199 research outputs found

    Role of Optical Network in Cloud/Fog Computing

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    This chapter is a study of exploring the role of the optical network in the cloud/fog computing environment. With the growing network issues, unified and cost-effective computing services and efficient utilization of optical resources are required for building smart applications. Fog computing provides the foundation platform for implementing cyber-physical system (CPS) applications which require ultra-low latency. Also, the digital revolution of fog/cloud computing using optical resources has upgraded the education system by intertwined VR using the fog nodes. Presently, the current technologies face many challenges such as ultra-low delay, optimum bandwidth, and minimum energy consumption to promote virtual reality (VR)-based and electroencephalogram (EEG)-based gaming applications. Ultra-low delay, optimum bandwidth, and minimum energy consumption. Therefore, an Optical-Fog layer is introduced to provide a novel, secure, highly distributed, and ultra-dense fog computing infrastructure. Also, for optimum utilization of optical resources, a novel concept of OpticalFogNode is introduced that provides computation and storage capabilities at the Optical-Fog layer in the software defined networking (SDN)-based optical network. It efficiently facilitates the dynamic deployment of new distributed SDN-based OpticalFogNode which supports low-latency services with minimum energy as well as bandwidth usage. Therefore, an EEG-based VR framework is also introduced that uses the resources of the optical network in the cloud/fog computing environment

    Impacto de las clases virtuales en la educación de estudiantes de Ingeniería Industrial de la Universidad Tecnológica de Panamá durante la pandemia de Covid-19

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    In education, the global health crisis caused by the Covid-19 represents the transformation of the traditional face-to-face educational system to an online educational system, which is an emerging technological leap but necessary for the continuity of professional preparation.  This research analyses the effects of virtual classes on students´ academic training, in order to provide recommendations and suggestions that contribute to the development of a new virtual teaching-learning methodology capable of providing the student with the knowledge required for academic growth.  A measurement tool was designed, based on a questionnaire made up of questions related to the degree of student satisfaction with online classes, measured by a Likert scale in which the degree of satisfaction of the respondent is known. The results indicate that online learning stands at a regular point, on which it is considered that virtual modality should be different from the traditional one. However, most of the students are moderately satisfied with online classes. In addition, this new modality is influenced by numerous factors that contribute to its development, such as the technological access of the students and the methodology of the professor, among others.En la educación, la crisis sanitaria mundial por el Covid-19 representa la transformación del sistema educativo tradicional presencial a un sistema educativo totalmente virtual, lo cual es un salto tecnológico emergente pero necesario para la continuidad de la preparación profesional. En esta investigación se analizaron los efectos de las clases virtuales en la formación académica de estudiantes, con el fin de dar recomendaciones y sugerencias que aporten al desarrollo de una nueva metodología de enseñanza-aprendizaje virtual capaz de otorgar al estudiante los conocimientos requeridos para su crecimiento académico. Se diseñó una herramienta de medición basada en un cuestionario compuesto por preguntas relacionadas al grado de satisfacción del estudiante con la preparación académica virtual, medida por una escala Likert con la cual se conoce el grado de conformidad del encuestado. Los resultados obtenidos indican que el nivel del aprendizaje virtual se encuentra en un punto regular, donde se considera que la modalidad virtual debe ser diferente a la presencial. Sin embargo, los estudiantes en su mayoría se encuentran moderadamente satisfechos con las clases virtuales. Finalmente, en esta nueva modalidad influyen numerosos factores como el acceso tecnológico de los estudiantes y la metodología del cuerpo docente, entre otros

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion

    Effectiveness of intensive physiotherapy for gait improvement in stroke: systematic review

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    Introduction: Stroke is one of the leading causes of functional disability worldwide. Approximately 80% of post-stroke subjects have motor changes. Improvement of gait pattern is one of the main objectives of physiotherapists intervention in these cases. The real challenge in the recovery of gait after stroke is to understand how the remaining neural networks can be modified, to be able to provide response strategies that compensate for the function of the affected structures. There is evidence that intensive training, including physiotherapy, positively influences neuroplasticity, improving mobility, pattern and gait velocity in post-stroke recovery. Objectives: Review and analyze in a systematic way the experimental studies (RCT) that evaluate the effects of Intensive Physiotherapy on gait improvement in poststroke subjects. Methodology: Were only included all RCT performed in humans, without any specific age, that had a clinical diagnosis of stroke at any stage of evolution, with sensorimotor deficits and functional gait changes. The databases used were: Pubmed, PEDro (Physiotherapy Evidence Database) and CENTRAL (Cochrane Center Register of Controlled Trials). Results: After the application of the criteria, there were 4 final studies that were included in the systematic review. 3 of the studies obtained a score of 8 on the PEDro scale and 1 obtained a score of 4. The fact that there is clinical and methodological heterogeneity in the studies evaluated, supports the realization of the current systematic narrative review, without meta-analysis. Discussion: Although the results obtained in the 4 studies are promising, it is important to note that the significant improvements that have been found, should be carefully considered since pilot studies with small samples, such as these, are not designed to test differences between groups, in terms of the effectiveness of the intervention applied. Conclusion: Intensive Physiotherapy seems to be safe and applicable in post-stroke subjects and there are indications that it is effective in improving gait, namely speed, travelled distance and spatiotemporal parameters. However, there is a need to develop more RCTs with larger samples and that evaluate the longterm resultsN/

    Trends and features of virtual reality: a literature review between 2017 and 2018

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    Virtual Reality has greatly evolved since the 1960´s to the present. It has been implemented in multiple research and knowledge areas, the most recognized being the entertainment industry. In order to establish the state of Virtual Reality and get an idea of its prospects, 537 scientific documents have been reviewed, applying search criteria, more specifically, Virtual Reality applied to education. A bibliometric analysis was realized based on summarizing each document, as well as its keywords and trends, then proceeding to categorize each one, according to the field of application. It was found that Virtual Reality is having relevance in medicine and training area, due to the ability to simulate difficult situations and above all, specific conditions raised by instructors. The future of Virtual Reality as a tool to train professionals in multiples areas is promising.La realidad virtual ha tenido una gran evolución desde la década de 1960 hasta el día de hoy. Se ha implementado en múltiples áreas, tanto de la investigación como del conocimiento, siendo más reconocida en la industria del entretenimiento. Con el propósito de establecer el estado de la realidad virtual y obtener una idea de su futuro, 537 documentos científicos han sido revisados aplicando criterios de búsqueda específicos, como realidad virtual aplicada a la educación. Un análisis bibliométrico fue realizado, teniendo como base un resumen y descripción de cada artículo, así como sus palabras claves y tendencias, procediendo a categorizar cada documento de acuerdo con su campo de aplicación. Se encontró que la realidad virtual tiene una gran relevancia en la medicina, industria militar y en el entrenamiento de personas, debido a su capacidad de simular situaciones difíciles y, sobre todo, condiciones específicas requeridas por instructores. El futuro de la realidad virtual como herramienta de entrenamiento para los profesionales de múltiples áreas es promisori

    Tendencias y características de la realidad virtual: Una revisión de la literatura

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    Virtual Reality has greatly evolved between 1940s and 1990s. Since then, it has been implemented in multiple research and knowledge areas, the most recognized being the entertainment industry. In order to establish the state of Virtual Reality and get an idea of its prospects, 537 scientific documents have been reviewed, applying search criteria, more specifically, Virtual Reality applied to education. A bibliometric analysis was realized based on summarizing each document, as well as its keywords and trends, then proceeding to categorize each one, according to the field of application. It was found that Virtual Reality is having relevance in medicine and training area, due to the ability to simulate difficult situations and above all, specific conditions raised by instructors. The future of Virtual Reality as a tool to train professionals in multiples areas is promising.La realidad virtual ha tenido una gran avance entre la década 1940 y 1990. Desde entonces, se ha implementado en múltiples áreas, tanto de la investigación como del conocimiento, siendo más reconocida en la industria del entretenimiento. Con el propósito de establecer el estado de la realidad virtual y obtener una idea de su futuro, 537 documentos científicos han sido revisados aplicando criterios de búsqueda específicos, como realidad virtual aplicada a la educación. Un análisis bibliométrico fue realizado, teniendo como base un resumen y descripción de cada artículo, así como sus palabras claves y tendencias, procediendo a categorizar cada documento de acuerdo con su campo de aplicación. Se encontró que la realidad virtual tiene una gran relevancia en la medicina y en el entrenamiento de personas, debido a su capacidad de simular situaciones difíciles y, sobre todo, condiciones específicas requeridas por instructores. El futuro de la realidad virtual como herramienta de entrenamiento para los profesionales de múltiples áreas es promisori

    On-the-fly dense 3D surface reconstruction for geometry-aware augmented reality.

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    Augmented Reality (AR) is an emerging technology that makes seamless connections between virtual space and the real world by superimposing computer-generated information onto the real-world environment. AR can provide additional information in a more intuitive and natural way than any other information-delivery method that a human has ever in- vented. Camera tracking is the enabling technology for AR and has been well studied for the last few decades. Apart from the tracking problems, sensing and perception of the surrounding environment are also very important and challenging problems. Although there are existing hardware solutions such as Microsoft Kinect and HoloLens that can sense and build the environmental structure, they are either too bulky or too expensive for AR. In this thesis, the challenging real-time dense 3D surface reconstruction technologies are studied and reformulated for the reinvention of basic position-aware AR towards geometry-aware and the outlook of context- aware AR. We initially propose to reconstruct the dense environmental surface using the sparse point from Simultaneous Localisation and Map- ping (SLAM), but this approach is prone to fail in challenging Minimally Invasive Surgery (MIS) scenes such as the presence of deformation and surgical smoke. We subsequently adopt stereo vision with SLAM for more accurate and robust results. With the success of deep learning technology in recent years, we present learning based single image re- construction and achieve the state-of-the-art results. Moreover, we pro- posed context-aware AR, one step further from purely geometry-aware AR towards the high-level conceptual interaction modelling in complex AR environment for enhanced user experience. Finally, a learning-based smoke removal method is proposed to ensure an accurate and robust reconstruction under extreme conditions such as the presence of surgical smoke

    Proceedings of the 3rd international conference on disability, virtual reality and associated technologies (ICDVRAT 2000)

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    The proceedings of the conferenc

    Telecommunication Systems

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    This book is based on both industrial and academic research efforts in which a number of recent advancements and rare insights into telecommunication systems are well presented. The volume is organized into four parts: "Telecommunication Protocol, Optimization, and Security Frameworks", "Next-Generation Optical Access Technologies", "Convergence of Wireless-Optical Networks" and "Advanced Relay and Antenna Systems for Smart Networks." Chapters within these parts are self-contained and cross-referenced to facilitate further study

    When Internet of Things meets Metaverse: Convergence of Physical and Cyber Worlds

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    In recent years, the Internet of Things (IoT) is studied in the context of the Metaverse to provide users immersive cyber-virtual experiences in mixed reality environments. This survey introduces six typical IoT applications in the Metaverse, including collaborative healthcare, education, smart city, entertainment, real estate, and socialization. In the IoT-inspired Metaverse, we also comprehensively survey four pillar technologies that enable augmented reality (AR) and virtual reality (VR), namely, responsible artificial intelligence (AI), high-speed data communications, cost-effective mobile edge computing (MEC), and digital twins. According to the physical-world demands, we outline the current industrial efforts and seven key requirements for building the IoT-inspired Metaverse: immersion, variety, economy, civility, interactivity, authenticity, and independence. In addition, this survey describes the open issues in the IoT-inspired Metaverse, which need to be addressed to eventually achieve the convergence of physical and cyber worlds.info:eu-repo/semantics/publishedVersio
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