26,675 research outputs found

    Virtual Reference for Video Collections: System Infrastructure, User Interface and Pilot User Study

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    A new video-based Virtual Reference (VR) tool called VideoHelp was designed and developed to support video navigation escorting, a function that enables librarians to co-navigate a digital video with patrons in the web-based environment. A client/server infrastructure was adopted for the VideoHelp system and timestamps were used to achieve the video synchronization between the librarians and patrons. A pilot usability study of using VideoHelp prototype in video seeking was conducted and the preliminary results demonstrated that the system is easy to learn and use, and real-time assistance from virtual librarians in video navigation is desirable on a conditional basis

    Photoacoustic generation by a gold nanosphere: From linear to nonlinear thermoelastics in the long-pulse illumination regime

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    We investigate theoretically the photoacoustic generation by a gold nanosphere in water in the thermoelastic regime. Specifically, we consider the long-pulse illumination regime, in which the time for electron-phonon thermalisation can be neglected and photoacoustic wave generation arises solely from the thermo-elastic stress caused by the temperature increase of the nanosphere or its liquid environment. Photoacoustic signals are predicted computed based on the successive resolution of a thermal diffusion problem and a thermoelastic problem, taking into account the finite size of the gold nanosphere and the temperature-dependence of the thermal expansion coefficient of water. For sufficiently high illumination fluences, this temperature dependence yields a nonlinear relationship between the photoacoustic amplitude and the fluence. For nanosecond pulses in the linear regime, we show that more than 90 % of the emitted photoacoustic energy is generated in water, and the thickness of the generating layer around the particle scales close to the square root of the pulse duration. Our results demonstrate that the point-absorber model introduced by Calasso et al.[17] significantly overestimates the amplitude of photoacoustic waves in the nonlinear regime. We therefore provide quantitative estimates of a critical energy, defined as the absorbed energy required such that the nonlinear contribution is equal to that of the linear contribution. Our results suggest that the critical energy scales as the volume of water over which heat diffuses during the illumination pulse. Moreover, thermal nonlinearity is shown to be expected only for sufficiently high ultrasound frequency. Finally, we show that the relationship between the photoacoustic amplitude and the equilibrium temperature at sufficiently high fluence reflects the thermal diffusion at the nanoscale around the gold nanosphere.Comment: Published in Physical Review B, 16 pages, 14 figure

    Dynamics of trace metal sorption by an ion-exchange chelating resin described by a mixed intraparticle/film diffusion transport model. The Cd/Chelex case

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    The time-evolution of Cd2+ ion sorption by Chelex 100 resin was studied in batch experiments as a function of time, pH, ionic strength, stirring rate, mass of resin and initial metal ion concentration. In the experimental conditions, the amount of resin sites are in excess with respect to the amount of metal ion, leading to extensive depletion of metal in bulk solution when equilibrium is reached. The data were described using a mixed control mass transport model in finite volume conditions (MCM) that includes explicitly both intraparticle and film diffusion steps. Exact numerical computations and a new approximate analytical expression of this model are reported here. MCM successfully predicts the influence of pH and ionic strength on the experimental Cd(II)/Chelex kinetic profiles (which cannot be justified by a pure film diffusion controlled mechanism) with a minimum number of fitting parameters. The overall diffusion coefficient inside the resin was modelled in terms of the Donnan factor and the resin/cation binding stability constant. The values of the latter coefficient as a function of pH and ionic strength were estimated from the Gibbs-Donnan model. Even though MCM is numerically more involved than models exclusively restricted to film or intraparticle diffusion control, it proves to be accurate in a wider range of values of the mass transfer Biot number and solution/resin metal ratios.The authors gratefully acknowledge support for this research from the Spanish Ministry MINECO (Projects CTM2013-48967 and CTM2016-78798) and by the “Comissionat d'Universitats i Recerca de la Generalitat de Catalunya” (2014SGR1132). FQ acknowledges a grant from AGAUR

    Presence and rehabilitation: toward second-generation virtual reality applications in neuropsychology

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    Virtual Reality (VR) offers a blend of attractive attributes for rehabilitation. The most exploited is its ability to create a 3D simulation of reality that can be explored by patients under the supervision of a therapist. In fact, VR can be defined as an advanced communication interface based on interactive 3D visualization, able to collect and integrate different inputs and data sets in a single real-like experience. However, "treatment is not just fixing what is broken; it is nurturing what is best" (Seligman & Csikszentmihalyi). For rehabilitators, this statement supports the growing interest in the influence of positive psychological state on objective health care outcomes. This paper introduces a bio-cultural theory of presence linking the state of optimal experience defined as "flow" to a virtual reality experience. This suggests the possibility of using VR for a new breed of rehabilitative applications focused on a strategy defined as transformation of flow. In this view, VR can be used to trigger a broad empowerment process within the flow experience induced by a high sense of presence. The link between its experiential and simulative capabilities may transform VR into the ultimate rehabilitative device. Nevertheless, further research is required to explore more in depth the link between cognitive processes, motor activities, presence and flow

    Virtual reality in the service of user participation in architecture

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    The issue of user participation in the processes of building and urban design is enjoying renewed attention following its relative neglect over the last 20 years due, in large measure, to significant advances in emerging information technologies, particularly multimedia, virtual reality and internet technologies. This paper re-established the theoretical framework for participatory design evolved in the late sixties and early seventies as part of the movement towards a more explicit design methodology and attempts an explanation of why the concept failed to gain commitment from the architectural and urban design professionals. The paper then gives an account of two significant developments in the evolution of the application of information technologies with which the authors have been engaged. These are: i. a responsive and interactive interface to wholly immersive and realistic virtual reality representations of proposed buildings and urban neighbourhoods. ii. an intuitive and platform-independent VR modelling environment allowing collaborative evolution of the scheme from within the virtual world. The impact of these IT developments is demonstrated in the context of the design of a leisure facility for a community of users with physical impairment

    Games and Brain-Computer Interfaces: The State of the Art

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    BCI gaming is a very young field; most games are proof-of-concepts. Work that compares BCIs in a game environments with traditional BCIs indicates no negative effects, or even a positive effect of the rich visual environments on the performance. The low transfer-rate of current games poses a problem for control of a game. This is often solved by changing the goal of the game. Multi-modal input with BCI forms an promising solution, as does assigning more meaningful functionality to BCI control

    Using Virtual Reality to increase technical performance during rowing workouts

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    Technology is advancing rapidly in virtual reality (VR) and sensors, gathering feedback from our body and the environment we are interacting in. Combining the two technologies gives us the opportunity to create personalized and reactive immersive environments. These environments can be used e.g. for training in dangerous situations (e.g. fire, crashes, etc), or to improve skills with less distraction than regular natural environments would have. The pilot study described in this thesis puts an athlete who is rowing on a stationary rowing machine into a virtual environment. The VR takes movement from several sensors of the ergo-meter and displays those in VR. In addition, metrics on technique are being derived from the sensor data and physiological data. All this is used to investigate if, and to which extent, VR may improve the technical skills of the athlete during the complex sport of rowing. Furthermore, athletes are giving subjective feedback about their experience comparing a standard rowing workout, with the workout using VR. First results indicate better performance and an enhanced experience by the athlete
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