701,892 research outputs found

    A Call to Action to Improve the Quality of Full-Time Virtual Charter Public Schools

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    Currently, more than 180,000 students attend 135 full-time virtual charter schools in 23 states and the District of Columbia. While some students do well in a full-time virtual charter school environment, too many of these schools are not providing a quality educational program to the vast majority of their students, while enrolling too many who are simply not a good fit for attending a fully online school.In this report,  A Call to Action to Improve the Quality of Full-Time Virtual Charter Public Schools, the National Alliance for Public Charter Schools, the 50-State Campaign for Achievement Now (50CAN) and the National Association of Charter School Authorizers (NACSA) propose specific policy recommendations to help states better hold full-time virtual charter schools accountable for student results

    One-loop amplitudes for W+3 jet production in hadron collisions

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    We employ the recently developed method of generalized DD-dimensional unitarity to compute one-loop virtual corrections to all scattering amplitudes relevant for the production of a WW boson in association with three jets in hadronic collisions, treating all quarks as massless.Comment: 26 pages, 5 figures, v2 to agree with published versio

    Modeling Epidemic Spread in Synthetic Populations - Virtual Plagues in Massively Multiplayer Online Games

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    A virtual plague is a process in which a behavior-affecting property spreads among characters in a Massively Multiplayer Online Game (MMOG). The MMOG individuals constitute a synthetic population, and the game can be seen as a form of interactive executable model for studying disease spread, albeit of a very special kind. To a game developer maintaining an MMOG, recognizing, monitoring, and ultimately controlling a virtual plague is important, regardless of how it was initiated. The prospect of using tools, methods and theory from the field of epidemiology to do this seems natural and appealing. We will address the feasibility of such a prospect, first by considering some basic measures used in epidemiology, then by pointing out the differences between real world epidemics and virtual plagues. We also suggest directions for MMOG developer control through epidemiological modeling. Our aim is understanding the properties of virtual plagues, rather than trying to eliminate them or mitigate their effects, as would be in the case of real infectious disease.Comment: Accepted for presentation at Digital Games Research Association (DiGRA) conference in Tokyo in September 2007. All comments to the authors (mail addresses are in the paper) are welcom

    MetaSpace II: Object and full-body tracking for interaction and navigation in social VR

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    MetaSpace II (MS2) is a social Virtual Reality (VR) system where multiple users can not only see and hear but also interact with each other, grasp and manipulate objects, walk around in space, and get tactile feedback. MS2 allows walking in physical space by tracking each user's skeleton in real-time and allows users to feel by employing passive haptics i.e., when users touch or manipulate an object in the virtual world, they simultaneously also touch or manipulate a corresponding object in the physical world. To enable these elements in VR, MS2 creates a correspondence in spatial layout and object placement by building the virtual world on top of a 3D scan of the real world. Through the association between the real and virtual world, users are able to walk freely while wearing a head-mounted device, avoid obstacles like walls and furniture, and interact with people and objects. Most current virtual reality (VR) environments are designed for a single user experience where interactions with virtual objects are mediated by hand-held input devices or hand gestures. Additionally, users are only shown a representation of their hands in VR floating in front of the camera as seen from a first person perspective. We believe, representing each user as a full-body avatar that is controlled by natural movements of the person in the real world (see Figure 1d), can greatly enhance believability and a user's sense immersion in VR.Comment: 10 pages, 9 figures. Video: http://living.media.mit.edu/projects/metaspace-ii

    Using Simulation and Critical Thinking in Speech-Language Pathology: A University Case Study

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    Abstract Education is changing. Virtual learning is now a common occurrence. Along with this change, more and more virtual learning tools are being used in the educational setting. The American Speech-Language-Hearing Association (ASHA) has recognized this change and has modified certification standards to include clinical simulation experiences in graduate speech-language training programs. Along with this modification, critical thinking skills are an expected goal, not only in face-to-face experiences, but also in simulation experiences. Educators need to meet this expectation to ensure that future speech-language pathologists are fully prepared to make sound decisions within the clinical setting. Educators may benefit from the following suggestions in regards to the use of critical thinking skills within a clinical simulation experience

    Multi-jet cross sections at NLO with BlackHat and Sherpa

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    In this talk, we report on a recent next-to-leading order QCD calculation of the production of a W boson in association with three jets at hadron colliders. The computation is performed by combining two programs, BlackHat for the computation of the virtual one-loop matrix elements and Sherpa for the real emission part.Comment: 4 pages, contribution to the proceedings of the XLIIIth Rencontres de Moriond (QCD

    National Mesothelioma Virtual Bank: A standard based biospecimen and clinical data resource to enhance translational research

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    Background: Advances in translational research have led to the need for well characterized biospecimens for research. The National Mesothelioma Virtual Bank is an initiative which collects annotated datasets relevant to human mesothelioma to develop an enterprising biospecimen resource to fulfill researchers' need. Methods: The National Mesothelioma Virtual Bank architecture is based on three major components: (a) common data elements (based on College of American Pathologists protocol and National North American Association of Central Cancer Registries standards), (b) clinical and epidemiologic data annotation, and (c) data query tools. These tools work interoperably to standardize the entire process of annotation. The National Mesothelioma Virtual Bank tool is based upon the caTISSUE Clinical Annotation Engine, developed by the University of Pittsburgh in cooperation with the Cancer Biomedical Informatics Grid™ (caBIG™, see http://cabig.nci.nih.gov). This application provides a web-based system for annotating, importing and searching mesothelioma cases. The underlying information model is constructed utilizing Unified Modeling Language class diagrams, hierarchical relationships and Enterprise Architect software. Result: The database provides researchers real-time access to richly annotated specimens and integral information related to mesothelioma. The data disclosed is tightly regulated depending upon users' authorization and depending on the participating institute that is amenable to the local Institutional Review Board and regulation committee reviews. Conclusion: The National Mesothelioma Virtual Bank currently has over 600 annotated cases available for researchers that include paraffin embedded tissues, tissue microarrays, serum and genomic DNA. The National Mesothelioma Virtual Bank is a virtual biospecimen registry with robust translational biomedical informatics support to facilitate basic science, clinical, and translational research. Furthermore, it protects patient privacy by disclosing only de-identified datasets to assure that biospecimens can be made accessible to researchers. © 2008 Amin et al; licensee BioMed Central Ltd
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