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
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
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
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
Virtual world simulation offers tremendous potential opportunities to improve, and optimize, individual and collective echelon training for the military. The US Army Research Laboratory (ARL) Military Open Simulator E...Virtual world simulation offers tremendous potential opportunities to improve, and optimize, individual and collective echelon training for the military. The US Army Research Laboratory (ARL) Military Open Simulator Enterprise Strategy (MOSES) project’s charter is to investigate simulation-based training technology for use in military specific training domains. Of particular interest are attributes of virtual worlds such as geographically distributed large-scale trainee support. We have initiated a series of experiments to determine appropriate benchmarks for simulator performance and to determine appropriate independent variables in order to create a robust predictive model that will enable virtual world training scenario designers to calculate, a priori, the number of trainees that may synchronously operate in a virtual world. The present paper’s purposes were to determine the effect that virtual world region fidelity had on server performance and determine whether this independent variable would be appropriate for inclusion into our predictive model. We found that region fidelity had a statistically significant effect on the simulator’s processor memory usage but had no significant effect on the simulator’s vertical scalability, CPU usage nor network performance. In this paper, we discourse on the purpose of this research, our experimental methodology and results, and discuss the significance of our findings.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
由于容迟网络的间歇性连接等特点,以及节点自身缓存、能量等资源受限,DTN中的节点往往会表现出一定的自私性。自私节点的存在可能会提高网络的开销,降低消息的成功投递率。为了促进自私节点参与合作,提出了一种基于虚拟货币交易的高效...由于容迟网络的间歇性连接等特点,以及节点自身缓存、能量等资源受限,DTN中的节点往往会表现出一定的自私性。自私节点的存在可能会提高网络的开销,降低消息的成功投递率。为了促进自私节点参与合作,提出了一种基于虚拟货币交易的高效率路由算法PVCT(Efficient Routing Algorithm Based on Virtual Currency Transaction in DTN),并结合容迟网络的小世界特性,提高了路由算法的效率。该算法利用虚拟货币交易的方式,并根据节点的基本属性、位置属性、社会属性等进行定价,节点根据设计的价格函数给出对应的报价,并利用价格函数合理地分配消息副本数。在PVCT策略中,节点根据判断情况分为正常节点和自私节点,当消息的跳数小于或等于两跳时,按照概率路由的策略进行转发;反之,当消息的跳数大于两跳时,若遇到的为自私节点,则执行虚拟货币交易的路由算法。携带消息节点的出价若高于转发节点的价格,则进行交易,更新各自的收益状态;否则,进入二次价格调整阶段以协调节点双方之前的虚拟报价。仿真实验表明,PVCT路由算法在DTN中能更好地促进消息的转发,从而提升网络的整体性能。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
目的探索数字孪生技术驱动的心胸外科重症监护室(Cardiothoracic Intensive Care Unit,CTICU)智能管理系统的设计与应用成效。方法提取CTICU的系统因素,设计业务逻辑模型;搭建CTICU现实世界物理空间和虚拟世界数字空间的双向数据传输通...目的探索数字孪生技术驱动的心胸外科重症监护室(Cardiothoracic Intensive Care Unit,CTICU)智能管理系统的设计与应用成效。方法提取CTICU的系统因素,设计业务逻辑模型;搭建CTICU现实世界物理空间和虚拟世界数字空间的双向数据传输通道,完成系统架构设计,并实现管理中台、远程监护和远程探视等功能。系统构建期间,设计数据库集成测试评价系统的性能。对本院部分CTICU病区的医护人员及患者以模拟演示或试运行的方式展示数字孪生系统的各个功能,将该类对象作为观察组,其余医护人员及患者作为对照组,通过自制问卷的方式调研CTICU服务质量并进行差异分析。结果集成测试表明,系统在不同吞吐量下的性能均满足使用要求。问卷结果显示,在5个测量指标上观察组的平均得分均显著高于对照组,且差异有统计学意义(P<0.01)。结论数字孪生技术驱动的CTICU智能管理系统具有可行性,能够提升护理服务质量。展开更多
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.
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Virtual world simulation offers tremendous potential opportunities to improve, and optimize, individual and collective echelon training for the military. The US Army Research Laboratory (ARL) Military Open Simulator Enterprise Strategy (MOSES) project’s charter is to investigate simulation-based training technology for use in military specific training domains. Of particular interest are attributes of virtual worlds such as geographically distributed large-scale trainee support. We have initiated a series of experiments to determine appropriate benchmarks for simulator performance and to determine appropriate independent variables in order to create a robust predictive model that will enable virtual world training scenario designers to calculate, a priori, the number of trainees that may synchronously operate in a virtual world. The present paper’s purposes were to determine the effect that virtual world region fidelity had on server performance and determine whether this independent variable would be appropriate for inclusion into our predictive model. We found that region fidelity had a statistically significant effect on the simulator’s processor memory usage but had no significant effect on the simulator’s vertical scalability, CPU usage nor network performance. In this paper, we discourse on the purpose of this research, our experimental methodology and results, and discuss the significance of our findings.
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.
文摘由于容迟网络的间歇性连接等特点,以及节点自身缓存、能量等资源受限,DTN中的节点往往会表现出一定的自私性。自私节点的存在可能会提高网络的开销,降低消息的成功投递率。为了促进自私节点参与合作,提出了一种基于虚拟货币交易的高效率路由算法PVCT(Efficient Routing Algorithm Based on Virtual Currency Transaction in DTN),并结合容迟网络的小世界特性,提高了路由算法的效率。该算法利用虚拟货币交易的方式,并根据节点的基本属性、位置属性、社会属性等进行定价,节点根据设计的价格函数给出对应的报价,并利用价格函数合理地分配消息副本数。在PVCT策略中,节点根据判断情况分为正常节点和自私节点,当消息的跳数小于或等于两跳时,按照概率路由的策略进行转发;反之,当消息的跳数大于两跳时,若遇到的为自私节点,则执行虚拟货币交易的路由算法。携带消息节点的出价若高于转发节点的价格,则进行交易,更新各自的收益状态;否则,进入二次价格调整阶段以协调节点双方之前的虚拟报价。仿真实验表明,PVCT路由算法在DTN中能更好地促进消息的转发,从而提升网络的整体性能。
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.
文摘目的探索数字孪生技术驱动的心胸外科重症监护室(Cardiothoracic Intensive Care Unit,CTICU)智能管理系统的设计与应用成效。方法提取CTICU的系统因素,设计业务逻辑模型;搭建CTICU现实世界物理空间和虚拟世界数字空间的双向数据传输通道,完成系统架构设计,并实现管理中台、远程监护和远程探视等功能。系统构建期间,设计数据库集成测试评价系统的性能。对本院部分CTICU病区的医护人员及患者以模拟演示或试运行的方式展示数字孪生系统的各个功能,将该类对象作为观察组,其余医护人员及患者作为对照组,通过自制问卷的方式调研CTICU服务质量并进行差异分析。结果集成测试表明,系统在不同吞吐量下的性能均满足使用要求。问卷结果显示,在5个测量指标上观察组的平均得分均显著高于对照组,且差异有统计学意义(P<0.01)。结论数字孪生技术驱动的CTICU智能管理系统具有可行性,能够提升护理服务质量。