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2021 ◽  
Vol 2094 (2) ◽  
pp. 022072
Author(s):  
E Kh Abduraimov ◽  
D Kh Khalmanov ◽  
B A Nurmatov ◽  
M B Peysenov ◽  
N J Toirova

Abstract The main content of the study is the analysis of theoretical and virtual-experimental studies and methods of analysis of transients in semiconductor nonlinear dynamic circuits of contactless switching devices, presents transient graphs constructed using a virtual computer model. In addition, presents solutions of differential equations of the state of such circuits by the numerical Euler method.


2021 ◽  
Author(s):  
William R. Brice

ABSTRACT Some fossil examples are rare, but the educational value of such samples is undeniable. One way around this dilemma, and one that was popular in the late 1800s and early 1900s, was to have students study 3-D models; this solution was used by many universities, among them Cornell University. One of the main, but not the only, suppliers of such models was Ward’s Natural Science Establishment of Rochester, New York, USA, which was founded in 1862 by Henry Augustus Ward (1834–1906). Even today the use of virtual, computer-generated 3-D models in classroom laboratories indicates how important 3-D visualization continues to be. But a computer image cannot be held in one’s hands, so the use of 3-D printer technology allows students to create their own physical models. However, none of these technologies can totally replace seeing and working with actual specimens or life-sized reproductions. Thus, museum displays are still an important aspect of educational activity for both students and the general public. This chapter explores how Cornell University made use of the models purchased from Ward’s in the late 1800s and the fate of some of these replicas.


2021 ◽  
Vol 1 (3) ◽  
pp. 157-158
Author(s):  
S. I. Karas ◽  
S. O. Kolganov ◽  
S. B. Kochetkov ◽  
M. B. Arzhanik ◽  
E. E. Kara-Sal

The widespread introduction of virtual computer simulations (VCS) in the educational process is limited by the tools’ market for their development. The created software shell consists of three functionally different modules: creating and editing video conferencing; use of videoconferencing; monitoring of the educational process. The developed software shell has remote access and can become the main tool for the repository of virtual computer simulations. Currently, videoconferencing in the field of cardiology has been created as a potential digital base for practical clinical studies and accreditation.


2021 ◽  
Author(s):  
Hongli Wang ◽  
Heather K Ortega ◽  
Huriye Atilgan ◽  
Cayla E Murphy ◽  
Alex C Kwan

In a competitive game involving an animal and an opponent, the outcome is contingent on the choices of both players. To succeed, the animal must continually adapt to competitive pressure, or else risk being exploited and lose out on rewards. In this study, we demonstrate that head-fixed mice can be trained to play the iterative competitive game 'matching pennies' against a virtual computer opponent. We find that the animals' performance is well described by a hybrid computational model that includes Q-learning and choice kernels. Comparing between matching pennies and a non-competitive two-armed bandit task, we show that the tasks encourage animals to operate at different regimes of reinforcement learning. To understand the involvement of neuromodulatory mechanisms, we measure fluctuations in pupil size and use multiple linear regression to relate the trial-by-trial transient pupil responses to decision-related variables. The analysis reveals that pupil responses are modulated by observable variables, including choice and outcome, as well as latent variables for value updating, but not action selection. Collectively, these results establish a paradigm for studying competitive decision-making in head-fixed mice and provide insights into the role of arousal-linked neuromodulation in the decision process.


Author(s):  
Victor Debelov ◽  
Nikita Dolgov

While the mathematical modeling of optical phenomena, a computer calculation is often performed, confirming the conclusions made. To do this, a virtual computer model of the optical installation is created in the form of a 3D scene. Also, virtual scenes are often used in training when creating presentations. This paper describes the SphL library, which provides a convenient assignment of spherical lenses and the calculation of the interaction of linear polarized light rays with them. It is focused on applications that use ray tracing. It is known that light of any polarization can be represented on the basis of the mentioned one. The reflected and all rays passing through the lens that arise due to internal reflections are calculated from the ray incident on the scene object. The number of internal reflections is set by the parameter. All output rays are calculated based on the application of Fresnel’s equations and are characterized by intensity values and polarization parameters. In this version of SphL, the main objects at the end–user level are spherical lenses, since they are most often used in optic installations. They are constructed on the basis of the application of the set-theoretic intersection of geometric primitives: a half-space, a sphere, a cone, a cylinder and their complements to the scene space. An advanced user can build their own objects by analogy, for example, cylindrical lenses.


Author(s):  
Margaret L. Niess ◽  
Henry Gillow-Wiles

The 2020 worldwide pandemic signaled the COVID-19 crisis as a real threat and forced K-12 schools to move teaching and learning from face-to-face classrooms to online virtual classrooms. Educators searched for a silver lining amid the hardships created by the virtual teaching and learning environments. This chapter answers an important question: How has the knowledge that teachers need for teaching changed as a result of School Lockdown 2020-2021? Analysis of the chapters in this book in addition to extensive qualitative observations of two middle school virtual computer science classrooms over six months identified two important lessons needing consideration when requiring K-12 virtual instruction: (1) teachers' knowledge for teaching requires developing their technological pedagogical content knowledge for teaching in both face-to-face and virtual contexts, and (2) teaching virtually relies on a social presence that assures students' sense of belonging to engage in virtual learning experiences.


2021 ◽  
Author(s):  
Vitaly Vladislavovich Karabchevsky ◽  
Andrey Sergeevich Mazurov

Methods and tools for modeling emotions of virtual computer characters are considered. Particular attention is paid to 3D modeling of the cranial vault, mandible and teeth, as well as facial muscles and tongue. Modeling was performed using the ZBrush program using information about the anatomical structure of the skull and facial muscles, such as the occipital and temporal muscles, the arrogant muscle, the depressor, the masseter muscle, the small zygomatic muscle, the zygomaticus major muscle and the muscle lifting the angle of the mouth, the muscle lowering the angle of the mouth, the muscle that lifts the upper lip and the wing of the nose, the chin muscle and the muscle that lowers the lower lip. The resulting high-poly model was then retopologized with a decrease in the number of polygons. An example of modeling the character's head is given. Animation is made in Autodesk Maya, which is adopted by many large film and animation studios and is used more often among professional 3D artists. The principles of rigging (adding a digital skeleton and its controls to the model) and skinning (attaching the vertices of the surface that simulate the skin to the corresponding areas of the digital skeleton) are described. The anatomical signs of the manifestation of basic emotions are given and the control of the obtained model for the manifestation of some emotions is described.


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