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The Center for Advanced Engineering Environments (CAEE) is a research center within the Frank Batten College of Engineering and Technology at Old Dominion University. Established in 2001, CAEE focuses on various research areas including collaborative distributed knowledge discovery, interactive visual simulations, intelligent synthesis, and the development of advanced learning and training technologies. The center's research aims to enhance the application of these technologies in complex engineering systems of the future.
The activities of the center include the synergistic coupling of modeling, visual simulations, intelligent agents, multimedia and synthetic environments, human-technology interactions, computational intelligence, computational, information and collaboration technologies in the multidisciplinary analysis, sensitivity studies, optimization, design and operation of complex engineering systems.
The Center is located at the Old Dominion University Peninsula Higher Education Center in Hampton, Virginia. It is located very close to Nasa's Langley Research Center. [1]
The Center has the following five specific objectives:
In addition to research, the activities of the Center include forming strategic partnerships and collaborative agreements with leading universities, industry and software vendors who are developing collaborative distributed knowledge discovery and exploitation systems and intelligent synthesis environments for future aerospace and other high-tech engineering systems; organizing workshops and national symposia; and writing monographs and special publications on timely topics.
The current research activities of the center include:
The CAEE website provides the following facilities:
Multimedia is a form of communication that uses a combination of different content forms, such as writing, audio, images, animations, or video, into a single interactive presentation, in contrast to traditional mass media, such as printed material or audio recordings, which feature little to no interaction between users. Popular examples of multimedia include video podcasts, audio slideshows, and animated videos. Multimedia also contains the principles and application of effective interactive communication, such as the building blocks of software, hardware, and other technologies.
A simulation is an imitative representation of a process or system that could exist in the real world. In this broad sense, simulation can often be used interchangeably with model. Sometimes a clear distinction between the two terms is made, in which simulations require the use of models; the model represents the key characteristics or behaviors of the selected system or process, whereas the simulation represents the evolution of the model over time. Another way to distinguish between the terms is to define simulation as experimentation with the help of a model. This definition includes time-independent simulations. Often, computers are used to execute the simulation.
The Ames Research Center (ARC), also known as NASA Ames, is a major NASA research center at Moffett Federal Airfield in California's Silicon Valley. It was founded in 1939 as the second National Advisory Committee for Aeronautics (NACA) laboratory. That agency was dissolved and its assets and personnel transferred to the newly created National Aeronautics and Space Administration (NASA) on October 1, 1958. NASA Ames is named in honor of Joseph Sweetman Ames, a physicist and one of the founding members of NACA. At last estimate NASA Ames had over US$3 billion in capital equipment, 2,300 research personnel and a US$860 million annual budget.
Educational games are games explicitly designed with educational purposes, or which have incidental or secondary educational value. All types of games may be used in an educational environment, however educational games are games that are designed to help people learn about certain subjects, expand concepts, reinforce development, understand a historical event or culture, or assist them in learning a skill as they play. Game types include board, card, and video games.
Soar is a cognitive architecture, originally created by John Laird, Allen Newell, and Paul Rosenbloom at Carnegie Mellon University.
Mixed reality (MR) is a term used to describe the merging of a real-world environment and a computer-generated one. Physical and virtual objects may co-exist in mixed reality environments and interact in real time.
A multi-agent system is a computerized system composed of multiple interacting intelligent agents. Multi-agent systems can solve problems that are difficult or impossible for an individual agent or a monolithic system to solve. Intelligence may include methodic, functional, procedural approaches, algorithmic search or reinforcement learning.
Human-centered computing (HCC) studies the design, development, and deployment of mixed-initiative human-computer systems. It is emerged from the convergence of multiple disciplines that are concerned both with understanding human beings and with the design of computational artifacts. Human-centered computing is closely related to human-computer interaction and information science. Human-centered computing is usually concerned with systems and practices of technology use while human-computer interaction is more focused on ergonomics and the usability of computing artifacts and information science is focused on practices surrounding the collection, manipulation, and use of information.
Scott Fisher is the Professor and Founding Chair of the Interactive Media Division in the USC School of Cinematic Arts at the University of Southern California, and Director of the Mobile and Environmental Media Lab there. He is an artist and technologist who has worked extensively on virtual reality, including pioneering work at NASA, Atari Research Labs, MIT's Architecture Machine Group and Keio University.
Virtual collaboration is the method of collaboration between virtual team members that is carried out via technology-mediated communication. Virtual collaboration follows the same process as collaboration, but the parties involved in virtual collaboration do not physically interact and communicate exclusively through technological channels. Distributed teams use virtual collaboration to simulate the information transfer present in face-to-face meetings, communicating virtually through verbal, visual, written, and digital means.
Immersion into virtual reality (VR) is the perception of being physically present in a non-physical world. The perception is created by surrounding the user of the VR system in images, sound or other stimuli that provide an engrossing total environment.
The URBAN AND REGIONAL INNOVATION Research (URENIO) is a university lab in the Department of Urban and Regional Planning, School of Engineering at the Aristotle University of Thessaloniki. URENIO is a non-profit research organization that started its operation in 1995. URENIO is mainly involved in competitive projects from the European R&D Framework Programs (FP), the Competitiveness and Innovation Program (CIP), the territorial cooperation programs, the OECD, and the United Nations.
The College of Engineering and Applied Science is the engineering and applied science college of the University of Cincinnati in Cincinnati, Ohio. It is the birthplace of the cooperative education (co-op) program and still holds the largest public mandatory cooperative education program at a public university in the United States. Today, it has a student population of around 4,898 undergraduate and 1,305 graduate students and is recognized annually as one of the top 100 engineering colleges in the US, ranking 83rd in 2020.
An instructional simulation, also called an educational simulation, is a simulation of some type of reality but which also includes instructional elements that help a learner explore, navigate or obtain more information about that system or environment that cannot generally be acquired from mere experimentation. Instructional simulations are typically goal oriented and focus learners on specific facts, concepts, or applications of the system or environment. Today, most universities make lifelong learning possible by offering a virtual learning environment (VLE). Not only can users access learning at different times in their lives, but they can also immerse themselves in learning without physically moving to a learning facility, or interact face to face with an instructor in real time. Such VLEs vary widely in interactivity and scope. For example, there are virtual classes, virtual labs, virtual programs, virtual library, virtual training, etc. Researchers have classified VLE in 4 types:
Virtual intelligence (VI) is the term given to artificial intelligence that exists within a virtual world. Many virtual worlds have options for persistent avatars that provide information, training, role-playing, and social interactions.
Astronaut training describes the complex process of preparing astronauts in regions around the world for their space missions before, during and after the flight, which includes medical tests, physical training, extra-vehicular activity (EVA) training, procedure training, rehabilitation process, as well as training on experiments they will accomplish during their stay in space.
MAK Technologies, formerly doing business as VT MAK, Inc. is a software company based in Cambridge, Massachusetts that provides commercial off-the-shelf (COTS) modeling and simulation software. The company develops and sells software for distributed simulations that system integrators, governments, and research institutions use to build and populate 3D simulated environments. Users include medical, aerospace, defense, and transportation industries. In addition to offering COTS software, MAK provides the following services: simulation content creation, software customization, interoperability, research and development, and training.
A digital twin is a digital model of an intended or actual real-world physical product, system, or process that serves as the effectively indistinguishable digital counterpart of it for practical purposes, such as simulation, integration, testing, monitoring, and maintenance. The digital twin is the underlying premise for Product Lifecycle Management and exists throughout the entire lifecycle of the physical entity it represents. Since information is detailed, the digital twin representation is determined by the value-based use cases it is created to implement. The digital twin can exist before the physical entity, as for example with virtual prototyping. The use of a digital twin in the creation phase allows the intended entity's entire lifecycle to be modeled and simulated. A digital twin of an existing entity may be used in real time and regularly synchronized with the corresponding physical system.
Ashok K. Goel is a professor of computer science and human-centered computing in the School of Interactive Computing at Georgia Institute of Technology, and the chief scientist with Georgia Tech's Center for 21st Century Universities. He conducts research into cognitive systems at the intersection of artificial intelligence and cognitive science with a focus on computational design and creativity. Goel is also the executive director of National Science Foundation's AI Institute for Adult Learning and Online Education and an editor emeritus of AAAI's AI Magazine.
Immersive learning is a learning method which students being immersed into a virtual dialogue, the feeling of presence is used as an evidence of getting immersed. The virtual dialogue can be created by two ways, the usage of virtual technics, and the narrative like reading a book. The motivations of using virtual reality (VR) for teaching contain: learning efficiency, time problems, physical inaccessibility, limits due to a dangerous situation and ethical problems.