scholarly journals Geospatial Virtual Reality for Cyberlearning in the Field of Topographic Surveying: Moving Towards a Cost-Effective Mobile Solution

2020 ◽  
Vol 9 (7) ◽  
pp. 433
Author(s):  
Eugene Levin ◽  
Roman Shults ◽  
Reza Habibi ◽  
Zhongming An ◽  
William Roland

In spite of the tremendous success in artificial intelligence technology and a high level of automation in geospatial data obtaining processes, there is still a need for topographical field data collection by professional surveyors. Understanding terrain topology and topography is a cognitive skill set that has to be demonstrated by geospatial Subject Matter Experts (SME) for the productive work in the topographic surveying field. For training of the mentioned above skillset, one has to be exposed to the theory and must also practice with surveying instruments in field conditions. The challenge of any surveying/geospatial engineering workforce training is to expose students to field conditions which might be limited due to equipment expenses and meteorological conditions that prevent good data collection. To meet this challenge, the Integrated Geospatial Technology research group is working on a geospatial virtual reality (VR) project which encompasses the following components: (a) immersive visualization of terrain; (b) virtual total station instrument; (c) virtual surveyor with reflector installed on the virtual rod. The application scenario of the technology we are working with has the following stages: (1) student is installing total station on the optimal location; (2) students move virtual surveyor on the sampling points they consider to be important (3) contours are generated and displayed in 3D being superimposed on 3D terrain; (4) accuracy of terrain modeling is observable and measurable by comparing the sampling model with initial one.

2020 ◽  
Author(s):  
Lukas Bokelmann ◽  
Olaf Nickel ◽  
Tomislav Maricic ◽  
Svante Paabo ◽  
Matthias Meyer ◽  
...  

Efforts to contain the spread of SARS-CoV-2 have spurred the need for reliable, rapid, and cost-effective diagnostic methods which can easily be applied to large numbers of people. However, current standard protocols for the detection of viral nucleic acids while sensitive, require a high level of automation, sophisticated laboratory equipment and trained personnel to achieve throughputs that allow whole communities to be tested on a regular basis. Here we present Cap-iLAMP (capture and improved loop-mediated isothermal amplification). This method combines a hybridization capture-based RNA extraction of non-invasive gargle lavage samples to concentrate samples and remove inhibitors with an improved colorimetric RT-LAMP assay and smartphone-based color scoring. Cap-iLAMP is compatible with point-of-care testing and enables the detection of SARS-CoV-2 positive samples in less than one hour. In contrast to direct addition of the sample to improved LAMP (iLAMP), Cap-iLAMP does not result in false positives and single infected samples can be detected in a pool among 25 uninfected samples, thus reducing the technical cost per test to ~1 Euro per individual.


Author(s):  
Harshavardhan Karandikar ◽  
Bruno Schilli ◽  
Wolfgang Schellhammer ◽  
Roar Karlsen

Considerable attention has been paid, both in research and practice, to the creation and management of digital product information comprising parametric product data, documents and CAD files. There has been less focus on cost-effective delivery of this information to different user groups and for myriad uses. This poses a major challenge in companies with globally distributed production units as well as customers. Attention also needs to be paid on how the use of this digital information can be made easy through uniform structuring and a common look and feel. We highlight, in this paper, the complex issues and challenges in electronically delivering and managing digital product information for industrial customers. We then present a cost-effective and flexible IT solution that aims for a high level of automation in the delivery process.


2019 ◽  
Vol 3 (4) ◽  
pp. 772
Author(s):  
Leni Suryani

This research is motivated by the competence of teachers in preparing poor learning outcomes tests and has not been able to measure high-level thinking skills, especially critical thinking skills. Therefore the researcher seeks to improve teacher competence in compiling tests on student learning outcomes based on critical thinking skills through academic supervision. This study uses a school action research design that has stages of planning, implementation, observation, and reflection. This research was conducted for 2 months starting April 9 to May 17, 2019 for Physics teachers in the 7 target schools. Data is sourced from interviews with teachers and test documents prepared by the teacher. Data collection techniques include observation, interviews and documentation. Data analysis through the stages of data collection, data simplification, data presentation, conclusion drawing. Data were analyzed using assessment rubrics adjusted to indicators of critical thinking skills. The results of this study conclude that teacher competence in preparing tests of learning outcomes based on critical thinking skills has increased from the first cycle with a percentage of 61% with sufficient categories to 76% with good categories in cycle II.


Author(s):  
N. Nozdryukhina ◽  
E. Kabayeva ◽  
E. Kirilyuk ◽  
K. Tushova ◽  
A. Karimov

Despite significant advances in the treatment and rehabilitation of stroke, level of post-stroke disability remains at a fairly high level. Recent innovative developments in the rehabilitation of these patients provide good results in terms of functional outcome. One of such developments is method of virtual reality (VR), which affects not only the speed and volume of regaining movement, as well as coordination, but also normalizes the psycho-emotional background, increasing the motivation of patients to improve the recovery process. This article provides a literature review of the use of the VR method in the rehabilitation of post-stroke patients, neurophysiological aspects of recovery of lost functions using this method are considered.


Author(s):  
Richard Stone ◽  
Minglu Wang ◽  
Thomas Schnieders ◽  
Esraa Abdelall

Human-robotic interaction system are increasingly becoming integrated into industrial, commercial and emergency service agencies. It is critical that human operators understand and trust automation when these systems support and even make important decisions. The following study focused on human-in-loop telerobotic system performing a reconnaissance operation. Twenty-four subjects were divided into groups based on level of automation (Low-Level Automation (LLA), and High-Level Automation (HLA)). Results indicated a significant difference between low and high word level of control in hit rate when permanent error occurred. In the LLA group, the type of error had a significant effect on the hit rate. In general, the high level of automation was better than the low level of automation, especially if it was more reliable, suggesting that subjects in the HLA group could rely on the automatic implementation to perform the task more effectively and more accurately.


2014 ◽  
Vol 41 (6) ◽  
pp. 499 ◽  
Author(s):  
David J. Will ◽  
Karl J. Campbell ◽  
Nick D. Holmes

Context Worldwide, invasive vertebrate eradication campaigns are increasing in scale and complexity, requiring improved decision making tools to achieve and validate success. For managers of these campaigns, gaining access to timely summaries of field data can increase cost-efficiency and the likelihood of success, particularly for successive control-event style eradications. Conventional data collection techniques can be time intensive and burdensome to process. Recent advances in digital tools can reduce the time required to collect and process field information. Through timely analysis, efficiently collected data can inform decision making for managers both tactically, such as where to prioritise search effort, and strategically, such as when to transition from the eradication phase to confirmation monitoring. Aims We highlighted the advantages of using digital data collection tools, particularly the potential for reduced project costs through a decrease in effort and the ability to increase eradication efficiency by enabling explicit data-informed decision making. Methods We designed and utilised digital data collection tools, relational databases and a suite of analyses during two different eradication campaigns to inform management decisions: a feral cat eradication utilising trapping, and a rodent eradication using bait stations. Key results By using digital data collection during a 2-year long cat eradication, we experienced an 89% reduction in data collection effort and an estimated USD42 845 reduction in total costs compared with conventional paper methods. During a 2-month rodent bait station eradication, we experienced an 84% reduction in data collection effort and an estimated USD4525 increase in total costs. Conclusions Despite high initial capital costs, digital data collection systems provide increasing economics as the duration and scale of the campaign increases. Initial investments can be recouped by reusing equipment and software on subsequent projects, making digital data collection more cost-effective for programs contemplating multiple eradications. Implications With proper pre-planning, digital data collection systems can be integrated with quantitative models that generate timely forecasts of the effort required to remove all target animals and estimate the probability that eradication has been achieved to a desired level of confidence, thus improving decision making power and further reducing total project costs.


Author(s):  
Carsten Schörnick ◽  
Anja Lüth ◽  
Birgit Wobst ◽  
Wolfgang Rotard

AbstractThe aim of this study was to develop an analytical method, which separates selected chlorinated polycyclic aromatic hydrocarbons (Cl-PAHs) from fat, and fat-free or vegetable matrices. The method contains extraction-, cleanup-, and quantification steps. Integration of automated analysis actions, as in extraction and cleanup, should enhance the reproducibility, precision, and efficiency of the method. This was confirmed by validation of the overall analytical process. In the end, as a performance check, the developed method was applied on different matrices, e.g., tea, rice, grilled pork, and eel and predator eggs, as a non-food example. An inter-laboratory check was initiated as replacement for the lack of proficiency tests. Due to the high level of automation, both personnel and time effort are very low. In addition, the method is very robust with regard to the variability of the solvent selection and the loss of analytes by evaporation to dryness. It could be demonstrated that the developed method is applicable to different matrices with reproducible and precise results. This applies also to low-fat food and feed.


2021 ◽  
Vol 5 (CHI PLAY) ◽  
pp. 1-24
Author(s):  
Andrey Krekhov ◽  
Katharina Emmerich ◽  
Ronja Rotthaler ◽  
Jens Krueger

Escape rooms exist in various forms, including real-life facilities, board games, and digital implementations. The underlying idea is always the same: players have to solve many diverse puzzles to (virtually) escape from a locked room. Within the last decade, we witnessed a rapidly increasing popularity of such games, which also amplified the amount of related research. However, the respective academic landscape is mostly fragmented in its current state, lacking a common model and vocabulary that would withstand these games' variety. This manuscript aims to establish such a foundation for the analysis and construction of escape rooms. In a first step, we derive a high-level design framework from prior literature. Then, as our main contribution, we establish an atomic puzzle taxonomy that closes the gap between the analog and digital domains. The taxonomy is developed in multiple steps: we compose a basic structure based on previous literature and systematically refine it by analyzing 39 analog and digital escape room games, including recent virtual reality representatives. The final taxonomy consists of mental, physical, and emotional challenges, thereby providing a robust and approachable basis for future works across all application domains that deal with escape rooms or puzzles in general.


2016 ◽  
Author(s):  
Iain Lunney

ABSTRACT In a cost-sensitive market driven by depressed commodity prices, significant capital challenges exist for operators interested in pursuing exploration activities in remote environments to define their producible reserves. This paper explores the organizational and operational model developed by a service company over several remote area mobilizations; this model resulted in an optimized low-cost service delivery model characterized by top quartile operational key performance indicators (KPIs). The model centralizes critical functions of an operational organization into discrete service units that are located near the operational location or that provide remote assistance with communication and reporting lines in place to function effectively. Top quartile operational performance and tool availability is a result of placing a remote repair and maintenance facility that includes containerized specialty modules near the operational area. The upfront bottomhole assembly engineering, 24/7 monitoring, and proactive feedback of logged data, drillstring dynamics, and wellbore hydraulics are performed by a core team of subject matter experts in their respective disciplines from an established centralized operating center. The operational KPIs over the course of the six well exploration campaign provided substantial evidence to support the reliability of the model and the high level of experience used in both the remote maintenance facility and the operations center support team.


2021 ◽  
Author(s):  
B. L. McGee ◽  
Lisa Jacka

Virtual reality in one form or another has been around for over 50 years, most notably in entertainment and business environments. Technology-focused teachers have been leading the way with attempts at utilising and integrating virtual reality into K-12 and Higher Education. However, as quickly as technology changes so does the enthusiasm for the use in educational contexts. Much of this is due to the high-level cost (time and money) with no evidence-based educational return. In 2020 the global pandemic forced the education sector to innovate to provide authentic learning environments for students. The time is right for virtual reality to take centre stage. Over 171 million people worldwide currently use virtual reality, and the market in education is expected to grow by 42% over the next five years. This paper focuses on a range of virtual reality literature encompassing work across the spectrum of software and hardware, identifying where more educational implementation and research needs to be done and providing a perspective on future possibilities focusing on current affordances.


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