This paper explores the transformative impact of virtual worlds, augmented reality (AR), and the metaverse in the healthcare sector. It delves into the ways these technologies are reshaping patient care, medical educa...This paper explores the transformative impact of virtual worlds, augmented reality (AR), and the metaverse in the healthcare sector. It delves into the ways these technologies are reshaping patient care, medical education, and research, while also addressing the challenges and opportunities they present. The paper highlights the potential benefits of these technologies and emphasizes the need for comprehensive regulatory frameworks and ethical guidelines to ensure responsible integration. Finally it outlines their transformative impact and discusses the challenges and opportunities they present for the future of healthcare provision.展开更多
The emergence of the metaverse has ledto the rapidly increasing demand for the generation ofextensive 3D worlds. We consider that an engagingworld is built upon a rational layout of multiple landuse areas (e.g., fores...The emergence of the metaverse has ledto the rapidly increasing demand for the generation ofextensive 3D worlds. We consider that an engagingworld is built upon a rational layout of multiple landuse areas (e.g., forest, meadow, and farmland). Tothis end, we propose a generative model of landuse distribution that learns from geographic data.The model is based on a transformer architecturethat generates a 2D map of the land-use layout,which can be conditioned on spatial and semanticcontrols, depending on whether either one or bothare provided. This model enables diverse layoutgeneration with user control and layout expansion byextending borders with partial inputs. To generatehigh-quality and satisfactory layouts, we devise ageometric objective function that supervises the modelto perceive layout shapes and regularize generationsusing geometric priors. Additionally, we devise aplanning objective function that supervises the modelto perceive progressive composition demands andsuppress generations deviating from controls. Toevaluate the spatial distribution of the generations, wetrain an autoencoder to embed land-use layouts intovectors to enable comparison between the real andgenerated data using the Wasserstein metric, which isinspired by the Fr´echet inception distance.展开更多
Current rates of mental illness are worrisome.Mental illness mainly affects females and younger age groups.The use of the internet to deliver mental health care has been growing since 2020 and includes the implementat...Current rates of mental illness are worrisome.Mental illness mainly affects females and younger age groups.The use of the internet to deliver mental health care has been growing since 2020 and includes the implementation of novel mental health treatments using virtual reality,augmented reality,and artificial intelligence.A new three dimensional digital environment,known as the metaverse,has emerged as the next version of the Internet.Artificial intelligence,augmented reality,and virtual reality will create fully immersive,experiential,and interactive online environments in the metaverse.People will use a unique avatar to do anything they do in their“real”lives,including seeking and receiving mental health care.In this opinion review,we reflect on how the metaverse could reshape how we deliver mental health treatment,its opportunities,and its challenges.展开更多
Video games have been around for several decades and have had many advancements from the original start of video games. Video games started as virtual games that were advertised towards children, and these virtual gam...Video games have been around for several decades and have had many advancements from the original start of video games. Video games started as virtual games that were advertised towards children, and these virtual games created a virtual reality of a variety of genres. These genres included sports games, such as tennis, football, baseball, war games, fantasy, puzzles, etc. The start of these games was derived from a sports genre and now has a popularity in multiplayer-online-shooting games. The purpose of this paper is to investigate different types of tools available for cheating in virtual world making players have undue advantage over other players in a competition. With the advancement in technology, these video games have become more expanded in the development aspects of gaming. Video game developers have created long lines of codes to create a new look of video games. As video games have progressed, the coding, bugs, bots, and errors of video games have changed throughout the years. The coding of video games has branched out from the original video games, which have given many benefits to this virtual world, while simultaneously creating more problems such as bots. Analysis of tools available for cheating in a game has disadvantaged normal gamer in a fair contest.展开更多
The COVID-19 pandemic has had a profound influence on education around the world, with schools and institutions shifting to remote learning to safeguard the safety of students and faculty. Concerns have been expressed...The COVID-19 pandemic has had a profound influence on education around the world, with schools and institutions shifting to remote learning to safeguard the safety of students and faculty. Concerns have been expressed about the impact of virtual learning on student performance and grades. The purpose of this study is to investigate the impact of remote learning on student performance and grades, as well as to investigate the obstacles and benefits of this new educational paradigm. The study will examine current literature on the subject, analyze data from surveys and interviews with students and educators, and investigate potential solutions to improve student performance and participation in virtual classrooms. The study’s findings will provide insights into the effectiveness of remote learning and inform ideas to improve student learning and achievement in an educational virtual world. The purpose of this article is to investigate the influence of remote learning on both students and educational institutions. The project will examine existing literature on the subject and collect data from students, instructors, and administrators through questionnaires and interviews. The paper will look at the challenges and opportunities that remote learning presents, such as the effect on student involvement, motivation, and academic achievement, as well as changes in teaching styles and technology. The outcomes of this study will provide insights into the effectiveness of remote learning and will affect future decisions about the usage of virtual learning environments in education. The research will also investigate potential solutions to improve the quality of remote education and handle any issues that occur.展开更多
There has been a recent explosion of interest from academics across a wide range of disciplines in the use of Multi-User Virtual Environments for education,driven by the success of platforms such as Internet Communica...There has been a recent explosion of interest from academics across a wide range of disciplines in the use of Multi-User Virtual Environments for education,driven by the success of platforms such as Internet Communication Technology learning skills in higher education.While digital virtual worlds are used in the 21st century learning,advances in the capabilities and the spread of technology have fed a recent boom in interest in massively multi-user 3D virtual worlds for entertainment,and this in turn has led to a surge of interest in their educational applications.As these platforms are used more often as environments for teaching and learning,there is increased need to integrate them with other institutional systems,Web-based Virtual Learning Environments(VLE)in particular.In this paper,we briefly review the use of virtual worlds for education,from informal learning to formal instruction,and consider what is required to turn a virtual world from a Multi-User Virtual Environment into a fully fledged 3D Virtual Learning Environment(VLE).In this we focus on the development of Moodle—a system which integrates the popular 3D virtual world of Second Life with the open-source Virtual Learning Environment.展开更多
A method for precise conversion between virtual world and real world is put forward in this paper. The method aims to precisely establish the connection between the virtual coordinates and the real coordinates with Op...A method for precise conversion between virtual world and real world is put forward in this paper. The method aims to precisely establish the connection between the virtual coordinates and the real coordinates with OpenGL. In the virtual world, two virtual cameras are set to capture the left and right perspective planar images, and coordinates of the planar images can be calculated by the perspective projection model. With coordinates of planar images, coordinates of the stereo- scopic image synthesized in the real world can be calculated by the binocular observation model. Therefore, the corresponding connection between the two systems is established. Experimental re- suits match data from this method well. Therefore, this method can precisely realize the conversion and the interactivity, laying a solid foundation for further study.展开更多
Dear Colleagues,The International Council of Ophthalmology (ICO) is deeply committed to the health and safety of our communities during the COVID-19 pandemic.Unfortunately,due to escalating risks,a physical meeting of...Dear Colleagues,The International Council of Ophthalmology (ICO) is deeply committed to the health and safety of our communities during the COVID-19 pandemic.Unfortunately,due to escalating risks,a physical meeting of our international colleagues and partners at the World Ophthalmology Congress (WOC2020) in Cape Town 26-29 June,is no longer possible.While we are all disappointed that our face-to-face meeting is cancelled,the ICO remains devoted to bringing together the world’s ophthalmologists to learn the latest from one another,and to advance eye care during these extraordinarily challenging times.展开更多
In this paper an extensive amount of evidence is presented that our genome,and in particular the DNA acts as a quantum computer.The human genome contains approximately 3 billion A-T and G-C base pairs,which reside in ...In this paper an extensive amount of evidence is presented that our genome,and in particular the DNA acts as a quantum computer.The human genome contains approximately 3 billion A-T and G-C base pairs,which reside in the 23 pairs of chromosomes within the nucleus of all our cells.And it estimated that only a fraction(about 4%)of these base pairs is involved in the synthesis of proteins.The prevailing scientific view is that the remainder of the DNA is just“junk”.Here is presented a great deal of evidence about the electronic as well as the quantum mechanical properties of DNA,and once it is accepted that the DNA is an electronic medium,which is operating over and above the mere synthesis of proteins,then it is but a short step to surmise that all that so-called junk DNA is actually capable of storing a sufficient amount of data to generate an entire universe.Given the fact then that our universe is computer generated and virtual,that makes us,indeed all living creatures,pseudophysical robots,and certain properties of our universe such as Gravity and Time purely fictitious.From this point of view then the famous discourse in Thus Spoke Zarathustra“Of the Vision and the Riddle”becomes readily explainable.Zarathustra talks about the Spirit of Gravity as a dwarf that has jumped on his back and is oppressing him.It then jumps off his back and he is able to see our supposedly physical life for what it is-a fiction,and illusion.Likewise the now,the current moment in time in which we are living is referred to as the“gateway”between a fictitious computer-generated past and a hypothetical,as yet undetermined future.An explanation is also given for“eternal recurrence”.Nietzsche is prophesizing that genetic technology will advance to the point where we humans will be cloned from our DNA when we die,and we will be able to live an infinite number of lifetimes.We will be reincarnated.展开更多
With the development of computer and network technologies, computer--assisted language teaching and learning have been changing from the presentation of single text materials and response model to the integration of o...With the development of computer and network technologies, computer--assisted language teaching and learning have been changing from the presentation of single text materials and response model to the integration of outside classroom education media combining text, graphics, images, sound, animation and network communication (CMC) technology. As an auxiliary tool of foreign language teaching, the computer plays its huge potential and promotes the completion of all kinds of language learning tasks. However, high cost and lack of technical support bringing the negative effects to the foreign language teaching is also cannot be ignored. Therefore, in the study of the historical evolvement of the CALL, to fully understand the positive and negative effects from the foreign language teaching will help make the positive effect of foreign language teaching maximized, and avoid misuse and abuse of the CALL.展开更多
Online gaming is finding ways to make a profit, and China is cashing in To those few businessmen relatively unplugged from the era of the Internet, online gaming should still start to mean something. When
The objective of this research is the rapid reconstruction of ancient buildings of historical importance using a single image. The key idea of our approach is to reduce the infinite solutions that might otherwise aris...The objective of this research is the rapid reconstruction of ancient buildings of historical importance using a single image. The key idea of our approach is to reduce the infinite solutions that might otherwise arise when recovering a 3D geometry from 2D photographs. The main outcome of our research shows that the proposed methodology can be used to reconstruct ancient monuments for use as proxies for digital effects in applications such as tourism, games, and entertainment, which do not require very accurate modeling. In this article, we consider the reconstruction of ancient Mughal architecture including the Taj Mahal. We propose a modeling pipeline that makes an easy reconstruction possible using a single photograph taken from a single view, without the need to create complex point clouds from multiple images or the use of laser scanners. First, an initial model is automatically reconstructed using locally fitted planar primitives along with their boundary polygons and the adjacency relation among parts of the polygons. This approach is faster and more accurate than creating a model from scratch because the initial reconstruction phase provides a set of structural information together with the adjacency relation, which makes it possible to estimate the approximate depth of the entire structural monument. Next, we use manual extrapolation and editing techniques with modeling software to assemble and adjust different 3D components of the model. Thus, this research opens up the opportunity for the present generation to experience remote sites of architectural and cultural importance through virtual worlds and real-time mobile applications. Variations of a recreated 3D monument to represent an amalgam of various cultures are targeted for future work.展开更多
This paper provides a realistic estimation of the sea level rise by 2050 and by 2100 in the Mexican Caribbean,and more specifically in the North-East side of the Yucatan peninsula,in between Cancun and Playa del Carme...This paper provides a realistic estimation of the sea level rise by 2050 and by 2100 in the Mexican Caribbean,and more specifically in the North-East side of the Yucatan peninsula,in between Cancun and Playa del Carmen,where the most part of the touristic developments of the Yucatan is located.The forecast is based on the relative sea level result for Key West,the closest long-term trend(LTT)tide gauge,the relative sea level results for all the other LTT tide gauge records of the world,and the absolute velocity of GPS domes located close to the Key West tide gauge,and in between Cancun and Playa del Carmen.The likely change of the sea level is 67-76 mm higher by 2050,and 201-223 mm higher by 2100,with reference to the values of 2018.展开更多
文摘This paper explores the transformative impact of virtual worlds, augmented reality (AR), and the metaverse in the healthcare sector. It delves into the ways these technologies are reshaping patient care, medical education, and research, while also addressing the challenges and opportunities they present. The paper highlights the potential benefits of these technologies and emphasizes the need for comprehensive regulatory frameworks and ethical guidelines to ensure responsible integration. Finally it outlines their transformative impact and discusses the challenges and opportunities they present for the future of healthcare provision.
文摘The emergence of the metaverse has ledto the rapidly increasing demand for the generation ofextensive 3D worlds. We consider that an engagingworld is built upon a rational layout of multiple landuse areas (e.g., forest, meadow, and farmland). Tothis end, we propose a generative model of landuse distribution that learns from geographic data.The model is based on a transformer architecturethat generates a 2D map of the land-use layout,which can be conditioned on spatial and semanticcontrols, depending on whether either one or bothare provided. This model enables diverse layoutgeneration with user control and layout expansion byextending borders with partial inputs. To generatehigh-quality and satisfactory layouts, we devise ageometric objective function that supervises the modelto perceive layout shapes and regularize generationsusing geometric priors. Additionally, we devise aplanning objective function that supervises the modelto perceive progressive composition demands andsuppress generations deviating from controls. Toevaluate the spatial distribution of the generations, wetrain an autoencoder to embed land-use layouts intovectors to enable comparison between the real andgenerated data using the Wasserstein metric, which isinspired by the Fr´echet inception distance.
基金Supported by Instituto de Salud CarlosⅢ(ISCⅢ),with group funds the Research Network on Chronicity,Primary Care and Health Promotion(RICAPPS,RD21/0016/0005)that is part of the Results-Oriented Cooperative Research Networks in Health(RICORS)(CarlosⅢHealth Institute),co-funded by the European Union“NextGeneration EU/PRTR”funds and with group funds Mental health research group in Primary Care(B17_23R),which is part of the Department of Innovation,Research,and University in the Government of Aragón(Spain).
文摘Current rates of mental illness are worrisome.Mental illness mainly affects females and younger age groups.The use of the internet to deliver mental health care has been growing since 2020 and includes the implementation of novel mental health treatments using virtual reality,augmented reality,and artificial intelligence.A new three dimensional digital environment,known as the metaverse,has emerged as the next version of the Internet.Artificial intelligence,augmented reality,and virtual reality will create fully immersive,experiential,and interactive online environments in the metaverse.People will use a unique avatar to do anything they do in their“real”lives,including seeking and receiving mental health care.In this opinion review,we reflect on how the metaverse could reshape how we deliver mental health treatment,its opportunities,and its challenges.
文摘Video games have been around for several decades and have had many advancements from the original start of video games. Video games started as virtual games that were advertised towards children, and these virtual games created a virtual reality of a variety of genres. These genres included sports games, such as tennis, football, baseball, war games, fantasy, puzzles, etc. The start of these games was derived from a sports genre and now has a popularity in multiplayer-online-shooting games. The purpose of this paper is to investigate different types of tools available for cheating in virtual world making players have undue advantage over other players in a competition. With the advancement in technology, these video games have become more expanded in the development aspects of gaming. Video game developers have created long lines of codes to create a new look of video games. As video games have progressed, the coding, bugs, bots, and errors of video games have changed throughout the years. The coding of video games has branched out from the original video games, which have given many benefits to this virtual world, while simultaneously creating more problems such as bots. Analysis of tools available for cheating in a game has disadvantaged normal gamer in a fair contest.
文摘The COVID-19 pandemic has had a profound influence on education around the world, with schools and institutions shifting to remote learning to safeguard the safety of students and faculty. Concerns have been expressed about the impact of virtual learning on student performance and grades. The purpose of this study is to investigate the impact of remote learning on student performance and grades, as well as to investigate the obstacles and benefits of this new educational paradigm. The study will examine current literature on the subject, analyze data from surveys and interviews with students and educators, and investigate potential solutions to improve student performance and participation in virtual classrooms. The study’s findings will provide insights into the effectiveness of remote learning and inform ideas to improve student learning and achievement in an educational virtual world. The purpose of this article is to investigate the influence of remote learning on both students and educational institutions. The project will examine existing literature on the subject and collect data from students, instructors, and administrators through questionnaires and interviews. The paper will look at the challenges and opportunities that remote learning presents, such as the effect on student involvement, motivation, and academic achievement, as well as changes in teaching styles and technology. The outcomes of this study will provide insights into the effectiveness of remote learning and will affect future decisions about the usage of virtual learning environments in education. The research will also investigate potential solutions to improve the quality of remote education and handle any issues that occur.
文摘There has been a recent explosion of interest from academics across a wide range of disciplines in the use of Multi-User Virtual Environments for education,driven by the success of platforms such as Internet Communication Technology learning skills in higher education.While digital virtual worlds are used in the 21st century learning,advances in the capabilities and the spread of technology have fed a recent boom in interest in massively multi-user 3D virtual worlds for entertainment,and this in turn has led to a surge of interest in their educational applications.As these platforms are used more often as environments for teaching and learning,there is increased need to integrate them with other institutional systems,Web-based Virtual Learning Environments(VLE)in particular.In this paper,we briefly review the use of virtual worlds for education,from informal learning to formal instruction,and consider what is required to turn a virtual world from a Multi-User Virtual Environment into a fully fledged 3D Virtual Learning Environment(VLE).In this we focus on the development of Moodle—a system which integrates the popular 3D virtual world of Second Life with the open-source Virtual Learning Environment.
基金Supported by the National Natural Science Foundation of China ( 60674052)
文摘A method for precise conversion between virtual world and real world is put forward in this paper. The method aims to precisely establish the connection between the virtual coordinates and the real coordinates with OpenGL. In the virtual world, two virtual cameras are set to capture the left and right perspective planar images, and coordinates of the planar images can be calculated by the perspective projection model. With coordinates of planar images, coordinates of the stereo- scopic image synthesized in the real world can be calculated by the binocular observation model. Therefore, the corresponding connection between the two systems is established. Experimental re- suits match data from this method well. Therefore, this method can precisely realize the conversion and the interactivity, laying a solid foundation for further study.
文摘Dear Colleagues,The International Council of Ophthalmology (ICO) is deeply committed to the health and safety of our communities during the COVID-19 pandemic.Unfortunately,due to escalating risks,a physical meeting of our international colleagues and partners at the World Ophthalmology Congress (WOC2020) in Cape Town 26-29 June,is no longer possible.While we are all disappointed that our face-to-face meeting is cancelled,the ICO remains devoted to bringing together the world’s ophthalmologists to learn the latest from one another,and to advance eye care during these extraordinarily challenging times.
文摘In this paper an extensive amount of evidence is presented that our genome,and in particular the DNA acts as a quantum computer.The human genome contains approximately 3 billion A-T and G-C base pairs,which reside in the 23 pairs of chromosomes within the nucleus of all our cells.And it estimated that only a fraction(about 4%)of these base pairs is involved in the synthesis of proteins.The prevailing scientific view is that the remainder of the DNA is just“junk”.Here is presented a great deal of evidence about the electronic as well as the quantum mechanical properties of DNA,and once it is accepted that the DNA is an electronic medium,which is operating over and above the mere synthesis of proteins,then it is but a short step to surmise that all that so-called junk DNA is actually capable of storing a sufficient amount of data to generate an entire universe.Given the fact then that our universe is computer generated and virtual,that makes us,indeed all living creatures,pseudophysical robots,and certain properties of our universe such as Gravity and Time purely fictitious.From this point of view then the famous discourse in Thus Spoke Zarathustra“Of the Vision and the Riddle”becomes readily explainable.Zarathustra talks about the Spirit of Gravity as a dwarf that has jumped on his back and is oppressing him.It then jumps off his back and he is able to see our supposedly physical life for what it is-a fiction,and illusion.Likewise the now,the current moment in time in which we are living is referred to as the“gateway”between a fictitious computer-generated past and a hypothetical,as yet undetermined future.An explanation is also given for“eternal recurrence”.Nietzsche is prophesizing that genetic technology will advance to the point where we humans will be cloned from our DNA when we die,and we will be able to live an infinite number of lifetimes.We will be reincarnated.
文摘With the development of computer and network technologies, computer--assisted language teaching and learning have been changing from the presentation of single text materials and response model to the integration of outside classroom education media combining text, graphics, images, sound, animation and network communication (CMC) technology. As an auxiliary tool of foreign language teaching, the computer plays its huge potential and promotes the completion of all kinds of language learning tasks. However, high cost and lack of technical support bringing the negative effects to the foreign language teaching is also cannot be ignored. Therefore, in the study of the historical evolvement of the CALL, to fully understand the positive and negative effects from the foreign language teaching will help make the positive effect of foreign language teaching maximized, and avoid misuse and abuse of the CALL.
文摘Online gaming is finding ways to make a profit, and China is cashing in To those few businessmen relatively unplugged from the era of the Internet, online gaming should still start to mean something. When
基金Project partially supported by the Ministry of Culture,Sports and Tourism and Korea Creative Content Agency in the Culture Technology Research&Development Program 2014(50%)the Next Generation Information Computing Development Program through the National Research Foundation of Korea funded by the Ministry of Science,ICT and Future Planning(No.2012M3C4A7032185)(50%)
文摘The objective of this research is the rapid reconstruction of ancient buildings of historical importance using a single image. The key idea of our approach is to reduce the infinite solutions that might otherwise arise when recovering a 3D geometry from 2D photographs. The main outcome of our research shows that the proposed methodology can be used to reconstruct ancient monuments for use as proxies for digital effects in applications such as tourism, games, and entertainment, which do not require very accurate modeling. In this article, we consider the reconstruction of ancient Mughal architecture including the Taj Mahal. We propose a modeling pipeline that makes an easy reconstruction possible using a single photograph taken from a single view, without the need to create complex point clouds from multiple images or the use of laser scanners. First, an initial model is automatically reconstructed using locally fitted planar primitives along with their boundary polygons and the adjacency relation among parts of the polygons. This approach is faster and more accurate than creating a model from scratch because the initial reconstruction phase provides a set of structural information together with the adjacency relation, which makes it possible to estimate the approximate depth of the entire structural monument. Next, we use manual extrapolation and editing techniques with modeling software to assemble and adjust different 3D components of the model. Thus, this research opens up the opportunity for the present generation to experience remote sites of architectural and cultural importance through virtual worlds and real-time mobile applications. Variations of a recreated 3D monument to represent an amalgam of various cultures are targeted for future work.
文摘This paper provides a realistic estimation of the sea level rise by 2050 and by 2100 in the Mexican Caribbean,and more specifically in the North-East side of the Yucatan peninsula,in between Cancun and Playa del Carmen,where the most part of the touristic developments of the Yucatan is located.The forecast is based on the relative sea level result for Key West,the closest long-term trend(LTT)tide gauge,the relative sea level results for all the other LTT tide gauge records of the world,and the absolute velocity of GPS domes located close to the Key West tide gauge,and in between Cancun and Playa del Carmen.The likely change of the sea level is 67-76 mm higher by 2050,and 201-223 mm higher by 2100,with reference to the values of 2018.