46 research outputs found

    Exploring heritage through time and space : Supporting community reflection on the highland clearances

    Get PDF
    On the two hundredth anniversary of the Kildonan clearances, when people were forcibly removed from their homes, the Timespan Heritage centre has created a program of community centred work aimed at challenging pre conceptions and encouraging reflection on this important historical process. This paper explores the innovative ways in which virtual world technology has facilitated community engagement, enhanced visualisation and encouraged reflection as part of this program. An installation where users navigate through a reconstruction of pre clearance Caen township is controlled through natural gestures and presented on a 300 inch six megapixel screen. This environment allows users to experience the past in new ways. The platform has value as an effective way for an educator, artist or hobbyist to create large scale virtual environments using off the shelf hardware and open source software. The result is an exhibit that also serves as a platform for experimentation into innovative ways of community co-creation and co-curation.Postprin

    Towards the 3D Web with Open Simulator

    Get PDF
    Continuing advances and reduced costs in computational power, graphics processors and network bandwidth have led to 3D immersive multi-user virtual worlds becoming increasingly accessible while offering an improved and engaging Quality of Experience. At the same time the functionality of the World Wide Web continues to expand alongside the computing infrastructure it runs on and pages can now routinely accommodate many forms of interactive multimedia components as standard features - streaming video for example. Inevitably there is an emerging expectation that the Web will expand further to incorporate immersive 3D environments. This is exciting because humans are well adapted to operating in 3D environments and it is challenging because existing software and skill sets are focused around competencies in 2D Web applications. Open Simulator (OpenSim) is a freely available open source tool-kit that empowers users to create and deploy their own 3D environments in the same way that anyone can create and deploy a Web site. Its characteristics can be seen as a set of references as to how the 3D Web could be instantiated. This paper describes experiments carried out with OpenSim to better understand network and system issues, and presents experience in using OpenSim to develop and deliver applications for education and cultural heritage. Evaluation is based upon observations of these applications in use and measurements of systems both in the lab and in the wild.Postprin

    Evaluation of quality attributes in the freight transport market. Stated preference experiments in Switzerland

    Get PDF
    Globalization and European integration increase the claim for better quality in freight transport and logistics services. The paper focuses on the evaluation of different quality attributes of transport services in a significant segment in the Swiss freight market. The paper is based on conjoint analysis, generated by discrete binary choices between alternatives of hypothetical transport services, described by a combination of four attributes articulated on different levels. The estimated results confirm the high importance of punctuality and avoidance of damages. It could also show the statistically significant relation of the declining value of time with increasing distance

    Growing the use of Virtual Worlds in education : an OpenSim perspective

    Get PDF
    The growth in the range of disciplines that Virtual Worlds support for educational purposes is evidenced by recent applications in the fields of cultural heritage, humanitarian aid, space exploration, virtual laboratories in the physical sciences, archaeology, computer science and coastal geography. This growth is due in part to the flexibility of OpenSim, the open source virtual world platform which by adopting Second Life protocols and norms has created a de facto standard for open virtual worlds that is supported by a growing number of third party open source viewers. Yet while this diversity of use-cases is impressive and Virtual Worlds for open learning are highly popular with lecturers and learners alike immersive education remains an essentially niche activity. This paper identifies functional challenges in terms of Management, Network Infrastructure, the Immersive 3D Web and Programmability that must be addressed to enable the wider adoption of Open Virtual Worlds as a routine learning technology platform. We refer to specific use-cases based on OpenSim and abstract generic requirements which should be met to enable the growth in use of Open Virtual Worlds as a mainstream educational facility. A case study of a deployment to support a formal education curriculum and associated informal learning is used to illustrate key points.Postprin

    Immersive Installation: “A Virtual St Kilda”

    Get PDF
    This paper discusses a Virtual Histories project, which developed a digital reconstruction of St Kilda. St Kilda is the most remote and western part of the United Kingdom. It was evacuated in the 1930s and lay empty for several decades. It is a world heritage site for both built and natural environment . The Virtual St Kilda acted as a focus for the collection and presentation of tangible and intangible cultural heritage. It was on show as an exhibition in the Taigh Chearsabah museum (Figure 5) located in North Uist Scotland. The exhibition is built around the OpenSimulator Open VirtualWorld server using commodity hardware. The simulation covers some 4 square km of virtual space, and models both tangible and intangible culture. It is integrated into an exhibition and articulates an interpretation of the St Kilda legacy through the prism of contemporary North Uist life.Postprin

    31st Annual Meeting and Associated Programs of the Society for Immunotherapy of Cancer (SITC 2016) : part two

    Get PDF
    Background The immunological escape of tumors represents one of the main ob- stacles to the treatment of malignancies. The blockade of PD-1 or CTLA-4 receptors represented a milestone in the history of immunotherapy. However, immune checkpoint inhibitors seem to be effective in specific cohorts of patients. It has been proposed that their efficacy relies on the presence of an immunological response. Thus, we hypothesized that disruption of the PD-L1/PD-1 axis would synergize with our oncolytic vaccine platform PeptiCRAd. Methods We used murine B16OVA in vivo tumor models and flow cytometry analysis to investigate the immunological background. Results First, we found that high-burden B16OVA tumors were refractory to combination immunotherapy. However, with a more aggressive schedule, tumors with a lower burden were more susceptible to the combination of PeptiCRAd and PD-L1 blockade. The therapy signifi- cantly increased the median survival of mice (Fig. 7). Interestingly, the reduced growth of contralaterally injected B16F10 cells sug- gested the presence of a long lasting immunological memory also against non-targeted antigens. Concerning the functional state of tumor infiltrating lymphocytes (TILs), we found that all the immune therapies would enhance the percentage of activated (PD-1pos TIM- 3neg) T lymphocytes and reduce the amount of exhausted (PD-1pos TIM-3pos) cells compared to placebo. As expected, we found that PeptiCRAd monotherapy could increase the number of antigen spe- cific CD8+ T cells compared to other treatments. However, only the combination with PD-L1 blockade could significantly increase the ra- tio between activated and exhausted pentamer positive cells (p= 0.0058), suggesting that by disrupting the PD-1/PD-L1 axis we could decrease the amount of dysfunctional antigen specific T cells. We ob- served that the anatomical location deeply influenced the state of CD4+ and CD8+ T lymphocytes. In fact, TIM-3 expression was in- creased by 2 fold on TILs compared to splenic and lymphoid T cells. In the CD8+ compartment, the expression of PD-1 on the surface seemed to be restricted to the tumor micro-environment, while CD4 + T cells had a high expression of PD-1 also in lymphoid organs. Interestingly, we found that the levels of PD-1 were significantly higher on CD8+ T cells than on CD4+ T cells into the tumor micro- environment (p < 0.0001). Conclusions In conclusion, we demonstrated that the efficacy of immune check- point inhibitors might be strongly enhanced by their combination with cancer vaccines. PeptiCRAd was able to increase the number of antigen-specific T cells and PD-L1 blockade prevented their exhaus- tion, resulting in long-lasting immunological memory and increased median survival

    From Metaverse to MOOC : Can the Cloud meet scalability challenges for Open Virtual Worlds?

    Get PDF
    The use of immersive 3D virtual worlds for education continues to grow due to their potential for creating innovative learning environments and their enormous popularity with students. However, scalability remains a major challenge. Whereas MOOCs cope with tens of thousands of users downloading or streaming learning materials, the highly interactive, multi-user nature of virtual worlds is far more demanding - supporting even a hundred users in the same region at the same time is considered an achievement. However, if the normal number of concurrent users is relatively low and there is only an occasional need to have a large group in-world at the same time for a special event can the Cloud be used for supporting these high, but short-lived, peaks in demand? This paper develops a context for the deployment of immersive education environments in the Cloud and presents performance results of Cloud-based virtual world hosting.Postprin

    Measuring server QoS in open virtual worlds : relating QoS to QoE for OpenSim Servers on the Hyper-GRID

    Get PDF
    To understand the performance of networked computer systems it is necessary to consider client, server and network components. Virtual Worlds are resource intensive interactive systems. As such they are liable to degradations in system performance which have a negative impact upon users’ Quality of Experience (QoE). To efficiently use system resources it is necessary to understand when and how changes in Quality of Service (QoS) impact upon the QoE. This study investigates the factors that affect the performance of Open Virtual World Servers and how these impact upon users. It presents quantitative experimental results that establish factors which affect QoS performance and qualitative results of user QoE. The central research question asks ’to what extent can we identify easily measurable system properties that will enable us to make efficient use of server resources whilst preserving QoE? This paper identifies the Server Frame Time (SFT), the time taken by the server to create a frame, and Server Frames per Second (SFPS), the number of frames created by a server in a second, as key metrics which are easy to measure and relate directly to QoE. Most virtual world servers are allocated resources manually and this allocation is independent of the actual work load. As a result, server resources are under utilised due to variations in load. This approach causes a higher provisioning cost than is necessary. The study in this project establishes a way to determine the usability threshold. Based on this server resources can be tuned to provide appropriate QoE for users while making sure that they are utilised to their full potential.Postprin
    corecore