66,118 research outputs found
Identification and Angular Distribution of Residual Radionuclides Detected on the Wall of BATAN’s Cyclotron Cave
Detection and measurement of radiation sources around BATAN’s cyclotron facilities in Serpong are required as an early step to avoid radiation impacts on the radiation employees who work with the cyclotron. In this paper, radiation emitted from the wall of the CS-30 cyclotron cave are detected and measured using an NaI(Tl) detector coupled with a pocket multichannel analyzer (MCA) at a counting time of 30 minutes for each sampling point on the wall. The sampling points were in the directions of within ±150o with respect to the incoming proton beams, and the measurements were conducted at heights between 1.2 m and 1.8 m off the floor for every sampling point. The experimental results indicate that Co-60 and Cs-134 detected on the cyclotron cave wall are major radionuclides that contribute to the emitted gamma radiation. The distribution of the gamma ray intensities given off by Co-60 and Cs-134 depend on the angle and position of the sampling points. In general the highest gamma ray rates can be found in the area around 0o relative to the incoming proton beams. In addition, no other radioactive sources are significantly detected on the wall. The maximum exposure measured on the wall surface was much less than the permissible occupational exposure for radiation workers and general public.Received: 27 March 2015; Revised: 30 September 2015; Accepted: 15 December 2015
A Content-Analysis Approach for Exploring Usability Problems in a Collaborative Virtual Environment
As Virtual Reality (VR) products are becoming more widely available in the consumer market, improving the usability of these devices and environments is crucial. In this paper, we are going to introduce a framework for the usability evaluation of collaborative 3D virtual environments based on a large-scale usability study of a mixedmodality collaborative VR system. We first review previous literature about important usability issues related to collaborative 3D virtual environments, supplemented with our research in which we conducted 122 interviews after participants solved a collaborative virtual reality task. Then, building on the literature review and our results, we extend previous usability frameworks. We identified twelve different usability problems, and based on the causes of the problems, we grouped them into three main categories: VR environment-, device interaction-, and task-specific problems. The framework can be used to guide the usability evaluation of collaborative VR environments
Training vehicle for controlling attitude Patent
Attitude control training device for astronauts permitting friction-free movement with five degrees of freedo
A PSYCHOLINGUISTIC ANALYSIS OF SCHIZOPHRENIC SPEECH REFLECTING HALLUCINATION AND DELUSION IN THE CAVEMAN’S VALENTINE
The objectives of this research are (1) to explain the speech abnormalities
of a schizophrenic character, Romulus, in The Caveman’s Valentine; and (2) to
present the characteristics of schizophrenia represented by Romulus in his speech.
This research employed a descriptive qualitative method. It was concerned
with the description of the data in the form of utterances produced by the
schizophrenic character, Romulus, in which the phenomena of schizophrenic
speech abnormalities exist. Quantification of the data was also done in this
research, only to strengthen the answer of the first objective. Meanwhile, for the
second objective, the explanation is without number. Finally, in order to support
the credibility of the data findings, data trustworthiness was maintained in the
form of triangulation and peer discussion (peer debriefing).
The findings of this research show that first, among the eight types of
schizophrenic speech abnormalities, only four of them occur. They are looseness,
perseveration of ideas, peculiar use of words, and non-logical reasoning (peculiar
logic). Looseness is the first most-often appearing phenomenon, followed by
perseveration of ideas, peculiar use of words, and non-logical reasoning (peculiar
logic). Second, all characteristics of schizophrenia, i.e. hallucination and delusion,
are also shown in the movie. Hallucination is represented by the occurrence of
visual and auditory hallucination, while delusion is represented by the occurrence
of paranoid delusion and delusion of reference. In addition, for the characteristics
of schizophrenia, the number of the occurrence of each phenomenon is not
important since the existence of each characteristic is enough to judge that
someone suffers from schizophrenia.
Keywords : schizophrenia, looseness, perseveration of ideas, peculiar use of
words, non-logical reasoning (peculiar logic), hallucination,
delusion, The Caveman’s Valentin
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Wayfinding and Glaucoma: A Virtual Reality Experiment.
PurposeWayfinding, the process of determining and following a route between an origin and a destination, is an integral part of everyday tasks. The purpose of this study was to investigate the impact of glaucomatous visual field loss on wayfinding behavior using an immersive virtual reality (VR) environment.MethodsThis cross-sectional study included 31 glaucomatous patients and 20 healthy subjects without evidence of overall cognitive impairment. Wayfinding experiments were modeled after the Morris water maze navigation task and conducted in an immersive VR environment. Two rooms were built varying only in the complexity of the visual scene in order to promote allocentric-based (room A, with multiple visual cues) versus egocentric-based (room B, with single visual cue) spatial representations of the environment. Wayfinding tasks in each room consisted of revisiting previously visible targets that subsequently became invisible.ResultsFor room A, glaucoma patients spent on average 35.0 seconds to perform the wayfinding task, whereas healthy subjects spent an average of 24.4 seconds (P = 0.001). For room B, no statistically significant difference was seen on average time to complete the task (26.2 seconds versus 23.4 seconds, respectively; P = 0.514). For room A, each 1-dB worse binocular mean sensitivity was associated with 3.4% (P = 0.001) increase in time to complete the task.ConclusionsGlaucoma patients performed significantly worse on allocentric-based wayfinding tasks conducted in a VR environment, suggesting visual field loss may affect the construction of spatial cognitive maps relevant to successful wayfinding. VR environments may represent a useful approach for assessing functional vision endpoints for clinical trials of emerging therapies in ophthalmology
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