create spatial navigable structures in the minds of blind children. Methodology and usability evaluation procedures and results appeared to be critical to the efectiveness of interactive Hyperstories performed in a 3D acoustic virtual world.
Scene Graph For Dynamic Virtual Environment: Spangraph
Authors: Kim Hyun Suk , Ko Heedong , Lee Kunwoo , Kim Lae Hyun , Ahn Jaehong , Park Kyoung Dong
Published: October 2019

The VRML (Virtual Reality Modeling Language) file format is a popular file format for describing a graphical scene: object shapes, appearance properties, animation, and interactions. However, the format does not provide any mechanism for describing the order of objects' appearances or their changes over time. Instead, an interface to Java is offered for controlling the temporal relationships between objects in the scene. The use of Java makes it difficult for a person with his programming skill to author a dynamic virtual environment. In this paper we attach a span and an age to each object and their hierarchical and temporal relations are expressed in a new data structure, called a span graph (SpanGraph). An object in the span graph, when alive, grows its age and performs associated actions according to its age during the extent of the time span. Furthermore, the object may have child objects whose spans are sub-extents of the parent span. In this paper, we demonstrate uses of the SpanGraph in virtual studio and virtual engineering design applications.
Multiresolution View Morphing in the Wavelet Domain
Authors: Bao Paul , Xu Dan
Published: October 2019

This paper presents a new view-synthesis technique using the 2D discrete wavelet-based view morphing. The view morphing is completely based on pairwise images without the camera calibration and depth information of images. First a Fundamental Matrix related to any pair of images is estimated. Then using the fundamental matrix, the pair of image planes is rectified to be parallel with their corresponding points lying on the same scanline, giving an opportunity to generate new views with linear interpolation techniques. The pre-warped images are then decomposed into a hierarchical structure with the wavelet transform. Corresponding coefficients between two decomposed images are linearly interpolated to form the multiresolution representation of an intermediate view. Quantization techniques [10,11] can be embedded here to compress the coefficients for the purpose of reducing the morphing complexity. Finally, during the display, compressed images are decoded and an inverse wavelet transform is applied. A postwarping procedure is employed to transform the interpolated views to its desired position.
Human-Computer Chinese Sign Language Interaction System
Authors: Lin Xu , Wen Gao
Published: October 2019

The generation and recognition of body language is a key technologies of VR. Sign Language is a visual-gestural language mainly used by hearing-impaired people. In this paper, gesture and facial expression models are created using computer graphics and used to synthesize Chinese Sign Language (CSL), and from it a human-computer CSL interaction system is implemented. Using a system combining CSL synthesis and CSL recognition subsystem, hearing-impaired people with data-gloves can pantomime CSL, which can then be displayed on the computer screen in real time and translated into Chinese text. Hearing people can also use the system by entering Chinese text, which is translated into CSL and displayed on the computer screen. In this way hearing-impaired people and hearing people can communicate with each other conveniently.
Real Time Generation of Progressive Meshes for Changing Environments
Authors: Wu Enhua , Fei Guangzheng
Published: October 2019

The progressive mesh representation is in general introduced for a continuous level of detail, and with it smooth transition between meshes can be achieved. However, the method is impractical for realtime simplification. Despite that, the realtime generation of progressive meshes is often required for applications such as in a robot simulation system or a flight simulation system where models are constantly modified by the actions of object collision, object destruction and reconstruction, etc. A new method is presented in this paper to tackle realtime simplification through progressive meshes. By the algorithm only the current mesh and readily accessible local information of each vertex, such as vertex position, edge length, neighboring vertices, adjacent faces, and face normals, are considered at each simplification step. All edge-collapse costs are calculated and sorted into a binary tree using the heap sort algorithm at the initial stage. At the iterative stages only the neighboring affected costs need be recalculated and rearranged in the binary tree. Other properties, such as vertex color and face texture, are processed in the same way as the geometry. The algorithm greatly improves the time performance under the constraint that the quality of the generated meshes be acceptable. Tests show that the algorithm is viable in a realtime simplification for medium-scale virtual models on PC platforms.
A Virtual Brain for Stereotactic Planning and Supporting Neurosurgery
Authors: Wang Zigang , Tang Zesheng , Wang Tianmiao , Chen Mengdong , Liu Da , Tian Zengmin
Published: October 2019

Visualization has becoming a powerful assistive technology for neurosurgery. This paper introduces a system for stereotactic neurosurgical planning and support. Using visualization technology the system reconstructs and displays a 3D model of the interior structure of the patient's brain. Thus the surgeons can plan for surgery using a computer model. Marker registration is used to create the mapping between the patient's head and the brain model reconstructed in the computer. During the operation a robot arm is used as a navigator to locate the pre-defined incision site and the orientation of incision route. When the robot arm locates at the pre-defined site on the patient's head, it is fixed. Various medical instruments can be installed on the tip of the robot arm. The surgeon can insert a medical instrument into the pre-defined site of the patient's head, and the surgery can be implemented successfully with the help of this system. Using a virtual environment his system can also be used to teach and train new surgeons.
An Agent-Based Approach for Constructing Software Systems of Virtual Simulation
Authors: Hongbing Li , Bo Meng , Shifu Chen
Published: October 2019

The design and construction of virtual reality environments involve technologies such as computer graphics, image processing, pattern recognition, intelligent interface, artificial intelligence, voice recognition, network, parallel processing, and high-performance computing. Some researchers insist that object-oriented and agent-oriented technologies are fundamental for virtual reality system design. This paper applies artificial intelligence to the design of virtual reality systems. Agents are constructed by using object-oriented methods and a set of underlying computing models, such as neural networks, genetic algorithms, expert systems, and plan managers. Some object-oriented frameworks of these computing models are presented to illustrate this approach. The example of a spaceship game will illustrate interactions among environments, agents, and underlying computing models. The approach and reusable class library presented herein can be applied to various virtual reality environment simulations and intelligent applications.
On Applying Virtual Reality to Underwater Robot Tele-Operation and Pilot Training
Authors: Lin Qingping , Kuo Chengi
Published: October 2019

Virtual reality systems are being increasingly used for enhancing human perception of complex real-world or synthetic events. Serious applications outside entertainment range from education training to science and engineering. In this paper, we present our research work concerning the use of virtual reality in underwater robot tele-operation and training. We have proposed a novel concept of ROV safety domain to overcome the robot sensor error issue involved in virtual environment based underwater teleoperation approach. The detailed mathematical model of the ROV safety domain and its proof will be presented. In addition, we will examine how ROV safety domain can be used in underwater robot teleoperation, and present the architecture of our prototype virtual tele-operation system. Its current status and evaluation, as well as issues involved in its practical application will also be discussed.
Object Metamorphosis Based on Generalized Morphology Transformation
Authors: Li Hua , Liu Wenyu , Zhu Guangxi , Zhu Yaoting
Published: October 2019

A metamorphosis or a morphing is the process of continuously transforming one object into another, and are popular in computer animation, industrial design, and growth simulation. In this paper, a novel approach is presented for computing continuous shape transformation between polyhedral objects in this paper. Metamorphosis can be achieved by decomposing two objects into sets of individual convex sub-objects respectively and constructing the mapping between two sets, this method can solve the metamorphosis problem of two non-homotopic objects (including concave objects and holey objects). The results of object metamorphosis are discussed in this paper. The experiments show that this method can generate natural, high quality metamorphosis results with simple computation. This method can also be used in font composition and interpolation between two keyframes in 2D and 3D computer animation automatically.
Real-Time Rendering Algorithm Based On Hybrid Static And Dynamic Simplification Methods
Authors: Pan Zhigeng , Zhou Kun , Shi Jiaoying
Published: October 2019

Level of detail (LoD) method is a key technique for real-time rendering. The generation algorithms of LoD models may be divided into two categories: static or view-independent algorithms and dynamic or view-dependent algorithms, each has its own advantages and drawbacks. This paper presents a new realtime rendering algorithm incorporating both of the two kinds. We simplify polygonal models viewindependently according to a user-specified approximation error first. Then the simplified models are used in a view-dependent real-time rendering algorithm. The paper presents a new view-dependent realtime mesh simplification algorithm. The algorithm can produce simplified models in real time while controlling the rendering pixel error. Examples illustrate efficiency of the algorithm.
Physically Based Modeling in Virtual Assembly
Authors: Wang Yong , Jayaram Sankar , Jayaram Uma , Lyons Kevin , Hart Peter
Published: October 2019

Virtual assembly is a promising application of virtual reality in design and manufacturing that has drawn much attention from industry and research institutes. Physically based modeling has been an important research topic in computer graphics and virtual reality. In this paper, physically based modeling issues in virtual assembly are investigated. The specific requirements and characteristics of physically based modeling in virtual assembly versus those in traditional computer graphics are analyzed and studied. The mass properties of the assembly models are extracted from the Computer Aided Design (CAD) system while the design models are transferred from the CAD system to the virtual assembly environment. The assembly models are categorized using human strength survey data. The interaction between the parts, the environment objects, and the human are analyzed. In the fully immersed virtual environment, it is discovered that the gravity acceleration needs to be scaled down to achieve maximum realistic feeling. Finally, the benefits and limitations of physically based modeling in virtual environments are discussed.
New Directions in 3D User Interfaces
Authors: Bowman Doug A. , Chen Jian , Wingrave Chadwick A. , Lucas John , Ray Andrew , Polys Nicholas F. , Li Qing , Haciahmetoglu Yonca , Kim Ji-Sun , Kim Seonho , Boehringer Robert , Ni Tao
Published: October 2019

Three-dimensional user interfaces (3D UIs) support user tasks in many non-traditional interactive systems such as virtual environments and augmented reality. Although 3D UI researchers have been successful in identifying basic user tasks and interaction metaphors, evaluating the usability of 3D interaction techniques, and improving the usability of many applications, 3D UI research now stands at a crossroads. Very few fundamentally new techniques and metaphors for 3D interaction have been discovered in recent years, yet the usability of 3D UIs in many real-world applications is still not at a desirable level. What directions should 3D UI researchers next explore to improve this situation? In this paper, we make some observations about the history of 3D UIs and the current state-of-the-art. Using this evidence, in addition to our own experience, we argue that 3D UI researchers should approach this problem using some new research approaches, which cluster around the concepts of specificity, flavors, implementation, and emerging technologies. We illustrate and discuss some of these new directions using case studies of research projects undertaken in our group. These explorations indicate the promise of these directions for further increasing our understanding of 3D interaction and 3D UI design, and for ensuring the usability of 3D UIs in future applications
Human-Scale Virtual Environment for Product Design: Effect of Sensory Substitution
Authors: Richard Paul , Chamaret Damien , Inglese François-Xavier , Lucidarme Philippe , Ferrier Jean-Louis
Published: October 2019

This paper presents a human-scale virtual environment (VE) with haptic feedback along with two experiments performed in the context of product design. The user interacts with a virtual mock-up using a large-scale bimanual string-based haptic interface called SPIDAR (Space Interface Device for Artificial Reality). An original self-calibration method is proposed. A vibro-tactile glove was developed and integrated to the SPIDAR to provide tactile cues to the operator. The purpose of the first experiment was: (1) to examine the effect of tactile feedback in a task involving reach-and-touch of different parts of a digital mock-up, and (2) to investigate the use of sensory substitution in such tasks. The second experiment aimed to investigate the effect of visual and auditory feedback in a car-light maintenance task. Results of the first experiment indicate that the users could easily and quickly access and finely touch the different parts of the digital mock-up when sensory feedback (either visual, auditory, or tactile) was present. Results of the of the second experiment show that visual and auditory feedbacks improve average placement accuracy by about 54 % and 60% respectively compared to the open loop case
A Hierarchical 3D Data Rendering System Synchronized with HTML
Authors: Kimura Yousuke , Mashita Tomohiro , Nakazawa Atsushi , Machida Takashi , Kiyokawa Kiyoshi , Takemura Haruo
Published: October 2019

We propose a new rendering system for large-scale, 3D geometic data that can be used with web-based content man-agement systems (CMS). To achieve this, we employed a geometry hierarchical encoding method "QSplat" and implemented this in a Java and JOGL (Java bindings of OpenGL) environment. Users can view large-scale geometric data using conventional HTML browsers with a non-powerful CPU and low-speed networks. Further, this system is independent of the platforms. We add new functionalities so that users can easily understand the geometric data: Annotations and HTML Synchronization. Users can see the geometric data with the associated annotations that describe the names or the detailed explanations of the particular portions. The HTML Synchronization enables users to smoothly and interactively switch our rendering system and HTML contents. The experimental results show that our system performs an interactive frame rate even for a large-scale data whereas other systems cannot render them
Image Based Shadowing in Real-Time Augmented Reality
Authors: Supan Peter , Stuppacher Ines , Haller Michael
Published: October 2019

This work presents an approach to render appropriate shadows with Image Based Lighting in Augmented Reality applications. To approximate the result of environment lighting and shadowing, the system uses a dome of shadow casting light sources. The color of each shadow is determined by the area of the environment behind the casting light source. As a result it is possible that changes in the lighting conditions immidiately affect the shadow casting of virtual objects on real objects
3D Gaze Estimation and Interaction to Stereo Display
Authors: Kwon Yong-Moo , Jeon Kyeong-Won , Ki Jeongseok , Shahab Qonita M. , Jo Sangwoo , Kim Sung-Kyu
Published: October 2019

There are several researches on 2D gaze tracking techniques to the 2D screen for the Human-Computer Interaction. However, the researches for the gaze-based interaction to the stereo images or 3D contents are not reported. The stereo display techniques are emerging now for the reality service. Moreover, the 3D interaction techniques are needed in the 3D contents service environments. This paper presents 3D gaze estimation technique and its application to gaze-based interaction in the parallax barrier stereo display
Scene Synchronization in Close Coupled World Representations using SCIVE
Authors: Latoschik Marc Erich , Froehlich Christian , Wendler Alexander
Published: October 2019

This paper introduces SCIVE, a Simulation Core for Intelligent Virtual Environments. SCIVE provides a Knowledge Representation Layer (KRL) as a central organizing structure. Based on a semantic net, it ties together the data representations of the various simulation modules, e.g., for graphics, physics, audio, haptics or Artificial Intelligence (AI) representations. SCIVE's open architecture allows a seamless integration and modification of these modules. Their data synchronization is widely customizable to support extensibility and maintainability. Synchronization can be controlled through filters which in turn can be instantiated and parametrized by any of the modules, e.g., the AI component can be used to change an object's behavior to be controlled by the physics instead of the interaction- or a keyframe-module. This bidirectional inter- module access is mapped by, and routed through, the KRL which semantically reflects all objects or entities the simulation comprises. Hence, SCIVE allows extensive application design and customization from low-level core logic, module configuration and flow control, to the simulated scene, all on a high-level unified representation layer while it supports well known development paradigms commonly found in Virtual Reality applications
Interactive Visualization of Multivariate Statistical Data
Authors: Chen Jim X. , Carr Daniel B. , Wechsler Harry , Pan Zhigeng
Published: October 2019

This paper introduces web-based interactive Linked Micromap (LM) plots, a set of dynamic visualization methods that allows readers to interactively select variables and modify the different views to help reveal relationships among the study units. This methodology provided the foundation for web-based micromaps used by the National Cancer Institute (NCI). This illustrates the power of visualization to make statistical summaries involving health and risk factors for millions of people accessible to health planners than may have never had a statistics class. LM plots methodology is in use by the Department of Agriculture and readily extend to other application in other agencies in the United States. The interactive methods can be as useful in such extensions as they were for the National Cancer Institute
Towards Sociable Virtual Humans: Multimodal Recognition of Human Input and Behavior
Authors: Eckes Christian , Biatov Konstantin , Hülsken Frank , Köhler Joachim , Breuer Pia , Branco Pedro , Encarnacao L. Miguel
Published: October 2019

One of the biggest obstacles for constructing effective sociable virtual humans lies in the failure of machines to recognize the desires, feelings and intentions of the human user. Virtual humans lack the ability to fully understand and decode the communication signals human users emit when communicating with each other. This article describes our research in overcoming this problem by developing senses for the virtual humans which enables them to hear and understand human speech, localize the human user in front of the display system, recognize hand postures and to recognize the emotional state of the human user by classifying facial expression. We report on the methods needed to perform these tasks in real-time and conclude with an outlook on promising research issues of the future.
Multi-party Conversation for Mixed Reality
Authors: Löckelt Markus , Pfleger Norbert , Reithinger Norbert
Published: October 2019

The interactive scenarios realized in the two prototypes of Virtual Human require an approach that allows humans and virtual characters to interact naturally and flexibly. In this article we present how the autonomous control of the virtual characters and the interpretation of user interactions is realized in the Conversational Dialogue Engine (CDE) framework. For each virtual and real interlocutor one CDE is responsible for dialogue processing. We will introduce the knowledge needed for the CDE-approach and present the modules of a CDE. The real-time requirement resulted in the integrated processing of deliberative and reactive processing, which is needed, e.g., to generate an appropriate nonverbal behavior of virtual characters.