simulation scenario
Recently Published Documents


TOTAL DOCUMENTS

313
(FIVE YEARS 133)

H-INDEX

12
(FIVE YEARS 3)

2021 ◽  
Vol 22 (2) ◽  
pp. 25
Author(s):  
Jose Antonio Merchán-Baeza ◽  
Manuel González-Sánchez ◽  
David Pérez-Cruzado

Introducción: Los métodos de enseñanza utilizados en terapia ocupacional son numerosos y podrían clasificarse en dos grupos: métodos de enseñanza tradicionales y alternativos. La simulación es un método alternativo que permite el aprendizaje autónomo y el desarrollo de habilidades de pensamiento crítico de los estudiantes durante su participación activa en una práctica segura. Objetivo: Analizar la efectividad del aprendizaje a través de la simulación con pacientes estandarizados frente a la enseñanza tradicional en ciencias de la salud. Método: La estrategia de búsqueda fue: (“Patient Simulation” OR “Role Playing” OR “Simulation Scenario” OR “Simulation Education”) AND (“Program Evaluation” OR Effectiveness) AND (Student OR Postgraduate). El análisis de validez interna de los artículos incluidos en la revisión se realizó mediante la escala PEDro. Resultados: Se incluyeron catorce estudios y las variables evaluadas se organizaron en cuatro categorías: adquisición de conocimiento, aprendizaje de la práctica clínica, autoeficacia y desarrollo de habilidades de comunicación. Las muestras estuvieron compuestas por estudiantes de las profesiones de la salud y las simulaciones tuvieron una duración de entre 10 y 40 minutos por sesión (4-24 sesiones). Conclusión: No se encontraron diferencias significativas entre ambas metodologías en la adquisición de habilidades prácticas por parte de los estudiantes. Aun así, la visualización de videos explicativos al principio y el resumen al final del proceso de simulación, han demostrado ser etapas fundamentales para mejorar la efectividad de este método de enseñanza. Futuros estudios son necesarios para analizar los posibles beneficios de la simulación en la titulación de terapia ocupacional.


2021 ◽  
Vol 2021 ◽  
pp. 1-12
Author(s):  
Gagan Deep Singh ◽  
Sunil Kumar ◽  
Hammam Alshazly ◽  
Sahar Ahmed Idris ◽  
Madhushi Verma ◽  
...  

The vehicular ad hoc network (VANET) has traditional routing protocols that evolved from mobile ad hoc networks (MANET). The standard routing protocols of VANET are geocast, topology, broadcast, geographic, and cluster-based routing protocols. They have their limitations and are not suitable for all types of VANET traffic scenarios. Hence, metaheuristics algorithms like evolutionary, trajectory, nature-inspired, and ancient-inspired algorithms can be integrated with standard routing algorithms of VANET to achieve optimized routing performance results in desired VANET traffic scenarios. This paper proposes integrating genetic algorithm (GA) in ant colony optimization (ACO) technique (GAACO) for an optimized routing algorithm in three different realistic VANET network traffic scenarios. The paper compares the traditional VANET routing algorithm along with the metaheuristics approaches and also discusses the VANET simulation scenario for experimental purposes. The implementation of the proposed approach is tested on the open-source network and traffic simulation tools to verify the results. The three different traffic scenarios were deployed on Simulation of Urban Mobility (SUMO) and tested using NS3.2. After comparing them, the results were satisfactory and it is found that the GAACO algorithm has performed better in all three different traffic scenarios. The realistic traffic network scenarios are taken from Dehradun City with four performance metric parameters including the average throughput, packet delivery ratio, end-to-end delay, and packet loss in a network. The experimental results conclude that the proposed GAACO algorithm outperforms particle swarm intelligence (PSO), ACO, and Ad-hoc on Demand Distance Vector Routing (AODV) routing protocols with an average significant value of 1.55%, 1.45%, and 1.23% in three different VANET network scenarios.


PLoS ONE ◽  
2021 ◽  
Vol 16 (12) ◽  
pp. e0259977
Author(s):  
Kenan Bektaş ◽  
Tyler Thrash ◽  
Mark A. van Raai ◽  
Patrik Künzler ◽  
Richard Hahnloser

Embodied interfaces are promising for virtual reality (VR) because they can improve immersion and reduce simulator sickness compared to more traditional handheld interfaces (e.g., gamepads). We present a novel embodied interface called the Limbic Chair. The chair is composed of two separate shells that allow the user’s legs to move independently while sitting. We demonstrate the suitability of the Limbic Chair in two VR scenarios: city navigation and flight simulation. We compare the Limbic Chair to a gamepad using performance measures (i.e., time and accuracy), head movements, body sway, and standard questionnaires for measuring presence, usability, workload, and simulator sickness. In the city navigation scenario, the gamepad was associated with better presence, usability, and workload scores. In the flight simulation scenario, the chair was associated with less body sway (i.e., less simulator sickness) and fewer head movements but also slower performance and higher workload. In all other comparisons, the Limbic Chair and gamepad were similar, showing the promise of the Chair for replacing some control functions traditionally executed using handheld devices.


2021 ◽  
Vol 927 (1) ◽  
pp. 012006
Author(s):  
Ahmad Munawir Siregar ◽  
Lena Lusiana ◽  
Irza Utami ◽  
Muhammad Fakhruddin

Abstract Electricity consumption in Padang Lawas Regency has increased every year, namely 59,962,000 kWh in 2018, and reached 74,060320,5 kWh in 2020. This increase is in line with the population growth rate so that it also has an impact on land availability. Forecasting electricity consumption absolutely must be done because it greatly affects the distribution and availability of electrical energy. There are three problems related to electrical energy resources. First, the availability of electricity will decrease as demand increases. The second is the increase in population which has an impact on improving the quality of life of the community and the availability of electricity. Third, the increase in land conversion is increasingly massive, causing population density and energy needs in the region to increase. For this reason, it is necessary to project the need for electrical energy for the population and land conversion in Padang Lawas Regency in 2021-2050. The objectives of this study can be used as a basis and choice for policy and strategy making in regional development planning by the Padang Lawas Regional Government. This is done so that the problem of electricity availability can be resolved. This research was conducted using the PowerSim Studio 10 application by simulating a dynamic system model involving several variables that influence each other. The results showed that population variables affect land requirements and total energy consumption. Analysis of electricity availability in Padang Lawas Regency until 2050 will experience an increase in electricity consumption accompanied by an increase in population and land conversion. Based on the results of the simulation scenario, the availability of electricity in Padang Lawas Regency can meet the total electricity consumption needs until 2050, either with or without intervention.


Sensors ◽  
2021 ◽  
Vol 21 (23) ◽  
pp. 8031
Author(s):  
Tan-Hsu Tan ◽  
Yu-Tang Lin ◽  
Yang-Lang Chang ◽  
Mohammad Alkhaleefah

In this research, a novel sound source localization model is introduced that integrates a convolutional neural network with a regression model (CNN-R) to estimate the sound source angle and distance based on the acoustic characteristics of the interaural phase difference (IPD). The IPD features of the sound signal are firstly extracted from time-frequency domain by short-time Fourier transform (STFT). Then, the IPD features map is fed to the CNN-R model as an image for sound source localization. The Pyroomacoustics platform and the multichannel impulse response database (MIRD) are used to generate both simulated and real room impulse response (RIR) datasets. The experimental results show that an average accuracy of 98.96% and 98.31% are achieved by the proposed CNN-R for angle and distance estimations in the simulation scenario at SNR = 30 dB and RT60 = 0.16 s, respectively. Moreover, in the real environment, the average accuracies of the angle and distance estimations are 99.85% and 99.38% at SNR = 30 dB and RT60 = 0.16 s, respectively. The performance obtained in both scenarios is superior to that of existing models, indicating the potential of the proposed CNN-R model for real-life applications.


2021 ◽  
Author(s):  
Agnese Dāvidsone ◽  
◽  
Külliki Seppel ◽  
Austė Telyčėnaitė ◽  
Renata Matkevičienė ◽  
...  

Due to the demands of the current job market, universities need to adapt their teaching approaches to provide students with opportunities to advance their transversal skills in order to succeed with their careers. Social simulations have been considered previously as a fruitful study method that helps to advance transversal skills; however, the research in this field is scarce. This study aims to explore the perceived affordances and limitations of social simulation as an online learning method for acquisition of transversal skills of graduate and undergraduate students from communication and media study programs. The empirical part draws on a set of qualitative data. All together 32 students in two universities participated in the testing of an original simulation scenario that was created in an Erasmus+ Strategic partnership project. The results indicate that students in both simulation exercises mostly applied their negotiation, strategic thinking and planning skills. During the second simulation, self-evaluation forms filled before and after the event helped the students to realize which transversal skills they need and want to develop further. Our results demonstrate that students felt pressured to intensively collaborate and coordinate with their group members, other groups and the teachers as during both testing sessions technical disruptions were experienced. We conclude that an online social simulation is a productive interactive learning and teaching method that helps to sensitize students towards their transversal skills and stimulate self-reflection. We also argue that in exercising a social simulation online there is an additional layer of pedagogical implications: the choice of the digital platform and the potential technical disruptions such as the loss of Internet connection or sudden malfunction of some of the platform’s features may divert the flow of the simulation.


2021 ◽  
Vol 11 (21) ◽  
pp. 9925
Author(s):  
Myeongjin Kim ◽  
Fernando Bello

Augmented reality medical training simulators can provide a realistic and immersive experience by overlapping the virtual scene on to the real world. Latency in augmented reality (AR) medical training simulators is an important issue as it can lead to motion sickness for users. This paper proposes a framework that can achieve real-time rendering of the 3D scene aligned to the real world using a head-mounted display (HMD). Model deformation in the 3D scene is categorised into local deformation derived from user interaction and global deformation determined by the simulation scenario. Target shapes are predefined by a simulation scenario, and control points are placed to embed the predefined shapes. Free-form deformation (FFD) is applied to multiple shapes to efficiently transfer the simulated model to the HMD. Global deformation is computed by blending a mapping matrix of each FFD with an assigned weighting value. The local and global deformation are then transferred through the control points updated from a deformed surface mesh and its corresponding weighting value. The proposed framework is verified in terms of latency caused by data transmission and the accuracy of a transmitted surface mesh in a vaginal examination (VE) training simulation. The average latency is reduced to 7 ms, less than the latency causing motion sickness in virtual reality simulations. The maximum relative error is less than 3%. Our framework allows seamless rendering of a virtual scene to the real world with substantially reduced latency and without the need for an external tracking system.


Author(s):  
Santiago Martínez-Isasi ◽  
Cristina Jorge-Soto ◽  
Roberto Barcala-Furelos ◽  
Cristian Abelairas-Gómez ◽  
Aida Carballo-Fazanes ◽  
...  

Previous pilot experience has shown the ability of visually impaired and blind people (BP) to learn basic life support (BLS), but no studies have compared their abilities with blindfolded people (BFP) after participating in the same instructor-led, real-time feedback training. Twenty-nine BP and 30 BFP participated in this quasi-experimental trial. Training consisted of a 1 h theoretical and practical training session with an additional 30 min afterwards, led by nurses with prior experience in BLS training of various collectives. Quantitative quality of chest compressions (CC), AED use and BLS sequence were evaluated by means of a simulation scenario. BP’s median time to start CC was less than 35 s. Global and specific components of CC quality were similar between groups, except for compression rate (BFP: 123.4 + 15.2 vs. BP: 110.8 + 15.3 CC/min; p = 0.002). Mean compression depth was below the recommended target in both groups, and optimal CC depth was achieved by 27.6% of blind and 23.3% of blindfolded people (p = 0.288). Time to discharge was significantly longer in BFP than BP (86.0 + 24.9 vs. 66.0 + 27.0 s; p = 0.004). Thus, after an adapted and short training program, blind people were revealed to have abilities comparable to those of blindfolded people in learning and performing the BLS sequence and CC.


Sign in / Sign up

Export Citation Format

Share Document