5,235 research outputs found
Carbons Into Bytes: Patented Chemical Compound Protection in the Virtual World
“Virtual” molecular compounds, created in molecular modeling software, are increasingly useful in the process of rational drug design. When a physical compound is patented, however, virtual use of the compound allows researchers to circumvent the protection granted to the patentee. To acquire protection from unauthorized use of compounds in their virtual form, patentees must directly claim the virtual compound. But Supreme Court decisions such as Bilski v. Kappos and Mayo Collaborative Services v. Prometheus Laboratories, Inc. call into question whether virtual compound claims are patentable subject matter under § 101. Using the guidance offered by the Supreme Court and Federal Circuit, this Issue Brief argues that virtual compound claims are not abstract ideas and therefore, consistent with patent policy, qualify as patentable subject matter
Interactive product browsing and configuration using remote augmented reality sales services
Real-time remote sales assistance is an underdeveloped component of online sales services. Solutions involving web page text chat, telephony and video support prove problematic when seeking to remotely guide customers in their sales processes, especially with configurations of physically complex artefacts. Recently, there has been great interest in the application of virtual worlds and augmented reality to create synthetic environments for remote sales of physical artefacts. However, there is a lack of analysis and development of appropriate software services to support these processes. We extend our previous work with the detailed design of configuration context services to support the management of an interactive sales session using augmented reality. We detail the context and configuration services required, presenting a novel data service streaming configuration information to the vendor for business analytics. We expect that a fully implemented configuration management service, based on our design, will improve the remote sales experience for both customers and vendors alike via analysis of the streamed information
VirtualHome: Simulating Household Activities via Programs
In this paper, we are interested in modeling complex activities that occur in
a typical household. We propose to use programs, i.e., sequences of atomic
actions and interactions, as a high level representation of complex tasks.
Programs are interesting because they provide a non-ambiguous representation of
a task, and allow agents to execute them. However, nowadays, there is no
database providing this type of information. Towards this goal, we first
crowd-source programs for a variety of activities that happen in people's
homes, via a game-like interface used for teaching kids how to code. Using the
collected dataset, we show how we can learn to extract programs directly from
natural language descriptions or from videos. We then implement the most common
atomic (inter)actions in the Unity3D game engine, and use our programs to
"drive" an artificial agent to execute tasks in a simulated household
environment. Our VirtualHome simulator allows us to create a large activity
video dataset with rich ground-truth, enabling training and testing of video
understanding models. We further showcase examples of our agent performing
tasks in our VirtualHome based on language descriptions.Comment: CVPR 2018 (Oral
An Empirical Analysis of Virtual Goods Pricing Strategies in Virtual Worlds
3D Virtual worlds are computer mediated environments intended for the users to inhabit and interact via their representational avatars. Trading virtual goods in 3D virtual worlds plays an important role in realizing the virtual economy. This essay examines the impact of the unique virtual goods permission settings (Copy, Modify, and transfer) on creators’ pricing strategies. We collect data of virtual items from the Second Life marketplace XStreet to explore the factors that affect virtual goods prices. We use ANOVA to test the relationship between each permission and price, and conduct random effects model to investigate how permissions affect price in different categories. Our empirical results show that “Copy” permission, which might be regarded to reduce the profit of the creators, has a positive effect in virtual goods pricing strategies. Virtual items are more likely to be assigned “Copy” which seems to give additional duplicates for free. Furthermore, prices of virtual goods with “Copy” permission are higher than those without, and the more copies a consumer wants, the higher the price difference between the items with “Copy” and those without “Copy” permission. The effects of other issues on virtual goods prices are analyzed and managerial implications are discussed
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Reliving past architecture: virtual heritage and the reproduction of history through creative modes of heritage visualisation
Virtual heritage is a modern technological application that aims to transfer the experience of historic buildings, urban spaces and cities into an engaging experience of real-life quality for the ordinary people. Computer-simulated environments can simulate physical presence in places in the real world offering digital display of lost heritage that conveys inherent values in the education process for students in both pre-university as well as graduate education. For architecture and archaeological students, in particular, it virtually transfers them to another world where they engage with architectonics and quality of architecture. For conservators, historians and archaeologists, it helps develop a rich library and digital archive of details, information and data necessary in restoring historical sites, as well as heritage preservation where the 3D virtual models contain accurate data and help for restoration.
This paper reports on recently completed research project on the development of virtual heritage platforms for medieval culture. It uncovers a conceptual framework for the development of virtual heritage platforms as a research, educational and engagement tool that brings historic spaces and buildings back to the recognition of the public eye of the ordinary user. It not only reproduces historical scenes through physical modelling of archaeological sites or data, but, more importantly, through serial narratives where life is explored and practised in motion, and where cultural-feed brings meaning, experiences and understanding to the socio-cultural context. The paper introduces a brief analysis of virtual heritage platforms that offer a variety of methods, techniques, contexts, and outputs that are suitable to different purposes and audiences. It offers a brief conclusion on how virtual heritage offer unique and unprecedented insights into historic architecture that would be otherwise invisible or unimaginable
The Right to an Artificial Reality? Freedom of Thought and the Fiction of Philip K. Dick
In Anarchy, State, and Utopia, the philosopher Robert Nozick describes what he calls an “Experience Machine.” In essence, it produces a form of virtual reality (VR). People can use it to immerse themselves in a custom-designed dream: They have the experience of climbing a mountain, reading a book, or conversing with a friend when they are actually lying isolated in a tank with electrodes feeding perceptions into their brain. Nozick describes the Experience Machine as part of a philosophical thought experiment—one designed to show that a valuable life consists of more than mental states, like those we receive in this machine. As Nozick says, “we want to do certain things, and not just have the experience of doing them.” An 80-year sequence of experiences generated by the machine would not be of equivalent value to the lifetime of the identical set of experiences we derive from interactions with real people (who are not illusions, but have minds of their own), and with a physical universe that lies outside of us. On the contrary, says Nozick, a solipsistic life in the Experience Machine is a deeply impoverished one
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