11,429 research outputs found

    Virtual cities management and organisation

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    This paper presents a recent overview of the increasing use of Virtual Reality (VR) technologies for the simulation of urban environments. It builds on previous research conducted on the identification of three-dimensional (3D) city models and offers an analysis of the development, utilization and construction of VR city models. Issues pertaining to advantages, barriers and ownership are identified. The paper describes a case study of the development of a VR model for the city of Newcastle upon Tyne in the UK and outlines the role that academic institutions can play in both the creation and utilization of urban models. The study offers a new approach for the creation, management and update of urban models and reflects on issues which are emerging. Areas for future research are discussed

    Grid simulation services for the medical community

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    The first part of this paper presents a selection of medical simulation applications, including image reconstruction, near real-time registration for neuro-surgery, enhanced dose distribution calculation for radio-therapy, inhaled drug delivery prediction, plastic surgery planning and cardio-vascular system simulation. The latter two topics are discussed in some detail. In the second part, we show how such services can be made available to the clinical practitioner using Grid technology. We discuss the developments and experience made during the EU project GEMSS, which provides reliable, efficient, secure and lawful medical Grid services

    deep|think: A Second Life environment for part-time research students at a distance

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    This paper reports on the design of a Second Life campus for a new innovative post-graduate research programme at the Open University, UK, a world leader in supported distance higher education. The programme, launched in October 2009, is a part- time Master of Philosophy (MPhil) to be delivered at a distance, supported by a blend of synchronous and asynchronous Internet technologies. This paper briefly discusses the pedagogical thinking behind the Second Life campus, and the way the implementation was designed to meet the pedagogy. The paper also reports on the outcome of an early evaluation we have conducted
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