Evaluation of the cognitive effects of travel technique in complex real and virtual environments.
Suma, Evan A; Finkelstein, Samantha L; Reid, Myra; V Babu, Sabarish; Ulinski, Amy C; Hodges, Larry F
2010-01-01
We report a series of experiments conducted to investigate the effects of travel technique on information gathering and cognition in complex virtual environments. In the first experiment, participants completed a non-branching multilevel 3D maze at their own pace using either real walking or one of two virtual travel techniques. In the second experiment, we constructed a real-world maze with branching pathways and modeled an identical virtual environment. Participants explored either the real or virtual maze for a predetermined amount of time using real walking or a virtual travel technique. Our results across experiments suggest that for complex environments requiring a large number of turns, virtual travel is an acceptable substitute for real walking if the goal of the application involves learning or reasoning based on information presented in the virtual world. However, for applications that require fast, efficient navigation or travel that closely resembles real-world behavior, real walking has advantages over common joystick-based virtual travel techniques.
Generating realistic environments for cyber operations development, testing, and training
NASA Astrophysics Data System (ADS)
Berk, Vincent H.; Gregorio-de Souza, Ian; Murphy, John P.
2012-06-01
Training eective cyber operatives requires realistic network environments that incorporate the structural and social complexities representative of the real world. Network trac generators facilitate repeatable experiments for the development, training and testing of cyber operations. However, current network trac generators, ranging from simple load testers to complex frameworks, fail to capture the realism inherent in actual environments. In order to improve the realism of network trac generated by these systems, it is necessary to quantitatively measure the level of realism in generated trac with respect to the environment being mimicked. We categorize realism measures into statistical, content, and behavioral measurements, and propose various metrics that can be applied at each level to indicate how eectively the generated trac mimics the real world.
NASA Astrophysics Data System (ADS)
Sharma, Amita; Sarangdevot, S. S.
2010-11-01
Aspect-Oriented Programming (AOP) methodology has been investigated in development of real world business application software—Financial Accounting Software. Eclipse-AJDT environment has been used as open source enhanced IDE support for programming in AOP language—Aspect J. Crosscutting concerns have been identified and modularized as aspects. This reduces the complexity of the design considerably due to elimination of code scattering and tangling. Improvement in modularity, quality and performance is achieved. The study concludes that AOP methodology in Eclipse-AJDT environment offers powerful support for modular design and implementation of real world quality business software.
Are We Ready for Real-world Neuroscience?
Matusz, Pawel J; Dikker, Suzanne; Huth, Alexander G; Perrodin, Catherine
2018-06-19
Real-world environments are typically dynamic, complex, and multisensory in nature and require the support of top-down attention and memory mechanisms for us to be able to drive a car, make a shopping list, or pour a cup of coffee. Fundamental principles of perception and functional brain organization have been established by research utilizing well-controlled but simplified paradigms with basic stimuli. The last 30 years ushered a revolution in computational power, brain mapping, and signal processing techniques. Drawing on those theoretical and methodological advances, over the years, research has departed more and more from traditional, rigorous, and well-understood paradigms to directly investigate cognitive functions and their underlying brain mechanisms in real-world environments. These investigations typically address the role of one or, more recently, multiple attributes of real-world environments. Fundamental assumptions about perception, attention, or brain functional organization have been challenged-by studies adapting the traditional paradigms to emulate, for example, the multisensory nature or varying relevance of stimulation or dynamically changing task demands. Here, we present the state of the field within the emerging heterogeneous domain of real-world neuroscience. To be precise, the aim of this Special Focus is to bring together a variety of the emerging "real-world neuroscientific" approaches. These approaches differ in their principal aims, assumptions, or even definitions of "real-world neuroscience" research. Here, we showcase the commonalities and distinctive features of the different "real-world neuroscience" approaches. To do so, four early-career researchers and the speakers of the Cognitive Neuroscience Society 2017 Meeting symposium under the same title answer questions pertaining to the added value of such approaches in bringing us closer to accurate models of functional brain organization and cognitive functions.
Best, Virginia; Keidser, Gitte; Buchholz, Jörg M; Freeston, Katrina
2015-01-01
There is increasing demand in the hearing research community for the creation of laboratory environments that better simulate challenging real-world listening environments. The hope is that the use of such environments for testing will lead to more meaningful assessments of listening ability, and better predictions about the performance of hearing devices. Here we present one approach for simulating a complex acoustic environment in the laboratory, and investigate the effect of transplanting a speech test into such an environment. Speech reception thresholds were measured in a simulated reverberant cafeteria, and in a more typical anechoic laboratory environment containing background speech babble. The participants were 46 listeners varying in age and hearing levels, including 25 hearing-aid wearers who were tested with and without their hearing aids. Reliable SRTs were obtained in the complex environment, but led to different estimates of performance and hearing-aid benefit from those measured in the standard environment. The findings provide a starting point for future efforts to increase the real-world relevance of laboratory-based speech tests.
Best, Virginia; Keidser, Gitte; Buchholz, J(x004E7)rg M.; Freeston, Katrina
2016-01-01
Objective There is increasing demand in the hearing research community for the creation of laboratory environments that better simulate challenging real-world listening environments. The hope is that the use of such environments for testing will lead to more meaningful assessments of listening ability, and better predictions about the performance of hearing devices. Here we present one approach for simulating a complex acoustic environment in the laboratory, and investigate the effect of transplanting a speech test into such an environment. Design Speech reception thresholds were measured in a simulated reverberant cafeteria, and in a more typical anechoic laboratory environment containing background speech babble. Study Sample The participants were 46 listeners varying in age and hearing levels, including 25 hearing-aid wearers who were tested with and without their hearing aids. Results Reliable SRTs were obtained in the complex environment, but led to different estimates of performance and hearing aid benefit from those measured in the standard environment. Conclusions The findings provide a starting point for future efforts to increase the real-world relevance of laboratory-based speech tests. PMID:25853616
A Framework and a Methodology for Developing Authentic Constructivist e-Learning Environments
ERIC Educational Resources Information Center
Zualkernan, Imran A.
2006-01-01
Semantically rich domains require operative knowledge to solve complex problems in real-world settings. These domains provide an ideal environment for developing authentic constructivist e-learning environments. In this paper we present a framework and a methodology for developing authentic learning environments for such domains. The framework is…
ERIC Educational Resources Information Center
Hwang, Gwo-Jen; Chu, Hui-Chun; Lin, Yu-Shih; Tsai, Chin-Chung
2011-01-01
Previous studies have reported the importance and benefits of situating students in a real-world learning environment with access to digital-world resources. At the same time, researchers have indicated the need to develop learning guidance mechanisms or tools for assisting students to learn in such a complex learning scenario. In this study, a…
Attention in the real world: toward understanding its neural basis
Peelen, Marius V.; Kastner, Sabine
2016-01-01
The efficient selection of behaviorally relevant objects from cluttered environments supports our everyday goals. Attentional selection has typically been studied in search tasks involving artificial and simplified displays. Although these studies have revealed important basic principles of attention, they do not explain how the brain efficiently selects familiar objects in complex and meaningful real-world scenes. Findings from recent neuroimaging studies indicate that real-world search is mediated by ‘what’ and ‘where’ attentional templates that are implemented in high-level visual cortex. These templates represent target-diagnostic properties and likely target locations, respectively, and are shaped by object familiarity, scene context, and memory. We propose a framework for real-world search that incorporates these recent findings and specifies directions for future study. PMID:24630872
I want what you've got: Cross platform portabiity and human-robot interaction assessment.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Julie L. Marble, Ph.D.*.; Douglas A. Few; David J. Bruemmer
2005-08-01
Human-robot interaction is a subtle, yet critical aspect of design that must be assessed during the development of both the human-robot interface and robot behaviors if the human-robot team is to effectively meet the complexities of the task environment. Testing not only ensures that the system can successfully achieve the tasks for which it was designed, but more importantly, usability testing allows the designers to understand how humans and robots can, will, and should work together to optimize workload distribution. A lack of human-centered robot interface design, the rigidity of sensor configuration, and the platform-specific nature of research robot developmentmore » environments are a few factors preventing robotic solutions from reaching functional utility in real word environments. Often the difficult engineering challenge of implementing adroit reactive behavior, reliable communication, trustworthy autonomy that combines with system transparency and usable interfaces is overlooked in favor of other research aims. The result is that many robotic systems never reach a level of functional utility necessary even to evaluate the efficacy of the basic system, much less result in a system that can be used in a critical, real-world environment. Further, because control architectures and interfaces are often platform specific, it is difficult or even impossible to make usability comparisons between them. This paper discusses the challenges inherent to the conduct of human factors testing of variable autonomy control architectures and across platforms within a complex, real-world environment. It discusses the need to compare behaviors, architectures, and interfaces within a structured environment that contains challenging real-world tasks, and the implications for system acceptance and trust of autonomous robotic systems for how humans and robots interact in true interactive teams.« less
GADEN: A 3D Gas Dispersion Simulator for Mobile Robot Olfaction in Realistic Environments.
Monroy, Javier; Hernandez-Bennets, Victor; Fan, Han; Lilienthal, Achim; Gonzalez-Jimenez, Javier
2017-06-23
This work presents a simulation framework developed under the widely used Robot Operating System (ROS) to enable the validation of robotics systems and gas sensing algorithms under realistic environments. The framework is rooted in the principles of computational fluid dynamics and filament dispersion theory, modeling wind flow and gas dispersion in 3D real-world scenarios (i.e., accounting for walls, furniture, etc.). Moreover, it integrates the simulation of different environmental sensors, such as metal oxide gas sensors, photo ionization detectors, or anemometers. We illustrate the potential and applicability of the proposed tool by presenting a simulation case in a complex and realistic office-like environment where gas leaks of different chemicals occur simultaneously. Furthermore, we accomplish quantitative and qualitative validation by comparing our simulated results against real-world data recorded inside a wind tunnel where methane was released under different wind flow profiles. Based on these results, we conclude that our simulation framework can provide a good approximation to real world measurements when advective airflows are present in the environment.
GADEN: A 3D Gas Dispersion Simulator for Mobile Robot Olfaction in Realistic Environments
Hernandez-Bennetts, Victor; Fan, Han; Lilienthal, Achim; Gonzalez-Jimenez, Javier
2017-01-01
This work presents a simulation framework developed under the widely used Robot Operating System (ROS) to enable the validation of robotics systems and gas sensing algorithms under realistic environments. The framework is rooted in the principles of computational fluid dynamics and filament dispersion theory, modeling wind flow and gas dispersion in 3D real-world scenarios (i.e., accounting for walls, furniture, etc.). Moreover, it integrates the simulation of different environmental sensors, such as metal oxide gas sensors, photo ionization detectors, or anemometers. We illustrate the potential and applicability of the proposed tool by presenting a simulation case in a complex and realistic office-like environment where gas leaks of different chemicals occur simultaneously. Furthermore, we accomplish quantitative and qualitative validation by comparing our simulated results against real-world data recorded inside a wind tunnel where methane was released under different wind flow profiles. Based on these results, we conclude that our simulation framework can provide a good approximation to real world measurements when advective airflows are present in the environment. PMID:28644375
Eating behavior: lessons from the real world of humans.
de Castro, J M
2000-10-01
Food intake by normal humans has been investigated both in the laboratory and under free-living conditions in the natural environment. For measurement of real-world intake, the diet-diary technique is imperfect and tends to underestimate actual intakes but it appears to be sensitive, can detect subtle influences on eating behavior, and produces reliable and valid measures. Research studies in the real world show the multivariate richness of the natural environment, which allows investigation of the complexities of intake regulation, and even causation can be investigated. Real-world research can overcome some of the weaknesses of laboratory studies, where constraints on eating are often removed or missing, facilitatory influences on eating are often controlled or eliminated, the importance of variables can be overestimated, and important influences can be missed because of the short durations of the studies. Real-world studies have shown a wide array of physiologic, psychological, and social variables that can have potent and immediate effects on intake. Compensatory mechanisms, including some that operate with a 2- to 3-d delay, adjust for prior excesses. Heredity affects all aspect of food-intake regulation, from the determination of body size to the subtleties of the individual preferences and social proclivities and the extent to which environmental factors affect the individual. Hence, real-world research teaches valuable lessons, and much more is needed to complement laboratory studies.
HVS: an image-based approach for constructing virtual environments
NASA Astrophysics Data System (ADS)
Zhang, Maojun; Zhong, Li; Sun, Lifeng; Li, Yunhao
1998-09-01
Virtual Reality Systems can construct virtual environment which provide an interactive walkthrough experience. Traditionally, walkthrough is performed by modeling and rendering 3D computer graphics in real-time. Despite the rapid advance of computer graphics technique, the rendering engine usually places a limit on scene complexity and rendering quality. This paper presents a approach which uses the real-world image or synthesized image to comprise a virtual environment. The real-world image or synthesized image can be recorded by camera, or synthesized by off-line multispectral image processing for Landsat TM (Thematic Mapper) Imagery and SPOT HRV imagery. They are digitally warped on-the-fly to simulate walking forward/backward, to left/right and 360-degree watching around. We have developed a system HVS (Hyper Video System) based on these principles. HVS improves upon QuickTime VR and Surround Video in the walking forward/backward.
Bigdely-Shamlo, Nima; Cockfield, Jeremy; Makeig, Scott; Rognon, Thomas; La Valle, Chris; Miyakoshi, Makoto; Robbins, Kay A.
2016-01-01
Real-world brain imaging by EEG requires accurate annotation of complex subject-environment interactions in event-rich tasks and paradigms. This paper describes the evolution of the Hierarchical Event Descriptor (HED) system for systematically describing both laboratory and real-world events. HED version 2, first described here, provides the semantic capability of describing a variety of subject and environmental states. HED descriptions can include stimulus presentation events on screen or in virtual worlds, experimental or spontaneous events occurring in the real world environment, and events experienced via one or multiple sensory modalities. Furthermore, HED 2 can distinguish between the mere presence of an object and its actual (or putative) perception by a subject. Although the HED framework has implicit ontological and linked data representations, the user-interface for HED annotation is more intuitive than traditional ontological annotation. We believe that hiding the formal representations allows for a more user-friendly interface, making consistent, detailed tagging of experimental, and real-world events possible for research users. HED is extensible while retaining the advantages of having an enforced common core vocabulary. We have developed a collection of tools to support HED tag assignment and validation; these are available at hedtags.org. A plug-in for EEGLAB (sccn.ucsd.edu/eeglab), CTAGGER, is also available to speed the process of tagging existing studies. PMID:27799907
ERIC Educational Resources Information Center
Hung, Pi-Hsia; Hwang, Gwo-Jen; Lin, Yu-Fen; Wu, Tsung-Hsun; Su, I-Hsiang
2013-01-01
Mobile learning has been recommended for motivating students on field trips; nevertheless, owing to the complexity and the richness of the learning resources from both the real-world and the digital-world environments, information overload remains one of the major concerns. Most mobile learning designs provide feedback only for multiple choice…
Reasoning and planning in dynamic domains: An experiment with a mobile robot
NASA Technical Reports Server (NTRS)
Georgeff, M. P.; Lansky, A. L.; Schoppers, M. J.
1987-01-01
Progress made toward having an autonomous mobile robot reason and plan complex tasks in real-world environments is described. To cope with the dynamic and uncertain nature of the world, researchers use a highly reactive system to which is attributed attitudes of belief, desire, and intention. Because these attitudes are explicitly represented, they can be manipulated and reasoned about, resulting in complex goal-directed and reflective behaviors. Unlike most planning systems, the plans or intentions formed by the system need only be partly elaborated before it decides to act. This allows the system to avoid overly strong expectations about the environment, overly constrained plans of action, and other forms of over-commitment common to previous planners. In addition, the system is continuously reactive and has the ability to change its goals and intentions as situations warrant. Thus, while the system architecture allows for reasoning about means and ends in much the same way as traditional planners, it also posseses the reactivity required for survival in complex real-world domains. The system was tested using SRI's autonomous robot (Flakey) in a scenario involving navigation and the performance of an emergency task in a space station scenario.
The perception of spatial layout in real and virtual worlds.
Arthur, E J; Hancock, P A; Chrysler, S T
1997-01-01
As human-machine interfaces grow more immersive and graphically-oriented, virtual environment systems become more prominent as the medium for human-machine communication. Often, virtual environments (VE) are built to provide exact metrical representations of existing or proposed physical spaces. However, it is not known how individuals develop representational models of these spaces in which they are immersed and how those models may be distorted with respect to both the virtual and real-world equivalents. To evaluate the process of model development, the present experiment examined participant's ability to reproduce a complex spatial layout of objects having experienced them previously under different viewing conditions. The layout consisted of nine common objects arranged on a flat plane. These objects could be viewed in a free binocular virtual condition, a free binocular real-world condition, and in a static monocular view of the real world. The first two allowed active exploration of the environment while the latter condition allowed the participant only a passive opportunity to observe from a single viewpoint. Viewing conditions were a between-subject variable with 10 participants randomly assigned to each condition. Performance was assessed using mapping accuracy and triadic comparisons of relative inter-object distances. Mapping results showed a significant effect of viewing condition where, interestingly, the static monocular condition was superior to both the active virtual and real binocular conditions. Results for the triadic comparisons showed a significant interaction for gender by viewing condition in which males were more accurate than females. These results suggest that the situation model resulting from interaction with a virtual environment was indistinguishable from interaction with real objects at least within the constraints of the present procedure.
Exploring Non-Traditional Learning Methods in Virtual and Real-World Environments
ERIC Educational Resources Information Center
Lukman, Rebeka; Krajnc, Majda
2012-01-01
This paper identifies the commonalities and differences within non-traditional learning methods regarding virtual and real-world environments. The non-traditional learning methods in real-world have been introduced within the following courses: Process Balances, Process Calculation, and Process Synthesis, and within the virtual environment through…
How incorporation of scents could enhance immersive virtual experiences
Ischer, Matthieu; Baron, Naëm; Mermoud, Christophe; Cayeux, Isabelle; Porcherot, Christelle; Sander, David; Delplanque, Sylvain
2014-01-01
Under normal everyday conditions, senses all work together to create experiences that fill a typical person's life. Unfortunately for behavioral and cognitive researchers who investigate such experiences, standard laboratory tests are usually conducted in a nondescript room in front of a computer screen. They are very far from replicating the complexity of real world experiences. Recently, immersive virtual reality (IVR) environments became promising methods to immerse people into an almost real environment that involves more senses. IVR environments provide many similarities to the complexity of the real world and at the same time allow experimenters to constrain experimental parameters to obtain empirical data. This can eventually lead to better treatment options and/or new mechanistic hypotheses. The idea that increasing sensory modalities improve the realism of IVR environments has been empirically supported, but the senses used did not usually include olfaction. In this technology report, we will present an odor delivery system applied to a state-of-the-art IVR technology. The platform provides a three-dimensional, immersive, and fully interactive visualization environment called “Brain and Behavioral Laboratory—Immersive System” (BBL-IS). The solution we propose can reliably deliver various complex scents during different virtual scenarios, at a precise time and space and without contamination of the environment. The main features of this platform are: (i) the limited cross-contamination between odorant streams with a fast odor delivery (< 500 ms), (ii) the ease of use and control, and (iii) the possibility to synchronize the delivery of the odorant with pictures, videos or sounds. How this unique technology could be used to investigate typical research questions in olfaction (e.g., emotional elicitation, memory encoding or attentional capture by scents) will also be addressed. PMID:25101017
ERIC Educational Resources Information Center
Sellberg, Charlott
2017-01-01
Simulators are used to practice in a safe setting before training in a safety-critical environment. Since the nature of situations encountered in high-risk domains is complex and dynamic, it is considered important for the simulation to resemble conditions of real world tasks. For this reason, simulation-based training is often discussed in terms…
NASA Astrophysics Data System (ADS)
Ge, Yuanzheng; Chen, Bin; liu, Liang; Qiu, Xiaogang; Song, Hongbin; Wang, Yong
2018-02-01
Individual-based computational environment provides an effective solution to study complex social events by reconstructing scenarios. Challenges remain in reconstructing the virtual scenarios and reproducing the complex evolution. In this paper, we propose a framework to reconstruct a synthetic computational environment, reproduce the epidemic outbreak, and evaluate management interventions in a virtual university. The reconstructed computational environment includes 4 fundamental components: the synthetic population, behavior algorithms, multiple social networks, and geographic campus environment. In the virtual university, influenza H1N1 transmission experiments are conducted, and gradually enhanced interventions are evaluated and compared quantitatively. The experiment results indicate that the reconstructed virtual environment provides a solution to reproduce complex emergencies and evaluate policies to be executed in the real world.
Tracking dynamic team activity
DOE Office of Scientific and Technical Information (OSTI.GOV)
Tambe, M.
1996-12-31
AI researchers are striving to build complex multi-agent worlds with intended applications ranging from the RoboCup robotic soccer tournaments, to interactive virtual theatre, to large-scale real-world battlefield simulations. Agent tracking - monitoring other agent`s actions and inferring their higher-level goals and intentions - is a central requirement in such worlds. While previous work has mostly focused on tracking individual agents, this paper goes beyond by focusing on agent teams. Team tracking poses the challenge of tracking a team`s joint goals and plans. Dynamic, real-time environments add to the challenge, as ambiguities have to be resolved in real-time. The central hypothesismore » underlying the present work is that an explicit team-oriented perspective enables effective team tracking. This hypothesis is instantiated using the model tracing technology employed in tracking individual agents. Thus, to track team activities, team models are put to service. Team models are a concrete application of the joint intentions framework and enable an agent to track team activities, regardless of the agent`s being a collaborative participant or a non-participant in the team. To facilitate real-time ambiguity resolution with team models: (i) aspects of tracking are cast as constraint satisfaction problems to exploit constraint propagation techniques; and (ii) a cost minimality criterion is applied to constrain tracking search. Empirical results from two separate tasks in real-world, dynamic environments one collaborative and one competitive - are provided.« less
Development of a test battery for evaluating speech perception in complex listening environments.
Brungart, Douglas S; Sheffield, Benjamin M; Kubli, Lina R
2014-08-01
In the real world, spoken communication occurs in complex environments that involve audiovisual speech cues, spatially separated sound sources, reverberant listening spaces, and other complicating factors that influence speech understanding. However, most clinical tools for assessing speech perception are based on simplified listening environments that do not reflect the complexities of real-world listening. In this study, speech materials from the QuickSIN speech-in-noise test by Killion, Niquette, Gudmundsen, Revit, and Banerjee [J. Acoust. Soc. Am. 116, 2395-2405 (2004)] were modified to simulate eight listening conditions spanning the range of auditory environments listeners encounter in everyday life. The standard QuickSIN test method was used to estimate 50% speech reception thresholds (SRT50) in each condition. A method of adjustment procedure was also used to obtain subjective estimates of the lowest signal-to-noise ratio (SNR) where the listeners were able to understand 100% of the speech (SRT100) and the highest SNR where they could detect the speech but could not understand any of the words (SRT0). The results show that the modified materials maintained most of the efficiency of the QuickSIN test procedure while capturing performance differences across listening conditions comparable to those reported in previous studies that have examined the effects of audiovisual cues, binaural cues, room reverberation, and time compression on the intelligibility of speech.
Ganier, Franck; Hoareau, Charlotte; Tisseau, Jacques
2014-01-01
Virtual reality opens new opportunities for operator training in complex tasks. It lowers costs and has fewer constraints than traditional training. The ultimate goal of virtual training is to transfer knowledge gained in a virtual environment to an actual real-world setting. This study tested whether a maintenance procedure could be learnt equally well by virtual-environment and conventional training. Forty-two adults were divided into three equally sized groups: virtual training (GVT® [generic virtual training]), conventional training (using a real tank suspension and preparation station) and control (no training). Participants then performed the procedure individually in the real environment. Both training types (conventional and virtual) produced similar levels of performance when the procedure was carried out in real conditions. Performance level for the two trained groups was better in terms of success and time taken to complete the task, time spent consulting job instructions and number of times the instructor provided guidance.
Preparing Psychiatric Residents for the "Real World": A Practice Management Curriculum
ERIC Educational Resources Information Center
Wichman, Christina L.; Netzel, Pamela J.; Menaker, Ronald
2009-01-01
Objective: The authors describe a course designed for residents to develop the knowledge and skills necessary to collaborate and successfully compete in today's complex health care environment and to achieve competency in systems-based practice. Methods: Postgraduation surveys demonstrated a need for improvement in preparing residents for practice…
Development of an Environmental Virtual Field Laboratory
ERIC Educational Resources Information Center
Ramasundaram, V.; Grunwald, S.; Mangeot, A.; Comerford, N. B.; Bliss, C. M.
2005-01-01
Laboratory exercises, field observations and field trips are a fundamental part of many earth science and environmental science courses. Field observations and field trips can be constrained because of distance, time, expense, scale, safety, or complexity of real-world environments. Our objectives were to develop an environmental virtual field…
NASA Astrophysics Data System (ADS)
Masetti, Margaret; Bowers, S.
2011-01-01
Students around the country are becoming experts on the James Webb Space Telescope by designing solutions to two of the design challenges presented by this complex mission. RealWorld-InWorld has two parts; the first (the Real World portion) has high-school students working face to face in their classroom as engineers and scientists. The InWorld phase starts December 15, 2010 as interested teachers and their teams of high school students register to move their work into a 3D multi-user virtual world environment. At the start of this phase, college students from all over the country choose a registered team to lead InWorld. Each InWorld team is also assigned an engineer or scientist mentor. In this virtual world setting, each team refines their design solutions and creates a 3D model of the Webb telescope. InWorld teams will use 21st century tools to collaborate and build in the virtual world environment. Each team will learn, not only from their own team members, but will have the opportunity to interact with James Webb Space Telescope researchers through the virtual world setting, which allows for synchronous interactions. Halfway through the challenge, design solutions will be critiqued and a mystery problem will be introduced for each team. The top five teams will be invited to present their work during a synchronous Education Forum April 14, 2011. The top team will earn scholarships and technology. This is an excellent opportunity for professionals in both astronomy and associated engineering disciplines to become involved with a unique educational program. Besides the chance to mentor a group of interested students, there are many opportunities to interact with the students as a guest, via chats and presentations.
One in the Dance: Musical Correlates of Group Synchrony in a Real-World Club Environment
Ellamil, Melissa; Berson, Joshua; Wong, Jen; Buckley, Louis; Margulies, Daniel S.
2016-01-01
Previous research on interpersonal synchrony has mainly investigated small groups in isolated laboratory settings, which may not fully reflect the complex and dynamic interactions of real-life social situations. The present study expands on this by examining group synchrony across a large number of individuals in a naturalistic environment. Smartphone acceleration measures were recorded from participants during a music set in a dance club and assessed to identify how group movement synchrony covaried with various features of the music. In an evaluation of different preprocessing and analysis methods, giving more weight to front-back movement provided the most sensitive and reliable measure of group synchrony. During the club music set, group synchrony of torso movement was most strongly associated with pulsations that approximate walking rhythm (100–150 beats per minute). Songs with higher real-world play counts were also correlated with greater group synchrony. Group synchrony thus appears to be constrained by familiarity of the movement (walking action and rhythm) and of the music (song popularity). These findings from a real-world, large-scale social and musical setting can guide the development of methods for capturing and examining collective experiences in the laboratory and for effectively linking them to synchrony across people in daily life. PMID:27764167
One in the Dance: Musical Correlates of Group Synchrony in a Real-World Club Environment.
Ellamil, Melissa; Berson, Joshua; Wong, Jen; Buckley, Louis; Margulies, Daniel S
2016-01-01
Previous research on interpersonal synchrony has mainly investigated small groups in isolated laboratory settings, which may not fully reflect the complex and dynamic interactions of real-life social situations. The present study expands on this by examining group synchrony across a large number of individuals in a naturalistic environment. Smartphone acceleration measures were recorded from participants during a music set in a dance club and assessed to identify how group movement synchrony covaried with various features of the music. In an evaluation of different preprocessing and analysis methods, giving more weight to front-back movement provided the most sensitive and reliable measure of group synchrony. During the club music set, group synchrony of torso movement was most strongly associated with pulsations that approximate walking rhythm (100-150 beats per minute). Songs with higher real-world play counts were also correlated with greater group synchrony. Group synchrony thus appears to be constrained by familiarity of the movement (walking action and rhythm) and of the music (song popularity). These findings from a real-world, large-scale social and musical setting can guide the development of methods for capturing and examining collective experiences in the laboratory and for effectively linking them to synchrony across people in daily life.
ERIC Educational Resources Information Center
Grechkin, Timofey Y.; Chihak, Benjamin J.; Cremer, James F.; Kearney, Joseph K.; Plumert, Jodie M.
2013-01-01
This investigation examined how children and adults negotiate a challenging perceptual-motor problem with significant real-world implications--bicycling across two lanes of opposing traffic. Twelve- and 14-year-olds and adults rode a bicycling simulator through an immersive virtual environment. Participants crossed intersections with continuous…
Improving Science Assessments by Situating Them in a Virtual Environment
ERIC Educational Resources Information Center
Ketelhut, Diane Jass; Nelson, Brian; Schifter, Catherine; Kim, Younsu
2013-01-01
Current science assessments typically present a series of isolated fact-based questions, poorly representing the complexity of how real-world science is constructed. The National Research Council asserts that this needs to change to reflect a more authentic model of science practice. We strongly concur and suggest that good science assessments…
A Critical Analysis of Hypermedia and Virtual Learning Environments.
ERIC Educational Resources Information Center
Oliver, Kevin M.
The use of hypermedia in education is supported by cognitive flexibility theory which indicates transfer of knowledge to real-world settings is improved when that material is learned in a case-based, associative network emphasizing complexity and links to related information. Hypermedia is further assumed to benefit education, because it resembles…
Psycho-physiological effects of head-mounted displays in ubiquitous use
NASA Astrophysics Data System (ADS)
Kawai, Takashi; Häkkinen, Jukka; Oshima, Keisuke; Saito, Hiroko; Yamazoe, Takashi; Morikawa, Hiroyuki; Nyman, Göte
2011-02-01
In this study, two experiments were conducted to evaluate the psycho-physiological effects by practical use of monocular head-mounted display (HMD) in a real-world environment, based on the assumption of consumer-level applications as viewing video content and receiving navigation information while walking. In the experiment 1, the workload was examined for different types of presenting stimuli using an HMD (monocular or binocular, see-through or non-see-through). The experiment 2 focused on the relationship between the real-world environment and the visual information presented using a monocular HMD. The workload was compared between a case where participants walked while viewing video content without relation to the real-world environment, and a case where participants walked while viewing visual information to augment the real-world environment as navigations.
Local spatial frequency analysis for computer vision
NASA Technical Reports Server (NTRS)
Krumm, John; Shafer, Steven A.
1990-01-01
A sense of vision is a prerequisite for a robot to function in an unstructured environment. However, real-world scenes contain many interacting phenomena that lead to complex images which are difficult to interpret automatically. Typical computer vision research proceeds by analyzing various effects in isolation (e.g., shading, texture, stereo, defocus), usually on images devoid of realistic complicating factors. This leads to specialized algorithms which fail on real-world images. Part of this failure is due to the dichotomy of useful representations for these phenomena. Some effects are best described in the spatial domain, while others are more naturally expressed in frequency. In order to resolve this dichotomy, we present the combined space/frequency representation which, for each point in an image, shows the spatial frequencies at that point. Within this common representation, we develop a set of simple, natural theories describing phenomena such as texture, shape, aliasing and lens parameters. We show these theories lead to algorithms for shape from texture and for dealiasing image data. The space/frequency representation should be a key aid in untangling the complex interaction of phenomena in images, allowing automatic understanding of real-world scenes.
Vision-Based Real-Time Traversable Region Detection for Mobile Robot in the Outdoors.
Deng, Fucheng; Zhu, Xiaorui; He, Chao
2017-09-13
Environment perception is essential for autonomous mobile robots in human-robot coexisting outdoor environments. One of the important tasks for such intelligent robots is to autonomously detect the traversable region in an unstructured 3D real world. The main drawback of most existing methods is that of high computational complexity. Hence, this paper proposes a binocular vision-based, real-time solution for detecting traversable region in the outdoors. In the proposed method, an appearance model based on multivariate Gaussian is quickly constructed from a sample region in the left image adaptively determined by the vanishing point and dominant borders. Then, a fast, self-supervised segmentation scheme is proposed to classify the traversable and non-traversable regions. The proposed method is evaluated on public datasets as well as a real mobile robot. Implementation on the mobile robot has shown its ability in the real-time navigation applications.
Perception of Graphical Virtual Environments by Blind Users via Sensory Substitution
Maidenbaum, Shachar; Buchs, Galit; Abboud, Sami; Lavi-Rotbain, Ori; Amedi, Amir
2016-01-01
Graphical virtual environments are currently far from accessible to blind users as their content is mostly visual. This is especially unfortunate as these environments hold great potential for this population for purposes such as safe orientation, education, and entertainment. Previous tools have increased accessibility but there is still a long way to go. Visual-to-audio Sensory-Substitution-Devices (SSDs) can increase accessibility generically by sonifying on-screen content regardless of the specific environment and offer increased accessibility without the use of expensive dedicated peripherals like electrode/vibrator arrays. Using SSDs virtually utilizes similar skills as when using them in the real world, enabling both training on the device and training on environments virtually before real-world visits. This could enable more complex, standardized and autonomous SSD training and new insights into multisensory interaction and the visually-deprived brain. However, whether congenitally blind users, who have never experienced virtual environments, will be able to use this information for successful perception and interaction within them is currently unclear.We tested this using the EyeMusic SSD, which conveys whole-scene visual information, to perform virtual tasks otherwise impossible without vision. Congenitally blind users had to navigate virtual environments and find doors, differentiate between them based on their features (Experiment1:task1) and surroundings (Experiment1:task2) and walk through them; these tasks were accomplished with a 95% and 97% success rate, respectively. We further explored the reactions of congenitally blind users during their first interaction with a more complex virtual environment than in the previous tasks–walking down a virtual street, recognizing different features of houses and trees, navigating to cross-walks, etc. Users reacted enthusiastically and reported feeling immersed within the environment. They highlighted the potential usefulness of such environments for understanding what visual scenes are supposed to look like and their potential for complex training and suggested many future environments they wished to experience. PMID:26882473
Perception of Graphical Virtual Environments by Blind Users via Sensory Substitution.
Maidenbaum, Shachar; Buchs, Galit; Abboud, Sami; Lavi-Rotbain, Ori; Amedi, Amir
2016-01-01
Graphical virtual environments are currently far from accessible to blind users as their content is mostly visual. This is especially unfortunate as these environments hold great potential for this population for purposes such as safe orientation, education, and entertainment. Previous tools have increased accessibility but there is still a long way to go. Visual-to-audio Sensory-Substitution-Devices (SSDs) can increase accessibility generically by sonifying on-screen content regardless of the specific environment and offer increased accessibility without the use of expensive dedicated peripherals like electrode/vibrator arrays. Using SSDs virtually utilizes similar skills as when using them in the real world, enabling both training on the device and training on environments virtually before real-world visits. This could enable more complex, standardized and autonomous SSD training and new insights into multisensory interaction and the visually-deprived brain. However, whether congenitally blind users, who have never experienced virtual environments, will be able to use this information for successful perception and interaction within them is currently unclear.We tested this using the EyeMusic SSD, which conveys whole-scene visual information, to perform virtual tasks otherwise impossible without vision. Congenitally blind users had to navigate virtual environments and find doors, differentiate between them based on their features (Experiment1:task1) and surroundings (Experiment1:task2) and walk through them; these tasks were accomplished with a 95% and 97% success rate, respectively. We further explored the reactions of congenitally blind users during their first interaction with a more complex virtual environment than in the previous tasks-walking down a virtual street, recognizing different features of houses and trees, navigating to cross-walks, etc. Users reacted enthusiastically and reported feeling immersed within the environment. They highlighted the potential usefulness of such environments for understanding what visual scenes are supposed to look like and their potential for complex training and suggested many future environments they wished to experience.
LivePhantom: Retrieving Virtual World Light Data to Real Environments.
Kolivand, Hoshang; Billinghurst, Mark; Sunar, Mohd Shahrizal
2016-01-01
To achieve realistic Augmented Reality (AR), shadows play an important role in creating a 3D impression of a scene. Casting virtual shadows on real and virtual objects is one of the topics of research being conducted in this area. In this paper, we propose a new method for creating complex AR indoor scenes using real time depth detection to exert virtual shadows on virtual and real environments. A Kinect camera was used to produce a depth map for the physical scene mixing into a single real-time transparent tacit surface. Once this is created, the camera's position can be tracked from the reconstructed 3D scene. Real objects are represented by virtual object phantoms in the AR scene enabling users holding a webcam and a standard Kinect camera to capture and reconstruct environments simultaneously. The tracking capability of the algorithm is shown and the findings are assessed drawing upon qualitative and quantitative methods making comparisons with previous AR phantom generation applications. The results demonstrate the robustness of the technique for realistic indoor rendering in AR systems.
LivePhantom: Retrieving Virtual World Light Data to Real Environments
2016-01-01
To achieve realistic Augmented Reality (AR), shadows play an important role in creating a 3D impression of a scene. Casting virtual shadows on real and virtual objects is one of the topics of research being conducted in this area. In this paper, we propose a new method for creating complex AR indoor scenes using real time depth detection to exert virtual shadows on virtual and real environments. A Kinect camera was used to produce a depth map for the physical scene mixing into a single real-time transparent tacit surface. Once this is created, the camera’s position can be tracked from the reconstructed 3D scene. Real objects are represented by virtual object phantoms in the AR scene enabling users holding a webcam and a standard Kinect camera to capture and reconstruct environments simultaneously. The tracking capability of the algorithm is shown and the findings are assessed drawing upon qualitative and quantitative methods making comparisons with previous AR phantom generation applications. The results demonstrate the robustness of the technique for realistic indoor rendering in AR systems. PMID:27930663
Quadrado, Virgínia Helena; Silva, Talita Dias da; Favero, Francis Meire; Tonks, James; Massetti, Thais; Monteiro, Carlos Bandeira de Mello
2017-11-10
To examine whether performance improvements in the virtual environment generalize to the natural environment. we had 64 individuals, 32 of which were individuals with DMD and 32 were typically developing individuals. The groups practiced two coincidence timing tasks. In the more tangible button-press task, the individuals were required to 'intercept' a falling virtual object at the moment it reached the interception point by pressing a key on the computer. In the more abstract task, they were instructed to 'intercept' the virtual object by making a hand movement in a virtual environment using a webcam. For individuals with DMD, conducting a coincidence timing task in a virtual environment facilitated transfer to the real environment. However, we emphasize that a task practiced in a virtual environment should have higher rates of difficulties than a task practiced in a real environment. IMPLICATIONS FOR REHABILITATION Virtual environments can be used to promote improved performance in ?real-world? environments. Virtual environments offer the opportunity to create paradigms similar ?real-life? tasks, however task complexity and difficulty levels can be manipulated, graded and enhanced to increase likelihood of success in transfer of learning and performance. Individuals with DMD, in particular, showed immediate performance benefits after using virtual reality.
Augmented reality in medical education?
Kamphuis, Carolien; Barsom, Esther; Schijven, Marlies; Christoph, Noor
2014-09-01
Learning in the medical domain is to a large extent workplace learning and involves mastery of complex skills that require performance up to professional standards in the work environment. Since training in this real-life context is not always possible for reasons of safety, costs, or didactics, alternative ways are needed to achieve clinical excellence. Educational technology and more specifically augmented reality (AR) has the potential to offer a highly realistic situated learning experience supportive of complex medical learning and transfer. AR is a technology that adds virtual content to the physical real world, thereby augmenting the perception of reality. Three examples of dedicated AR learning environments for the medical domain are described. Five types of research questions are identified that may guide empirical research into the effects of these learning environments. Up to now, empirical research mainly appears to focus on the development, usability and initial implementation of AR for learning. Limited review results reflect the motivational value of AR, its potential for training psychomotor skills and the capacity to visualize the invisible, possibly leading to enhanced conceptual understanding of complex causality.
Augmented reality and photogrammetry: A synergy to visualize physical and virtual city environments
NASA Astrophysics Data System (ADS)
Portalés, Cristina; Lerma, José Luis; Navarro, Santiago
2010-01-01
Close-range photogrammetry is based on the acquisition of imagery to make accurate measurements and, eventually, three-dimensional (3D) photo-realistic models. These models are a photogrammetric product per se. They are usually integrated into virtual reality scenarios where additional data such as sound, text or video can be introduced, leading to multimedia virtual environments. These environments allow users both to navigate and interact on different platforms such as desktop PCs, laptops and small hand-held devices (mobile phones or PDAs). In very recent years, a new technology derived from virtual reality has emerged: Augmented Reality (AR), which is based on mixing real and virtual environments to boost human interactions and real-life navigations. The synergy of AR and photogrammetry opens up new possibilities in the field of 3D data visualization, navigation and interaction far beyond the traditional static navigation and interaction in front of a computer screen. In this paper we introduce a low-cost outdoor mobile AR application to integrate buildings of different urban spaces. High-accuracy 3D photo-models derived from close-range photogrammetry are integrated in real (physical) urban worlds. The augmented environment that is presented herein requires for visualization a see-through video head mounted display (HMD), whereas user's movement navigation is achieved in the real world with the help of an inertial navigation sensor. After introducing the basics of AR technology, the paper will deal with real-time orientation and tracking in combined physical and virtual city environments, merging close-range photogrammetry and AR. There are, however, some software and complex issues, which are discussed in the paper.
ERIC Educational Resources Information Center
Paratore, Jeanne R. Ed.; McCormack, Rachel L. Ed.; Block, Cathy, Collins Ed.
2007-01-01
Showcasing assessment practices that can help teachers plan effective instruction, this book addresses the real-world complexities of teaching literacy in grades K-8. Leading contributors present trustworthy approaches that examine learning processes as well as learning products, that yield information on how the learning environment can be…
Validation of virtual reality as a tool to understand and prevent child pedestrian injury.
Schwebel, David C; Gaines, Joanna; Severson, Joan
2008-07-01
In recent years, virtual reality has emerged as an innovative tool for health-related education and training. Among the many benefits of virtual reality is the opportunity for novice users to engage unsupervised in a safe environment when the real environment might be dangerous. Virtual environments are only useful for health-related research, however, if behavior in the virtual world validly matches behavior in the real world. This study was designed to test the validity of an immersive, interactive virtual pedestrian environment. A sample of 102 children and 74 adults was recruited to complete simulated road-crossings in both the virtual environment and the identical real environment. In both the child and adult samples, construct validity was demonstrated via significant correlations between behavior in the virtual and real worlds. Results also indicate construct validity through developmental differences in behavior; convergent validity by showing correlations between parent-reported child temperament and behavior in the virtual world; internal reliability of various measures of pedestrian safety in the virtual world; and face validity, as measured by users' self-reported perception of realism in the virtual world. We discuss issues of generalizability to other virtual environments, and the implications for application of virtual reality to understanding and preventing pediatric pedestrian injuries.
NASA Astrophysics Data System (ADS)
McFadden, D.; Tavakkoli, A.; Regenbrecht, J.; Wilson, B.
2017-12-01
Virtual Reality (VR) and Augmented Reality (AR) applications have recently seen an impressive growth, thanks to the advent of commercial Head Mounted Displays (HMDs). This new visualization era has opened the possibility of presenting researchers from multiple disciplines with data visualization techniques not possible via traditional 2D screens. In a purely VR environment researchers are presented with the visual data in a virtual environment, whereas in a purely AR application, a piece of virtual object is projected into the real world with which researchers could interact. There are several limitations to the purely VR or AR application when taken within the context of remote planetary exploration. For example, in a purely VR environment, contents of the planet surface (e.g. rocks, terrain, or other features) should be created off-line from a multitude of images using image processing techniques to generate 3D mesh data that will populate the virtual surface of the planet. This process usually takes a tremendous amount of computational resources and cannot be delivered in real-time. As an alternative, video frames may be superimposed on the virtual environment to save processing time. However, such rendered video frames will lack 3D visual information -i.e. depth information. In this paper, we present a technique to utilize a remotely situated robot's stereoscopic cameras to provide a live visual feed from the real world into the virtual environment in which planetary scientists are immersed. Moreover, the proposed technique will blend the virtual environment with the real world in such a way as to preserve both the depth and visual information from the real world while allowing for the sensation of immersion when the entire sequence is viewed via an HMD such as Oculus Rift. The figure shows the virtual environment with an overlay of the real-world stereoscopic video being presented in real-time into the virtual environment. Notice the preservation of the object's shape, shadows, and depth information. The distortions shown in the image are due to the rendering of the stereoscopic data into a 2D image for the purposes of taking screenshots.
Extending MAM5 Meta-Model and JaCalIV E Framework to Integrate Smart Devices from Real Environments.
Rincon, J A; Poza-Lujan, Jose-Luis; Julian, V; Posadas-Yagüe, Juan-Luis; Carrascosa, C
2016-01-01
This paper presents the extension of a meta-model (MAM5) and a framework based on the model (JaCalIVE) for developing intelligent virtual environments. The goal of this extension is to develop augmented mirror worlds that represent a real and virtual world coupled, so that the virtual world not only reflects the real one, but also complements it. A new component called a smart resource artifact, that enables modelling and developing devices to access the real physical world, and a human in the loop agent to place a human in the system have been included in the meta-model and framework. The proposed extension of MAM5 has been tested by simulating a light control system where agents can access both virtual and real sensor/actuators through the smart resources developed. The results show that the use of real environment interactive elements (smart resource artifacts) in agent-based simulations allows to minimize the error between simulated and real system.
Extending MAM5 Meta-Model and JaCalIV E Framework to Integrate Smart Devices from Real Environments
2016-01-01
This paper presents the extension of a meta-model (MAM5) and a framework based on the model (JaCalIVE) for developing intelligent virtual environments. The goal of this extension is to develop augmented mirror worlds that represent a real and virtual world coupled, so that the virtual world not only reflects the real one, but also complements it. A new component called a smart resource artifact, that enables modelling and developing devices to access the real physical world, and a human in the loop agent to place a human in the system have been included in the meta-model and framework. The proposed extension of MAM5 has been tested by simulating a light control system where agents can access both virtual and real sensor/actuators through the smart resources developed. The results show that the use of real environment interactive elements (smart resource artifacts) in agent-based simulations allows to minimize the error between simulated and real system. PMID:26926691
Bringing the Real World in: Reflection on Building a Virtual Learning Environment
ERIC Educational Resources Information Center
Mundkur, Anuradha; Ellickson, Cara
2012-01-01
We reflect on translating participatory and experiential learning methodologies into an online teaching environment through a Virtual Learning Environment (VLE) that simulates the "real-world" contexts of international development in order to develop an applied critical understanding of gender analysis and gender mainstreaming. Rather than being…
NASA Astrophysics Data System (ADS)
Komosinski, Maciej; Ulatowski, Szymon
Life is one of the most complex phenomena known in our world. Researchers construct various models of life that serve diverse purposes and are applied in a wide range of areas — from medicine to entertainment. A part of artificial life research focuses on designing three-dimensional (3D) models of life-forms, which are obviously appealing to observers because the world we live in is three dimensional. Thus, we can easily understand behaviors demonstrated by virtual individuals, study behavioral changes during simulated evolution, analyze dependencies between groups of creatures, and so forth. However, 3D models of life-forms are not only attractive because of their resemblance to the real-world organisms. Simulating 3D agents has practical implications: If the simulation is accurate enough, then real robots can be built based on the simulation, as in [22]. Agents can be designed, tested, and optimized in a virtual environment, and the best ones can be constructed as real robots with embedded control systems. This way artificial intelligence algorithms can be “embodied” in the 3D mechanical constructs.
NASA Astrophysics Data System (ADS)
Machet, Tania; Lowe, David; Gütl, Christian
2012-12-01
This paper explores the hypothesis that embedding a laboratory activity into a virtual environment can provide a richer experimental context and hence improve the understanding of the relationship between a theoretical model and the real world, particularly in terms of the model's strengths and weaknesses. While an identified learning objective of laboratories is to support the understanding of the relationship between models and reality, the paper illustrates that this understanding is hindered by inherently limited experiments and that there is scope for improvement. Despite the contextualisation of learning activities having been shown to support learning objectives in many fields, there is traditionally little contextual information presented during laboratory experimentation. The paper argues that the enhancing laboratory activity with contextual information affords an opportunity to improve students' understanding of the relationship between the theoretical model and the experiment (which is effectively a proxy for the complex real world), thereby improving their understanding of the relationship between the model and reality. The authors propose that these improvements can be achieved by setting remote laboratories within context-rich virtual worlds.
Future Evolution of Virtual Worlds as Communication Environments
NASA Astrophysics Data System (ADS)
Prisco, Giulio
Extensive experience creating locations and activities inside virtual worlds provides the basis for contemplating their future. Users of virtual worlds are diverse in their goals for these online environments; for example, immersionists want them to be alternative realities disconnected from real life, whereas augmentationists want them to be communication media supporting real-life activities. As the technology improves, the diversity of virtual worlds will increase along with their significance. Many will incorporate more advanced virtual reality, or serve as major media for long-distance collaboration, or become the venues for futurist social movements. Key issues are how people can create their own virtual worlds, travel across worlds, and experience a variety of multimedia immersive environments. This chapter concludes by noting the view among some computer scientists that future technologies will permit uploading human personalities to artificial intelligence avatars, thereby enhancing human beings and rendering the virtual worlds entirely real.
Neural Codes for One's Own Position and Direction in a Real-World "Vista" Environment.
Sulpizio, Valentina; Boccia, Maddalena; Guariglia, Cecilia; Galati, Gaspare
2018-01-01
Humans, like animals, rely on an accurate knowledge of one's spatial position and facing direction to keep orientated in the surrounding space. Although previous neuroimaging studies demonstrated that scene-selective regions (the parahippocampal place area or PPA, the occipital place area or OPA and the retrosplenial complex or RSC), and the hippocampus (HC) are implicated in coding position and facing direction within small-(room-sized) and large-scale navigational environments, little is known about how these regions represent these spatial quantities in a large open-field environment. Here, we used functional magnetic resonance imaging (fMRI) in humans to explore the neural codes of these navigationally-relevant information while participants viewed images which varied for position and facing direction within a familiar, real-world circular square. We observed neural adaptation for repeated directions in the HC, even if no navigational task was required. Further, we found that the amount of knowledge of the environment interacts with the PPA selectivity in encoding positions: individuals who needed more time to memorize positions in the square during a preliminary training task showed less neural attenuation in this scene-selective region. We also observed adaptation effects, which reflect the real distances between consecutive positions, in scene-selective regions but not in the HC. When examining the multi-voxel patterns of activity we observed that scene-responsive regions and the HC encoded both spatial information and that the RSC classification accuracy for positions was higher in individuals scoring higher to a self-reported questionnaire of spatial abilities. Our findings provide new insight into how the human brain represents a real, large-scale "vista" space, demonstrating the presence of neural codes for position and direction in both scene-selective and hippocampal regions, and revealing the existence, in the former regions, of a map-like spatial representation reflecting real-world distance between consecutive positions.
NASA Astrophysics Data System (ADS)
Estakhr, Ahmad Reza
2017-09-01
In the real world nothing can move faster than the speed of light. But what convinces you that our world is all real? I realized that reality break down at superluminal velocities (By studying the physics of tachyonic neutrinos), Quantum entanglement and Singularities of Black Holes, I realized that infact our world is complex and has two parts, one part of the world is real (the part that nothing can move faster than the speed of light) but the other part of the world is imaginary. z = a + ib Einstein was wrong because he thought our world is completely real (Of course he was not alone in this belief almost all physicists believe that our world is completely real) Eventually his false interpretation of reality censored imaginary part of the universe. Einstein's Second Postulate of special theory of relativity was a misleading guide to the true nature of reality. He `expected' the true nature of reality will follow to his (false) postulate, But the true nature of reality is unlike what anyone ever `expected'!. Einstein twist facts to suit his theory of relativity instead of theories to suit facts!. This is a dramatic revisions to our conception of the theory of relativity, Reality is complex but We always perceive its real part.
A Human Proximity Operations System test case validation approach
NASA Astrophysics Data System (ADS)
Huber, Justin; Straub, Jeremy
A Human Proximity Operations System (HPOS) poses numerous risks in a real world environment. These risks range from mundane tasks such as avoiding walls and fixed obstacles to the critical need to keep people and processes safe in the context of the HPOS's situation-specific decision making. Validating the performance of an HPOS, which must operate in a real-world environment, is an ill posed problem due to the complexity that is introduced by erratic (non-computer) actors. In order to prove the HPOS's usefulness, test cases must be generated to simulate possible actions of these actors, so the HPOS can be shown to be able perform safely in environments where it will be operated. The HPOS must demonstrate its ability to be as safe as a human, across a wide range of foreseeable circumstances. This paper evaluates the use of test cases to validate HPOS performance and utility. It considers an HPOS's safe performance in the context of a common human activity, moving through a crowded corridor, and extrapolates (based on this) to the suitability of using test cases for AI validation in other areas of prospective application.
ERIC Educational Resources Information Center
Wu, Po-Han; Hwang, Gwo-Jen; Yang, Mei-Ling; Chen, Chih-Hung
2018-01-01
Augmented reality (AR) offers potential advantages for intensifying environmental context awareness and augmenting students' experiences in real-world environments by dynamically overlapping digital materials with a real-world environment. However, some challenges to AR learning environments have been described, such as participants' cognitive…
Food for Thought: Cross-Classification and Category Organization in a Complex Real-World Domain.
ERIC Educational Resources Information Center
Ross, Brian H.; Murphy, Gregory L.
1999-01-01
Seven studies involving 256 undergraduates examined how people represent, access, and make inferences about the real-world category domain, foods. Results give a detailed picture of the use of cross-classification in a complex domain. (SLD)
Confessions of a Second Life: Conforming in the Virtual World?
NASA Astrophysics Data System (ADS)
Chicas, K.; Bailenson, J.; Stevenson Won, A.; Bailey, J.
2012-12-01
Virtual Worlds such as Second Life or World of Warcraft are increasingly popular, with people all over the world joining these online communities. In these virtual environments people break the barrier of reality every day when they fly, walk through walls and teleport places. It is easy for people to violate the norms and behaviors of the real world in the virtual environment without real world consequences. However, previous research has shown that users' behavior may conform to their digital self-representation (avatar). This is also known as the Proteus effect (Yee, 2007). Are people behaving in virtual worlds in ways that most people would not in the physical world? It's important to understand the behaviors that occur in the virtual world if they have an impact on how people act in the real world.
Robot, computer problem solving system
NASA Technical Reports Server (NTRS)
Becker, J. D.
1972-01-01
The development of a computer problem solving system is reported that considers physical problems faced by an artificial robot moving around in a complex environment. Fundamental interaction constraints with a real environment are simulated for the robot by visual scan and creation of an internal environmental model. The programming system used in constructing the problem solving system for the simulated robot and its simulated world environment is outlined together with the task that the system is capable of performing. A very general framework for understanding the relationship between an observed behavior and an adequate description of that behavior is included.
Learning from Dealing with Real World Problems
ERIC Educational Resources Information Center
Akcay, Hakan
2017-01-01
The purpose of this article is to provide an example of using real world issues as tools for science teaching and learning. Using real world issues provides students with experiences in learning in problem-based environments and encourages them to apply their content knowledge to solving current and local problems.
Page Oriented Holographic Memories And Optical Pattern Recognition
NASA Astrophysics Data System (ADS)
Caulfield, H. J.
1987-08-01
In the twenty-two years since VanderLugt's introduction of holographic matched filtering, the intensive research carried out throughout the world has led to no applications in complex environment. This leads one to the suspicion that the VanderLugt filter technique is insufficiently complex to handle truly complex problems. Therefore, it is of great interest to increase the complexity of the VanderLugt filtering operation. We introduce here an approach to the real time filter assembly: use of page oriented holographic memories and optically addressed SLMs to achieve intelligent and fast reprogramming of the filters using a 10 4 to 10 6 stored pattern base.
Advanced consequence management program: challenges and recent real-world implementations
NASA Astrophysics Data System (ADS)
Graser, Tom; Barber, K. S.; Williams, Bob; Saghir, Feras; Henry, Kurt A.
2002-08-01
The Enhanced Consequence Management, Planning and Support System (ENCOMPASS) was developed under DARPA's Advanced Consequence Management program to assist decision-makers operating in crisis situations such as terrorist attacks using conventional and unconventional weapons and natural disasters. ENCOMPASS provides the tools for first responders, incident commanders, and officials at all levels to share vital information and consequently, plan and execute a coordinated response to incidents of varying complexity and size. ENCOMPASS offers custom configuration of components with capabilities ranging from map-based situation assessment, situation-based response checklists, casualty tracking, and epidemiological surveillance. Developing and deploying such a comprehensive system posed significant challenges for DARPA program management, due to an inherently complex domain, a broad spectrum of customer sites and skill sets, an often inhospitable runtime environment, demanding development-to-deployment transition requirements, and a technically diverse and geographically distributed development team. This paper introduces ENCOMPASS and explores these challenges, followed by an outline of selected ENCOMPASS deployments, demonstrating how ENCOMPASS can enhance consequence management in a variety real world contexts.
Suzuki, Hideaki; Ono, Naoaki; Yuta, Kikuo
2003-01-01
In order for an artificial life (Alife) system to evolve complex creatures, an artificial environment prepared by a designer has to satisfy several conditions. To clarify this requirement, we first assume that an artificial environment implemented in the computational medium is composed of an information space in which elementary symbols move around and react with each other according to human-prepared elementary rules. As fundamental properties of these factors (space, symbols, transportation, and reaction), we present ten criteria from a comparison with the biochemical reaction space in the real world. Then, in the latter half of the article, we take several computational Alife systems one by one, and assess them in terms of the proposed criteria. The assessment can be used not only for improving previous Alife systems but also for devising new Alife models in which complex forms of artificial creatures can be expected to evolve.
NASA Astrophysics Data System (ADS)
Ji, Junzhong; Song, Xiangjing; Liu, Chunnian; Zhang, Xiuzhen
2013-08-01
Community structure detection in complex networks has been intensively investigated in recent years. In this paper, we propose an adaptive approach based on ant colony clustering to discover communities in a complex network. The focus of the method is the clustering process of an ant colony in a virtual grid, where each ant represents a node in the complex network. During the ant colony search, the method uses a new fitness function to percept local environment and employs a pheromone diffusion model as a global information feedback mechanism to realize information exchange among ants. A significant advantage of our method is that the locations in the grid environment and the connections of the complex network structure are simultaneously taken into account in ants moving. Experimental results on computer-generated and real-world networks show the capability of our method to successfully detect community structures.
Johnson, Michelle J
2006-12-18
Upper and lower limb robotic tools for neuro-rehabilitation are effective in reducing motor impairment but they are limited in their ability to improve real world function. There is a need to improve functional outcomes after robot-assisted therapy. Improvements in the effectiveness of these environments may be achieved by incorporating into their design and control strategies important elements key to inducing motor learning and cerebral plasticity such as mass-practice, feedback, task-engagement, and complex problem solving. This special issue presents nine articles. Novel strategies covered in this issue encourage more natural movements through the use of virtual reality and real objects and faster motor learning through the use of error feedback to guide acquisition of natural movements that are salient to real activities. In addition, several articles describe novel systems and techniques that use of custom and commercial games combined with new low-cost robot systems and a humanoid robot to embody the " supervisory presence" of the therapy as possible solutions to exercise compliance in under-supervised environments such as the home.
Johnson, Michelle J
2006-01-01
Upper and lower limb robotic tools for neuro-rehabilitation are effective in reducing motor impairment but they are limited in their ability to improve real world function. There is a need to improve functional outcomes after robot-assisted therapy. Improvements in the effectiveness of these environments may be achieved by incorporating into their design and control strategies important elements key to inducing motor learning and cerebral plasticity such as mass-practice, feedback, task-engagement, and complex problem solving. This special issue presents nine articles. Novel strategies covered in this issue encourage more natural movements through the use of virtual reality and real objects and faster motor learning through the use of error feedback to guide acquisition of natural movements that are salient to real activities. In addition, several articles describe novel systems and techniques that use of custom and commercial games combined with new low-cost robot systems and a humanoid robot to embody the " supervisory presence" of the therapy as possible solutions to exercise compliance in under-supervised environments such as the home. PMID:17176474
Tackling some of the most intricate geophysical challenges via high-performance computing
NASA Astrophysics Data System (ADS)
Khosronejad, A.
2016-12-01
Recently, world has been witnessing significant enhancements in computing power of supercomputers. Computer clusters in conjunction with the advanced mathematical algorithms has set the stage for developing and applying powerful numerical tools to tackle some of the most intricate geophysical challenges that today`s engineers face. One such challenge is to understand how turbulent flows, in real-world settings, interact with (a) rigid and/or mobile complex bed bathymetry of waterways and sea-beds in the coastal areas; (b) objects with complex geometry that are fully or partially immersed; and (c) free-surface of waterways and water surface waves in the coastal area. This understanding is especially important because the turbulent flows in real-world environments are often bounded by geometrically complex boundaries, which dynamically deform and give rise to multi-scale and multi-physics transport phenomena, and characterized by multi-lateral interactions among various phases (e.g. air/water/sediment phases). Herein, I present some of the multi-scale and multi-physics geophysical fluid mechanics processes that I have attempted to study using an in-house high-performance computational model, the so-called VFS-Geophysics. More specifically, I will present the simulation results of turbulence/sediment/solute/turbine interactions in real-world settings. Parts of the simulations I present are performed to gain scientific insights into the processes such as sand wave formation (A. Khosronejad, and F. Sotiropoulos, (2014), Numerical simulation of sand waves in a turbulent open channel flow, Journal of Fluid Mechanics, 753:150-216), while others are carried out to predict the effects of climate change and large flood events on societal infrastructures ( A. Khosronejad, et al., (2016), Large eddy simulation of turbulence and solute transport in a forested headwater stream, Journal of Geophysical Research:, doi: 10.1002/2014JF003423).
Easy rider: monkeys learn to drive a wheelchair to navigate through a complex maze.
Etienne, Stephanie; Guthrie, Martin; Goillandeau, Michel; Nguyen, Tho Hai; Orignac, Hugues; Gross, Christian; Boraud, Thomas
2014-01-01
The neurological bases of spatial navigation are mainly investigated in rodents and seldom in primates. The few studies led on spatial navigation in both human and non-human primates are performed in virtual, not in real environments. This is mostly because of methodological difficulties inherent in conducting research on freely-moving monkeys in real world environments. There is some incertitude, however, regarding the extrapolation of rodent spatial navigation strategies to primates. Here we present an entirely new platform for investigating real spatial navigation in rhesus monkeys. We showed that monkeys can learn a pathway by using different strategies. In these experiments three monkeys learned to drive the wheelchair and to follow a specified route through a real maze. After learning the route, probe tests revealed that animals successively use three distinct navigation strategies based on i) the place of the reward, ii) the direction taken to obtain reward or iii) a cue indicating reward location. The strategy used depended of the options proposed and the duration of learning. This study reveals that monkeys, like rodents and humans, switch between different spatial navigation strategies with extended practice, implying well-conserved brain learning systems across different species. This new task with freely driving monkeys provides a good support for the electrophysiological and pharmacological investigation of spatial navigation in the real world by making possible electrophysiological and pharmacological investigations.
Maidenbaum, Shachar; Levy-Tzedek, Shelly; Chebat, Daniel-Robert; Amedi, Amir
2013-01-01
Virtual worlds and environments are becoming an increasingly central part of our lives, yet they are still far from accessible to the blind. This is especially unfortunate as such environments hold great potential for them for uses such as social interaction, online education and especially for use with familiarizing the visually impaired user with a real environment virtually from the comfort and safety of his own home before visiting it in the real world. We have implemented a simple algorithm to improve this situation using single-point depth information, enabling the blind to use a virtual cane, modeled on the “EyeCane” electronic travel aid, within any virtual environment with minimal pre-processing. Use of the Virtual-EyeCane, enables this experience to potentially be later used in real world environments with identical stimuli to those from the virtual environment. We show the fast-learned practical use of this algorithm for navigation in simple environments. PMID:23977316
Kotranza, Aaron; Lind, D Scott; Lok, Benjamin
2012-07-01
We investigate the efficacy of incorporating real-time feedback of user performance within mixed-reality environments (MREs) for training real-world tasks with tightly coupled cognitive and psychomotor components. This paper presents an approach to providing real-time evaluation and visual feedback of learner performance in an MRE for training clinical breast examination (CBE). In a user study of experienced and novice CBE practitioners (n = 69), novices receiving real-time feedback performed equivalently or better than more experienced practitioners in the completeness and correctness of the exam. A second user study (n = 8) followed novices through repeated practice of CBE in the MRE. Results indicate that skills improvement in the MRE transfers to the real-world task of CBE of human patients. This initial case study demonstrates the efficacy of MREs incorporating real-time feedback for training real-world cognitive-psychomotor tasks.
Modeling infectious diseases dissemination through online role-playing games.
Balicer, Ran D
2007-03-01
As mathematical modeling of infectious diseases becomes increasingly important for developing public health policies, a novel platform for such studies might be considered. Millions of people worldwide play interactive online role-playing games, forming complex and rich networks among their virtual characters. An unexpected outbreak of an infective communicable disease (unplanned by the game creators) recently occurred in this virtual world. This outbreak holds surprising similarities to real-world epidemics. It is possible that these virtual environments could serve as a platform for studying the dissemination of infectious diseases, and as a testing ground for novel interventions to control emerging communicable diseases.
Human Fear Conditioning Conducted in Full Immersion 3-Dimensional Virtual Reality
Huff, Nicole C.; Zielinski, David J.; Fecteau, Matthew E.; Brady, Rachael; LaBar, Kevin S.
2010-01-01
Fear conditioning is a widely used paradigm in non-human animal research to investigate the neural mechanisms underlying fear and anxiety. A major challenge in conducting conditioning studies in humans is the ability to strongly manipulate or simulate the environmental contexts that are associated with conditioned emotional behaviors. In this regard, virtual reality (VR) technology is a promising tool. Yet, adapting this technology to meet experimental constraints requires special accommodations. Here we address the methodological issues involved when conducting fear conditioning in a fully immersive 6-sided VR environment and present fear conditioning data. In the real world, traumatic events occur in complex environments that are made up of many cues, engaging all of our sensory modalities. For example, cues that form the environmental configuration include not only visual elements, but aural, olfactory, and even tactile. In rodent studies of fear conditioning animals are fully immersed in a context that is rich with novel visual, tactile and olfactory cues. However, standard laboratory tests of fear conditioning in humans are typically conducted in a nondescript room in front of a flat or 2D computer screen and do not replicate the complexity of real world experiences. On the other hand, a major limitation of clinical studies aimed at reducing (extinguishing) fear and preventing relapse in anxiety disorders is that treatment occurs after participants have acquired a fear in an uncontrolled and largely unknown context. Thus the experimenters are left without information about the duration of exposure, the true nature of the stimulus, and associated background cues in the environment1. In the absence of this information it can be difficult to truly extinguish a fear that is both cue and context-dependent. Virtual reality environments address these issues by providing the complexity of the real world, and at the same time allowing experimenters to constrain fear conditioning and extinction parameters to yield empirical data that can suggest better treatment options and/or analyze mechanistic hypotheses. In order to test the hypothesis that fear conditioning may be richly encoded and context specific when conducted in a fully immersive environment, we developed distinct virtual reality 3-D contexts in which participants experienced fear conditioning to virtual snakes or spiders. Auditory cues co-occurred with the CS in order to further evoke orienting responses and a feeling of "presence" in subjects 2 . Skin conductance response served as the dependent measure of fear acquisition, memory retention and extinction. PMID:20736913
Confrontation of the cybernetic definition of a living individual with the real world.
Korzeniewski, Bernard
2005-01-01
The cybernetic definition of a living individual proposed previously (Korzeniewski, 2001) is very abstract and therefore describes the essence of life in a very formal and general way. In the present article this definition is reformulated in order to determine clearly the relation between life in general and a living individual in particular, and it is further explained and defended. Next, the cybernetic definition of a living individual is confronted with the real world. It is demonstrated that numerous restrictions imposed on the cybernetic definition of life by physical reality imply a number of particular properties of life that characterize present life on Earth, namely: (1) a living individual must be a dissipative structure (and therefore a low-entropy thermodynamic system out of the state of equilibrium); (2) spontaneously-originated life must be based on organic compounds; (3) evolutionarily stable self-dependent, free-living individuals must have some minimal level of complexity of structure and function; (4) a living individual must have a record of identity separated from an executive machinery; (5) the identity of living individuals must mutate and may evolve; (6) living individuals may collect and accumulate information in subsequent generations over very long periods of time; (7) the degree of complexity of a living individual reflects the degree of complexity of its environment (ecological niche) and (8) living individuals are capable of supple adaptation to varying environmental conditions. Thus, the cybernetic definition of a living individual, when confronted with the real physical world, generates most of the general properties of the present life on Earth.
NASA Technical Reports Server (NTRS)
Lathrop, William B.; Kaiser, Mary K.
2002-01-01
Two experiments examined perceived spatial orientation in a small environment as a function of experiencing that environment under three conditions: real-world, desktop-display (DD), and head-mounted display (HMD). Across the three conditions, participants acquired two targets located on a perimeter surrounding them, and attempted to remember the relative locations of the targets. Subsequently, participants were tested on how accurately and consistently they could point in the remembered direction of a previously seen target. Results showed that participants were significantly more consistent in the real-world and HMD conditions than in the DD condition. Further, it is shown that the advantages observed in the HMD and real-world conditions were not simply due to nonspatial response strategies. These results suggest that the additional idiothetic information afforded in the real-world and HMD conditions is useful for orientation purposes in our presented task domain. Our results are relevant to interface design issues concerning tasks that require spatial search, navigation, and visualization.
[Realization of design regarding experimental research in the clinical real-world research].
He, Q; Shi, J P
2018-04-10
Real world study (RWS), a further verification and supplement for explanatory randomized controlled trial to evaluate the effectiveness of intervention measures in real clinical environment, has increasingly become the focus in the field of research on medical and health care services. However, some people mistakenly equate real world study with observational research, and argue that intervention and randomization cannot be carried out in real world study. In fact, both observational and experimental design are the basic designs in real world study, while the latter usually refers to pragmatic randomized controlled trial and registry-based randomized controlled trial. Other nonrandomized controlled and adaptive designs can also be adopted in the RWS.
Applied use of cardiac and respiration measures: practical considerations and precautions.
Wilson, G F
1992-11-01
Cardiac and respiratory measures can be successfully applied to "real world" environments and these measures have certain advantages over both performance and subjective measures that are typically used to monitor operator state and workload. However, because of large differences between laboratory and "real world" environments one must utilize caution in directly applying laboratory data and theories to the day-to-day world environment. While most workers are highly over-trained in their jobs, laboratory subjects are often under-trained in the cognitive tasks that are used to study cognitive activity. It is possible that a substantial portion of experimental effects reported in laboratory studies is due to learning effects. In addition, relatively small changes in cardiac and respiration measures are reported to experimental manipulations in the laboratory while a much larger range of changes are reported in "real world" environments. These differences highlight questions about laboratory/real world similarities and the need to develop a database of actual work environment data. A third area of concern is the relative lack of control over the experimental situation that is the case with most applied research. The possible confounding of changes due to cognitive and physical activity levels is a major concern and strategies for overcoming these problems are suggested. The potential for valuable contributions by cardiac and respiratory measures to applied research make overcoming these difficulties worthwhile.
2004-02-01
UNCLASSIFIED − Conducted experiments to determine the usability of general-purpose anomaly detection algorithms to monitor a large, complex military...reaction and detection modules to perform tailored analysis sequences to monitor environmental conditions, health hazards and physiological states...scalability of lab proven anomaly detection techniques for intrusion detection in real world high volume environments. Narrative Title FY 2003
Detecting navigational deficits in cognitive aging and Alzheimer disease using virtual reality.
Cushman, Laura A; Stein, Karen; Duffy, Charles J
2008-09-16
Older adults get lost, in many cases because of recognized or incipient Alzheimer disease (AD). In either case, getting lost can be a threat to individual and public safety, as well as to personal autonomy and quality of life. Here we compare our previously described real-world navigation test with a virtual reality (VR) version simulating the same navigational environment. Quantifying real-world navigational performance is difficult and time-consuming. VR testing is a promising alternative, but it has not been compared with closely corresponding real-world testing in aging and AD. We have studied navigation using both real-world and virtual environments in the same subjects: young normal controls (YNCs, n = 35), older normal controls (ONCs, n = 26), patients with mild cognitive impairment (MCI, n = 12), and patients with early AD (EAD, n = 14). We found close correlations between real-world and virtual navigational deficits that increased across groups from YNC to ONC, to MCI, and to EAD. Analyses of subtest performance showed similar profiles of impairment in real-world and virtual testing in all four subject groups. The ONC, MCI, and EAD subjects all showed greatest difficulty in self-orientation and scene localization tests. MCI and EAD patients also showed impaired verbal recall about both test environments. Virtual environment testing provides a valid assessment of navigational skills. Aging and Alzheimer disease (AD) share the same patterns of difficulty in associating visual scenes and locations, which is complicated in AD by the accompanying loss of verbally mediated navigational capacities. We conclude that virtual navigation testing reveals deficits in aging and AD that are associated with potentially grave risks to our patients and the community.
The Map in Our Head Is Not Oriented North: Evidence from a Real-World Environment.
Brunyé, Tad T; Burte, Heather; Houck, Lindsay A; Taylor, Holly A
2015-01-01
Like most physical maps, recent research has suggested that cognitive maps of familiar environments may have a north-up orientation. We demonstrate that north orientation is not a necessary feature of cognitive maps and instead may arise due to coincidental alignment between cardinal directions and the built and natural environment. Experiment 1 demonstrated that pedestrians have difficulty pointing north while navigating a familiar real-world environment with roads, buildings, and green spaces oriented oblique to cardinal axes. Instead, north estimates tended to be parallel or perpendicular to roads. In Experiment 2, participants did not demonstrate privileged memory access when oriented toward north while making relative direction judgments. Instead, retrieval was fastest and most accurate when orientations were aligned with roads. In sum, cognitive maps are not always oriented north. Rather, in some real-world environments they can be oriented with respect to environment-specific features, serving as convenient reference systems for organizing and using spatial memory.
Spatial partitions systematize visual search and enhance target memory.
Solman, Grayden J F; Kingstone, Alan
2017-02-01
Humans are remarkably capable of finding desired objects in the world, despite the scale and complexity of naturalistic environments. Broadly, this ability is supported by an interplay between exploratory search and guidance from episodic memory for previously observed target locations. Here we examined how the environment itself may influence this interplay. In particular, we examined how partitions in the environment-like buildings, rooms, and furniture-can impact memory during repeated search. We report that the presence of partitions in a display, independent of item configuration, reliably improves episodic memory for item locations. Repeated search through partitioned displays was faster overall and was characterized by more rapid ballistic orienting in later repetitions. Explicit recall was also both faster and more accurate when displays were partitioned. Finally, we found that search paths were more regular and systematic when displays were partitioned. Given the ubiquity of partitions in real-world environments, these results provide important insights into the mechanisms of naturalistic search and its relation to memory.
High-power graphic computers for visual simulation: a real-time--rendering revolution
NASA Technical Reports Server (NTRS)
Kaiser, M. K.
1996-01-01
Advances in high-end graphics computers in the past decade have made it possible to render visual scenes of incredible complexity and realism in real time. These new capabilities make it possible to manipulate and investigate the interactions of observers with their visual world in ways once only dreamed of. This paper reviews how these developments have affected two preexisting domains of behavioral research (flight simulation and motion perception) and have created a new domain (virtual environment research) which provides tools and challenges for the perceptual psychologist. Finally, the current limitations of these technologies are considered, with an eye toward how perceptual psychologist might shape future developments.
Beyond rules: The next generation of expert systems
NASA Technical Reports Server (NTRS)
Ferguson, Jay C.; Wagner, Robert E.
1987-01-01
The PARAGON Representation, Management, and Manipulation system is introduced. The concepts of knowledge representation, knowledge management, and knowledge manipulation are combined in a comprehensive system for solving real world problems requiring high levels of expertise in a real time environment. In most applications the complexity of the problem and the representation used to describe the domain knowledge tend to obscure the information from which solutions are derived. This inhibits the acquisition of domain knowledge verification/validation, places severe constraints on the ability to extend and maintain a knowledge base while making generic problem solving strategies difficult to develop. A unique hybrid system was developed to overcome these traditional limitations.
Automated web service composition supporting conditional branch structures
NASA Astrophysics Data System (ADS)
Wang, Pengwei; Ding, Zhijun; Jiang, Changjun; Zhou, Mengchu
2014-01-01
The creation of value-added services by automatic composition of existing ones is gaining a significant momentum as the potential silver bullet in service-oriented architecture. However, service composition faces two aspects of difficulties. First, users' needs present such characteristics as diversity, uncertainty and personalisation; second, the existing services run in a real-world environment that is highly complex and dynamically changing. These difficulties may cause the emergence of nondeterministic choices in the process of service composition, which has gone beyond what the existing automated service composition techniques can handle. According to most of the existing methods, the process model of composite service includes sequence constructs only. This article presents a method to introduce conditional branch structures into the process model of composite service when needed, in order to satisfy users' diverse and personalised needs and adapt to the dynamic changes of real-world environment. UML activity diagrams are used to represent dependencies in composite service. Two types of user preferences are considered in this article, which have been ignored by the previous work and a simple programming language style expression is adopted to describe them. Two different algorithms are presented to deal with different situations. A real-life case is provided to illustrate the proposed concepts and methods.
The Manhattan Frame Model-Manhattan World Inference in the Space of Surface Normals.
Straub, Julian; Freifeld, Oren; Rosman, Guy; Leonard, John J; Fisher, John W
2018-01-01
Objects and structures within man-made environments typically exhibit a high degree of organization in the form of orthogonal and parallel planes. Traditional approaches utilize these regularities via the restrictive, and rather local, Manhattan World (MW) assumption which posits that every plane is perpendicular to one of the axes of a single coordinate system. The aforementioned regularities are especially evident in the surface normal distribution of a scene where they manifest as orthogonally-coupled clusters. This motivates the introduction of the Manhattan-Frame (MF) model which captures the notion of an MW in the surface normals space, the unit sphere, and two probabilistic MF models over this space. First, for a single MF we propose novel real-time MAP inference algorithms, evaluate their performance and their use in drift-free rotation estimation. Second, to capture the complexity of real-world scenes at a global scale, we extend the MF model to a probabilistic mixture of Manhattan Frames (MMF). For MMF inference we propose a simple MAP inference algorithm and an adaptive Markov-Chain Monte-Carlo sampling algorithm with Metropolis-Hastings split/merge moves that let us infer the unknown number of mixture components. We demonstrate the versatility of the MMF model and inference algorithm across several scales of man-made environments.
Virtual Reality As a Training Tool to Treat Physical Inactivity in Children.
Kiefer, Adam W; Pincus, David; Richardson, Michael J; Myer, Gregory D
2017-01-01
Lack of adequate physical activity in children is an epidemic that can result in obesity and other poor health outcomes across the lifespan. Physical activity interventions focused on motor skill competence continue to be developed, but some interventions, such as neuromuscular training (NMT), may be limited in how early they can be implemented due to dependence on the child's level of cognitive and perceptual-motor development. Early implementation of motor-rich activities that support motor skill development in children is critical for the development of healthy levels of physical activity that carry through into adulthood. Virtual reality (VR) training may be beneficial in this regard. VR training, when grounded in an information-based theory of perceptual-motor behavior that modifies the visual information in the virtual world, can promote early development of motor skills in youth akin to more natural, real-world development as opposed to strictly formalized training. This approach can be tailored to the individual child and training scenarios can increase in complexity as the child develops. Ultimately, training in VR may help serve as a precursor to "real-world" NMT, and once the child reaches the appropriate training age can also augment more complex NMT regimens performed outside of the virtual environment.
Parallel-distributed mobile robot simulator
NASA Astrophysics Data System (ADS)
Okada, Hiroyuki; Sekiguchi, Minoru; Watanabe, Nobuo
1996-06-01
The aim of this project is to achieve an autonomous learning and growth function based on active interaction with the real world. It should also be able to autonomically acquire knowledge about the context in which jobs take place, and how the jobs are executed. This article describes a parallel distributed movable robot system simulator with an autonomous learning and growth function. The autonomous learning and growth function which we are proposing is characterized by its ability to learn and grow through interaction with the real world. When the movable robot interacts with the real world, the system compares the virtual environment simulation with the interaction result in the real world. The system then improves the virtual environment to match the real-world result more closely. This the system learns and grows. It is very important that such a simulation is time- realistic. The parallel distributed movable robot simulator was developed to simulate the space of a movable robot system with an autonomous learning and growth function. The simulator constructs a virtual space faithful to the real world and also integrates the interfaces between the user, the actual movable robot and the virtual movable robot. Using an ultrafast CG (computer graphics) system (FUJITSU AG series), time-realistic 3D CG is displayed.
Developing a new stochastic competitive model regarding inventory and price
NASA Astrophysics Data System (ADS)
Rashid, Reza; Bozorgi-Amiri, Ali; Seyedhoseini, S. M.
2015-09-01
Within the competition in today's business environment, the design of supply chains becomes more complex than before. This paper deals with the retailer's location problem when customers choose their vendors, and inventory costs have been considered for retailers. In a competitive location problem, price and location of facilities affect demands of customers; consequently, simultaneous optimization of the location and inventory system is needed. To prepare a realistic model, demand and lead time have been assumed as stochastic parameters, and queuing theory has been used to develop a comprehensive mathematical model. Due to complexity of the problem, a branch and bound algorithm has been developed, and its performance has been validated in several numerical examples, which indicated effectiveness of the algorithm. Also, a real case has been prepared to demonstrate performance of the model for real world.
NASA Astrophysics Data System (ADS)
Paxton, L. J.; Schaefer, R. K.; Nix, M.; Fountain, G. H.; Weiss, M.; Swartz, W. H.; Parker, C. L.; MacDonald, L.; Ihde, A. G.; Simpkins, S.; GAIA Team
2011-12-01
In this paper we describe the application of a proven methodology for modeling the complex social and economic interactions embodied in real-world decision making to water scarcity and water resources. We have developed a generalizable, extensible facility we call "GAIA" - Global Assimilation of Information for Action - and applied it to different problem sets. We describe the use of the "Green Country Model" and other gaming/simulation tools to address the impacts of climate and climate disruption issues at the intersection of science, economics, policy, and society. There is a long history in the Defense community of using what are known as strategic simulations or "wargames" to model the complex interactions between the environment, people, resources, infrastructure and the economy in a competitive environment. We describe in this paper, work that we have done on understanding how this heritage can be repurposed to help us explore how the complex interplay between climate disruption and our socio/political and economic structures will affect our future. Our focus here is on a fundamental and growing issue - water and water availability. We consider water and the role of "virtual water" in the system. Various "actors" are included in the simulations. While these simulations cannot definitively predict what will happen, they do illuminate non-linear feedbacks between, for example, treaty agreement, the environment, the economy, and the government. These simulations can be focused on the global, regional, or local environment. We note that these simulations are not "zero sum" games - there need not be a winner and a loser. They are, however, competitive influence games: they represent the tools that a nation, state, faction or group has at its disposal to influence policy (diplomacy), finances, industry (economy), infrastructure, information, etc to achieve their particular goals. As in the real world the problem is competitive - not everyone shares the same definition of a successful or favorable outcome.
Culture & Cognition Laboratory
2011-05-01
life: Real world social-interaction cooperative tasks are inherently unequal in difficulty. Re-scoring performance on unequal tasks in order to enable...real- world situations to which this model is intended to apply, it is possible for calls for help to not be heard, or for a potential help-provider to...not have clear, well-defined objectives. Since many complex real- worlds tasks are not well-defined, defining a realistic objective can be considered a
Soli, Sigfrid D; Giguère, Christian; Laroche, Chantal; Vaillancourt, Véronique; Dreschler, Wouter A; Rhebergen, Koenraad S; Harkins, Kevin; Ruckstuhl, Mark; Ramulu, Pradeep; Meyers, Lawrence S
The objectives of this study were to (1) identify essential hearing-critical job tasks for public safety and law enforcement personnel; (2) determine the locations and real-world noise environments where these tasks are performed; (3) characterize each noise environment in terms of its impact on the likelihood of effective speech communication, considering the effects of different levels of vocal effort, communication distances, and repetition; and (4) use this characterization to define an objective normative reference for evaluating the ability of individuals to perform essential hearing-critical job tasks in noisy real-world environments. Data from five occupational hearing studies performed over a 17-year period for various public safety agencies were analyzed. In each study, job task analyses by job content experts identified essential hearing-critical tasks and the real-world noise environments where these tasks are performed. These environments were visited, and calibrated recordings of each noise environment were made. The extended speech intelligibility index (ESII) was calculated for each 4-sec interval in each recording. These data, together with the estimated ESII value required for effective speech communication by individuals with normal hearing, allowed the likelihood of effective speech communication in each noise environment for different levels of vocal effort and communication distances to be determined. These likelihoods provide an objective norm-referenced and standardized means of characterizing the predicted impact of real-world noise on the ability to perform essential hearing-critical tasks. A total of 16 noise environments for law enforcement personnel and eight noise environments for corrections personnel were analyzed. Effective speech communication was essential to hearing-critical tasks performed in these environments. Average noise levels, ranged from approximately 70 to 87 dBA in law enforcement environments and 64 to 80 dBA in corrections environments. The likelihood of effective speech communication at communication distances of 0.5 and 1 m was often less than 0.50 for normal vocal effort. Likelihood values often increased to 0.80 or more when raised or loud vocal effort was used. Effective speech communication at and beyond 5 m was often unlikely, regardless of vocal effort. ESII modeling of nonstationary real-world noise environments may prove an objective means of characterizing their impact on the likelihood of effective speech communication. The normative reference provided by these measures predicts the extent to which hearing impairments that increase the ESII value required for effective speech communication also decrease the likelihood of effective speech communication. These predictions may provide an objective evidence-based link between the essential hearing-critical job task requirements of public safety and law enforcement personnel and ESII-based hearing assessment of individuals who seek to perform these jobs.
ERIC Educational Resources Information Center
Grenfell, Janette
2013-01-01
Selected ubiquitous technologies encourage collaborative participation between higher education students and educators within a virtual socially networked e-learning landscape. Multiple modes of teaching and learning, ranging from real world experiences, to text and digital images accessed within the Deakin studies online learning management…
Games as Distributed Teaching and Learning Systems
ERIC Educational Resources Information Center
Gee, Elisabeth; Gee, James Paul
2017-01-01
Background: Videogames and virtual worlds have frequently been studied as learning environments in isolation; that is, scholars have focused on understanding the features of games or virtual worlds as separate from or different than "real world" environments for learning. Although more recently, scholars have explored the teaching and…
Finding Out Critical Points For Real-Time Path Planning
NASA Astrophysics Data System (ADS)
Chen, Wei
1989-03-01
Path planning for a mobile robot is a classic topic, but the path planning under real-time environment is a different issue. The system sources including sampling time, processing time, processes communicating time, and memory space are very limited for this type of application. This paper presents a method which abstracts the world representation from the sensory data and makes the decision as to which point will be a potentially critical point to span the world map by using incomplete knowledge about physical world and heuristic rule. Without any previous knowledge or map of the workspace, the robot will determine the world map by roving through the workspace. The computational complexity for building and searching such a map is not more than O( n2 ) The find-path problem is well-known in robotics. Given an object with an initial location and orientation, a goal location and orientation, and a set of obstacles located in space, the problem is to find a continuous path for the object from the initial position to the goal position which avoids collisions with obstacles along the way. There are a lot of methods to find a collision-free path in given environment. Techniques for solving this problem can be classified into three approaches: 1) the configuration space approach [1],[2],[3] which represents the polygonal obstacles by vertices in a graph. The idea is to determine those parts of the free space which a reference point of the moving object can occupy without colliding with any obstacles. A path is then found for the reference point through this truly free space. Dealing with rotations turns out to be a major difficulty with the approach, requiring complex geometric algorithms which are computationally expensive. 2) the direct representation of the free space using basic shape primitives such as convex polygons [4] and overlapping generalized cones [5]. 3) the combination of technique 1 and 2 [6] by which the space is divided into the primary convex region, overlap region and obstacle region, then obstacle boundaries with attribute values are represented by the vertices of the hypergraph. The primary convex region and overlap region are represented by hyperedges, the centroids of overlap form the critical points. The difficulty is generating segment graph and estimating of minimum path width. The all techniques mentioned above need previous knowledge about the world to make path planning and the computational cost is not low. They are not available in an unknow and uncertain environment. Due to limited system resources such as CPU time, memory size and knowledge about the special application in an intelligent system (such as mobile robot), it is necessary to use algorithms that provide the good decision which is feasible with the available resources in real time rather than the best answer that could be achieved in unlimited time with unlimited resources. A real-time path planner should meet following requirements: - Quickly abstract the representation of the world from the sensory data without any previous knowledge about the robot environment. - Easily update the world model to spell out the global-path map and to reflect changes in the robot environment. - Must make a decision of where the robot must go and which direction the range sensor should point to in real time with limited resources. The method presented here assumes that the data from range sensors has been processed by signal process unite. The path planner will guide the scan of range sensor, find critical points, make decision where the robot should go and which point is poten- tial critical point, generate the path map and monitor the robot moves to the given point. The program runs recursively until the goal is reached or the whole workspace is roved through.
NASA Astrophysics Data System (ADS)
Vivoni, Enrique R.; Mascaro, Giuseppe; Mniszewski, Susan; Fasel, Patricia; Springer, Everett P.; Ivanov, Valeriy Y.; Bras, Rafael L.
2011-10-01
SummaryA major challenge in the use of fully-distributed hydrologic models has been the lack of computational capabilities for high-resolution, long-term simulations in large river basins. In this study, we present the parallel model implementation and real-world hydrologic assessment of the Triangulated Irregular Network (TIN)-based Real-time Integrated Basin Simulator (tRIBS). Our parallelization approach is based on the decomposition of a complex watershed using the channel network as a directed graph. The resulting sub-basin partitioning divides effort among processors and handles hydrologic exchanges across boundaries. Through numerical experiments in a set of nested basins, we quantify parallel performance relative to serial runs for a range of processors, simulation complexities and lengths, and sub-basin partitioning methods, while accounting for inter-run variability on a parallel computing system. In contrast to serial simulations, the parallel model speed-up depends on the variability of hydrologic processes. Load balancing significantly improves parallel speed-up with proportionally faster runs as simulation complexity (domain resolution and channel network extent) increases. The best strategy for large river basins is to combine a balanced partitioning with an extended channel network, with potential savings through a lower TIN resolution. Based on these advances, a wider range of applications for fully-distributed hydrologic models are now possible. This is illustrated through a set of ensemble forecasts that account for precipitation uncertainty derived from a statistical downscaling model.
ERIC Educational Resources Information Center
Sadler, Randall
2012-01-01
This book focuses on one area in the field of Computer-Mediated Communication that has recently exploded in popularity--Virtual Worlds. Virtual Worlds are online multiplayer three-dimensional environments where avatars represent their real world counterparts. In particular, this text explores the potential for these environments to be used for…
A Heuristic Algorithm for Planning Personalized Learning Paths for Context-Aware Ubiquitous Learning
ERIC Educational Resources Information Center
Hwang, Gwo-Jen; Kuo, Fan-Ray; Yin, Peng-Yeng; Chuang, Kuo-Hsien
2010-01-01
In a context-aware ubiquitous learning environment, learning systems can detect students' learning behaviors in the real-world with the help of context-aware (sensor) technology; that is, students can be guided to observe or operate real-world objects with personalized support from the digital world. In this study, an optimization problem that…
Detecting navigational deficits in cognitive aging and Alzheimer disease using virtual reality
Cushman, Laura A.; Stein, Karen; Duffy, Charles J.
2008-01-01
Background: Older adults get lost, in many cases because of recognized or incipient Alzheimer disease (AD). In either case, getting lost can be a threat to individual and public safety, as well as to personal autonomy and quality of life. Here we compare our previously described real-world navigation test with a virtual reality (VR) version simulating the same navigational environment. Methods: Quantifying real-world navigational performance is difficult and time-consuming. VR testing is a promising alternative, but it has not been compared with closely corresponding real-world testing in aging and AD. We have studied navigation using both real-world and virtual environments in the same subjects: young normal controls (YNCs, n = 35), older normal controls (ONCs, n = 26), patients with mild cognitive impairment (MCI, n = 12), and patients with early AD (EAD, n = 14). Results: We found close correlations between real-world and virtual navigational deficits that increased across groups from YNC to ONC, to MCI, and to EAD. Analyses of subtest performance showed similar profiles of impairment in real-world and virtual testing in all four subject groups. The ONC, MCI, and EAD subjects all showed greatest difficulty in self-orientation and scene localization tests. MCI and EAD patients also showed impaired verbal recall about both test environments. Conclusions: Virtual environment testing provides a valid assessment of navigational skills. Aging and Alzheimer disease (AD) share the same patterns of difficulty in associating visual scenes and locations, which is complicated in AD by the accompanying loss of verbally mediated navigational capacities. We conclude that virtual navigation testing reveals deficits in aging and AD that are associated with potentially grave risks to our patients and the community. GLOSSARY AD = Alzheimer disease; EAD = early Alzheimer disease; MCI = mild cognitive impairment; MMSE = Mini-Mental State Examination; ONC = older normal control; std. wt. = standardized weight; THSD = Tukey honestly significant difference; VR = virtual reality; YNC = young normal control. PMID:18794491
Virtually the ultimate research lab.
Kulik, Alexander
2018-04-26
Virtual reality (VR) can serve as a viable platform for psychological research. The real world with many uncontrolled variables can be masked to immerse participants in complex interactive environments that are under full experimental control. However, as any other laboratory setting, these simulations are not perceived equally to reality and they also afford different behaviour. We need a better understanding of these differences, which are often related to parameters of the technical setup, to support valid interpretations of experimental results. © 2018 The British Psychological Society.
Challenging the Application of PMESII-PT in a Complex Environment
2010-05-21
American Security, June 2009), 7. 2 suggested that the predicative nature of the social sciences “…is a sort of byproduct of its real goal, which is to...provide understanding through interpretation.”3 In the view of natural scientists, the realm of social science “…[has] been free from the greatest...obstacle to advance in the natural science : the need to carve out entirely new ways of looking at the world.” 4 Social scientists retain an advantage
Opportunistic Behavior in Motivated Learning Agents.
Graham, James; Starzyk, Janusz A; Jachyra, Daniel
2015-08-01
This paper focuses on the novel motivated learning (ML) scheme and opportunistic behavior of an intelligent agent. It extends previously developed ML to opportunistic behavior in a multitask situation. Our paper describes the virtual world implementation of autonomous opportunistic agents learning in a dynamically changing environment, creating abstract goals, and taking advantage of arising opportunities to improve their performance. An opportunistic agent achieves better results than an agent based on ML only. It does so by minimizing the average value of all need signals rather than a dominating need. This paper applies to the design of autonomous embodied systems (robots) learning in real-time how to operate in a complex environment.
Modeling the Effects of the Local Environment on a Received GNSS Signal
2012-12-18
conducted in modern GNSS receivers, a major source of error is typically attributed to the impact that features in the local environment have on...signals, rather than signals impacted by real-world environmental effects. Because of this discrepancy between simulated and real-world signal...considered data segments will impact the estimation of parameters from the data segment currently 3 being considered, as may be the case when using an
Filtering Data Based on Human-Inspired Forgetting.
Freedman, S T; Adams, J A
2011-12-01
Robots are frequently presented with vast arrays of diverse data. Unfortunately, perfect memory and recall provides a mixed blessing. While flawless recollection of episodic data allows increased reasoning, photographic memory can hinder a robot's ability to operate in real-time dynamic environments. Human-inspired forgetting methods may enable robotic systems to rid themselves of out-dated, irrelevant, and erroneous data. This paper presents the use of human-inspired forgetting to act as a filter, removing unnecessary, erroneous, and out-of-date information. The novel ActSimple forgetting algorithm has been developed specifically to provide effective forgetting capabilities to robotic systems. This paper presents the ActSimple algorithm and how it was optimized and tested in a WiFi signal strength estimation task. The results generated by real-world testing suggest that human-inspired forgetting is an effective means of improving the ability of mobile robots to move and operate within complex and dynamic environments.
In-Factory Learning - Qualification For The Factory Of The Future
NASA Astrophysics Data System (ADS)
Quint, Fabian; Mura, Katharina; Gorecky, Dominic
2015-07-01
The Industry 4.0 vision anticipates that internet technologies will find their way into future factories replacing traditional components by dynamic and intelligent cyber-physical systems (CPS) that combine the physical objects with their digital representation. Reducing the gap between the real and digital world makes the factory environment more flexible, more adaptive, but also more complex for the human workers. Future workers require interdisciplinary competencies from engineering, information technology, and computer science in order to understand and manage the diverse interrelations between physical objects and their digital counterpart. This paper proposes a mixed-reality based learning environment, which combines physical objects and visualisation of digital content via Augmented Reality. It uses reality-based interaction in order to make the dynamic interrelations between real and digital factory visible and tangible. We argue that our learning system does not work as a stand-alone solution, but should fit into existing academic and advanced training curricula.
Brundage, Shelley B; Hancock, Adrienne B
2015-05-01
Virtual reality environments (VREs) are computer-generated, 3-dimensional worlds that allow users to experience situations similar to those encountered in the real world. The purpose of this study was to investigate VREs for potential use in assessing and treating persons who stutter (PWS) by determining the extent to which PWS's affective, behavioral, and cognitive measures in a VRE correlate with those same measures in a similar live environment. Ten PWS delivered speeches-first to a live audience and, on another day, to 2 virtual audiences (neutral and challenging audiences). Participants completed standard tests of communication apprehension and confidence prior to each condition, and frequency of stuttering was measured during each speech. Correlational analyses revealed significant, positive correlations between virtual and live conditions for affective and cognitive measures as well as for frequency of stuttering. These findings suggest that virtual public speaking environments engender affective, behavioral, and cognitive reactions in PWS that correspond to those experienced in the real world. Therefore, the authentic, safe, and controlled environments provided by VREs may be useful for stuttering assessment and treatment.
The way to uncover community structure with core and diversity
NASA Astrophysics Data System (ADS)
Chang, Y. F.; Han, S. K.; Wang, X. D.
2018-07-01
Communities are ubiquitous in nature and society. Individuals that share common properties often self-organize to form communities. Avoiding the shortages of computation complexity, pre-given information and unstable results in different run, in this paper, we propose a simple and efficient method to deepen our understanding of the emergence and diversity of communities in complex systems. By introducing the rational random selection, our method reveals the hidden deterministic and normal diverse community states of community structure. To demonstrate this method, we test it with real-world systems. The results show that our method could not only detect community structure with high sensitivity and reliability, but also provide instructional information about the hidden deterministic community world and the real normal diverse community world by giving out the core-community, the real-community, the tide and the diversity. Thizs is of paramount importance in understanding, predicting, and controlling a variety of collective behaviors in complex systems.
Tai, Joanna Hong Meng; Canny, Benedict J; Haines, Terry P; Molloy, Elizabeth K
2017-01-01
Phenomenon: Peer learning has many benefits and can assist students in gaining the educational skills required in future years when they become teachers themselves. Peer learning may be particularly useful in clinical learning environments, where students report feeling marginalized, overwhelmed, and unsupported. Educational interventions often fail in the workplace environment, as they are often conceived in the "ideal" rather than the complex, messy real world. This work sought to explore barriers and facilitators to implementing peer learning activities in a clinical curriculum. Previous peer learning research results and a matrix of empirically derived peer learning activities were presented to local clinical education experts to generate discussion around the realities of implementing such activities. Potential barriers and limitations of and strategies for implementing peer learning in clinical education were the focus of the individual interviews. Thematic analysis of the data identified three key considerations for real-world implementation of peer learning: culture, epistemic authority, and the primacy of patient-centered care. Strategies for peer learning implementation were also developed from themes within the data, focusing on developing a culture of safety in which peer learning could be undertaken, engaging both educators and students, and establishing expectations for the use of peer learning. Insights: This study identified considerations and strategies for the implementation of peer learning activities, which took into account both educator and student roles. Reported challenges were reflective of those identified within the literature. The resultant framework may aid others in anticipating implementation challenges. Further work is required to test the framework's application in other contexts and its effect on learner outcomes.
A bio-inspired kinematic controller for obstacle avoidance during reaching tasks with real robots.
Srinivasa, Narayan; Bhattacharyya, Rajan; Sundareswara, Rashmi; Lee, Craig; Grossberg, Stephen
2012-11-01
This paper describes a redundant robot arm that is capable of learning to reach for targets in space in a self-organized fashion while avoiding obstacles. Self-generated movement commands that activate correlated visual, spatial and motor information are used to learn forward and inverse kinematic control models while moving in obstacle-free space using the Direction-to-Rotation Transform (DIRECT). Unlike prior DIRECT models, the learning process in this work was realized using an online Fuzzy ARTMAP learning algorithm. The DIRECT-based kinematic controller is fault tolerant and can handle a wide range of perturbations such as joint locking and the use of tools despite not having experienced them during learning. The DIRECT model was extended based on a novel reactive obstacle avoidance direction (DIRECT-ROAD) model to enable redundant robots to avoid obstacles in environments with simple obstacle configurations. However, certain configurations of obstacles in the environment prevented the robot from reaching the target with purely reactive obstacle avoidance. To address this complexity, a self-organized process of mental rehearsals of movements was modeled, inspired by human and animal experiments on reaching, to generate plans for movement execution using DIRECT-ROAD in complex environments. These mental rehearsals or plans are self-generated by using the Fuzzy ARTMAP algorithm to retrieve multiple solutions for reaching each target while accounting for all the obstacles in its environment. The key aspects of the proposed novel controller were illustrated first using simple examples. Experiments were then performed on real robot platforms to demonstrate successful obstacle avoidance during reaching tasks in real-world environments. Copyright © 2012 Elsevier Ltd. All rights reserved.
Novel graphical environment for virtual and real-world operations of tracked mobile manipulators
NASA Astrophysics Data System (ADS)
Chen, ChuXin; Trivedi, Mohan M.; Azam, Mir; Lassiter, Nils T.
1993-08-01
A simulation, animation, visualization and interactive control (SAVIC) environment has been developed for the design and operation of an integrated mobile manipulator system. This unique system possesses the abilities for (1) multi-sensor simulation, (2) kinematics and locomotion animation, (3) dynamic motion and manipulation animation, (4) transformation between real and virtual modes within the same graphics system, (5) ease in exchanging software modules and hardware devices between real and virtual world operations, and (6) interfacing with a real robotic system. This paper describes a working system and illustrates the concepts by presenting the simulation, animation and control methodologies for a unique mobile robot with articulated tracks, a manipulator, and sensory modules.
Learning in a u-Museum: Developing a Context-Aware Ubiquitous Learning Environment
ERIC Educational Resources Information Center
Chen, Chia-Chen; Huang, Tien-Chi
2012-01-01
Context-awareness techniques can support learners in learning without time or location constraints by using mobile devices and associated learning activities in a real learning environment. Enrichment of context-aware technologies has enabled students to learn in an environment that integrates learning resources from both the real world and the…
A study of navigation in virtual space
NASA Technical Reports Server (NTRS)
Darken, Rudy; Sibert, John L.; Shumaker, Randy
1994-01-01
In the physical world, man has developed efficient methods for navigation and orientation. These methods are dependent on the high-fidelity stimuli presented by the environment. When placed in a virtual world which cannot offer stimuli of the same quality due to computing constraints and immature technology, tasks requiring the maintenance of position and orientation knowledge become laborious. In this paper, we present a representative set of techniques based on principles of navigation derived from real world analogs including human and avian navigation behavior and cartography. A preliminary classification of virtual worlds is presented based on the size of the world, the density of objects in the world, and the level of activity taking place in the world. We also summarize an informal study we performed to determine how the tools influenced the subjects' navigation strategies and behavior. We conclude that principles extracted from real world navigation aids such as maps can be seen to apply in virtual environments.
A Multitasking General Executive for Compound Continuous Tasks
ERIC Educational Resources Information Center
Salvucci, Dario D.
2005-01-01
As cognitive architectures move to account for increasingly complex real-world tasks, one of the most pressing challenges involves understanding and modeling human multitasking. Although a number of existing models now perform multitasking in real-world scenarios, these models typically employ customized executives that schedule tasks for the…
Stress Training and Simulator Complexity: Why Sometimes More Is Less
ERIC Educational Resources Information Center
Tichon, Jennifer G.; Wallis, Guy M.
2010-01-01
Through repeated practice under conditions similar to those in real-world settings, simulator training prepares an individual to maintain effective performance under stressful work conditions. Interfaces offering high fidelity and immersion can more closely reproduce real-world experiences and are generally believed to result in better learning…
NASA Astrophysics Data System (ADS)
Karam, Lina J.; Zhu, Tong
2015-03-01
The varying quality of face images is an important challenge that limits the effectiveness of face recognition technology when applied in real-world applications. Existing face image databases do not consider the effect of distortions that commonly occur in real-world environments. This database (QLFW) represents an initial attempt to provide a set of labeled face images spanning the wide range of quality, from no perceived impairment to strong perceived impairment for face detection and face recognition applications. Types of impairment include JPEG2000 compression, JPEG compression, additive white noise, Gaussian blur and contrast change. Subjective experiments are conducted to assess the perceived visual quality of faces under different levels and types of distortions and also to assess the human recognition performance under the considered distortions. One goal of this work is to enable automated performance evaluation of face recognition technologies in the presence of different types and levels of visual distortions. This will consequently enable the development of face recognition systems that can operate reliably on real-world visual content in the presence of real-world visual distortions. Another goal is to enable the development and assessment of visual quality metrics for face images and for face detection and recognition applications.
The Influences of the 2D Image-Based Augmented Reality and Virtual Reality on Student Learning
ERIC Educational Resources Information Center
Liou, Hsin-Hun; Yang, Stephen J. H.; Chen, Sherry Y.; Tarng, Wernhuar
2017-01-01
Virtual reality (VR) learning environments can provide students with concepts of the simulated phenomena, but users are not allowed to interact with real elements. Conversely, augmented reality (AR) learning environments blend real-world environments so AR could enhance the effects of computer simulation and promote students' realistic experience.…
Effect of Viewing Plane on Perceived Distances in Real and Virtual Environments
ERIC Educational Resources Information Center
Geuss, Michael N.; Stefanucci, Jeanine K.; Creem-Regehr, Sarah H.; Thompson, William B.
2012-01-01
Three experiments examined perceived absolute distance in a head-mounted display virtual environment (HMD-VE) and a matched real-world environment, as a function of the type and orientation of the distance viewed. In Experiment 1, participants turned and walked, without vision, a distance to match the viewed interval for both egocentric…
The Energy-Environment Simulator as a Classroom Aid.
ERIC Educational Resources Information Center
Sell, Nancy J.; Van Koevering, Thomas E.
1981-01-01
Describes the use, availability, and flexibility of the Energy-Environment Simulator, a specially designed analog computer which simulates the real-world energy situation and which is programed with estimated United States and world supplies of energy sources and estimated United States energy demands. (MP)
Washburn, Adam L; Bailey, Ryan C
2011-01-21
By leveraging advances in semiconductor microfabrication technologies, chip-integrated optical biosensors are poised to make an impact as scalable and multiplexable bioanalytical measurement tools for lab-on-a-chip applications. In particular, waveguide-based optical sensing technology appears to be exceptionally amenable to chip integration and miniaturization, and, as a result, the recent literature is replete with examples of chip-integrated waveguide sensing platforms developed to address a wide range of contemporary analytical challenges. As an overview of the most recent advances within this dynamic field, this review highlights work from the last 2-3 years in the areas of grating-coupled, interferometric, photonic crystal, and microresonator waveguide sensors. With a focus towards device integration, particular emphasis is placed on demonstrations of biosensing using these technologies within microfluidically controlled environments. In addition, examples of multiplexed detection and sensing within complex matrices--important features for real-world applicability--are given special attention.
NASA Astrophysics Data System (ADS)
Chen, ChuXin; Trivedi, Mohan M.
1992-03-01
This research is focused on enhancing the overall productivity of an integrated human-robot system. A simulation, animation, visualization, and interactive control (SAVIC) environment has been developed for the design and operation of an integrated robotic manipulator system. This unique system possesses the abilities for multisensor simulation, kinematics and locomotion animation, dynamic motion and manipulation animation, transformation between real and virtual modes within the same graphics system, ease in exchanging software modules and hardware devices between real and virtual world operations, and interfacing with a real robotic system. This paper describes a working system and illustrates the concepts by presenting the simulation, animation, and control methodologies for a unique mobile robot with articulated tracks, a manipulator, and sensory modules.
Tuning self-motion perception in virtual reality with visual illusions.
Bruder, Gerd; Steinicke, Frank; Wieland, Phil; Lappe, Markus
2012-07-01
Motion perception in immersive virtual environments significantly differs from the real world. For example, previous work has shown that users tend to underestimate travel distances in virtual environments (VEs). As a solution to this problem, researchers proposed to scale the mapped virtual camera motion relative to the tracked real-world movement of a user until real and virtual motion are perceived as equal, i.e., real-world movements could be mapped with a larger gain to the VE in order to compensate for the underestimation. However, introducing discrepancies between real and virtual motion can become a problem, in particular, due to misalignments of both worlds and distorted space cognition. In this paper, we describe a different approach that introduces apparent self-motion illusions by manipulating optic flow fields during movements in VEs. These manipulations can affect self-motion perception in VEs, but omit a quantitative discrepancy between real and virtual motions. In particular, we consider to which regions of the virtual view these apparent self-motion illusions can be applied, i.e., the ground plane or peripheral vision. Therefore, we introduce four illusions and show in experiments that optic flow manipulation can significantly affect users' self-motion judgments. Furthermore, we show that with such manipulations of optic flow fields the underestimation of travel distances can be compensated.
ERIC Educational Resources Information Center
Marcketti, Sara B.; Karpova, Elena
2014-01-01
Learning through industry collaborations is critical in decreasing the gap between the real world and the academic environment. Working on challenges drawn from industry can increase students' knowledge and future employability, thus enhancing labor force preparation. This study explored students' perceptions (n = 110) of the benefits…
Fletcher, Jason M; Conley, Dalton
2013-10-01
The integration of genetics and the social sciences will lead to a more complex understanding of the articulation between social and biological processes, although the empirical difficulties inherent in this integration are large. One key challenge is the implications of moving "outside the lab" and away from the experimental tools available for research with model organisms. Social science research methods used to examine human behavior in nonexperimental, real-world settings to date have not been fully taken advantage of during this disciplinary integration, especially in the form of gene-environment interaction research. This article outlines and provides examples of several prominent research designs that should be used in gene-environment research and highlights a key benefit to geneticists of working with social scientists.
Validating agent based models through virtual worlds.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Lakkaraju, Kiran; Whetzel, Jonathan H.; Lee, Jina
As the US continues its vigilance against distributed, embedded threats, understanding the political and social structure of these groups becomes paramount for predicting and dis- rupting their attacks. Agent-based models (ABMs) serve as a powerful tool to study these groups. While the popularity of social network tools (e.g., Facebook, Twitter) has provided extensive communication data, there is a lack of ne-grained behavioral data with which to inform and validate existing ABMs. Virtual worlds, in particular massively multiplayer online games (MMOG), where large numbers of people interact within a complex environ- ment for long periods of time provide an alternative sourcemore » of data. These environments provide a rich social environment where players engage in a variety of activities observed between real-world groups: collaborating and/or competing with other groups, conducting battles for scarce resources, and trading in a market economy. Strategies employed by player groups surprisingly re ect those seen in present-day con icts, where players use diplomacy or espionage as their means for accomplishing their goals. In this project, we propose to address the need for ne-grained behavioral data by acquiring and analyzing game data a commercial MMOG, referred to within this report as Game X. The goals of this research were: (1) devising toolsets for analyzing virtual world data to better inform the rules that govern a social ABM and (2) exploring how virtual worlds could serve as a source of data to validate ABMs established for analogous real-world phenomena. During this research, we studied certain patterns of group behavior to compliment social modeling e orts where a signi cant lack of detailed examples of observed phenomena exists. This report outlines our work examining group behaviors that underly what we have termed the Expression-To-Action (E2A) problem: determining the changes in social contact that lead individuals/groups to engage in a particular behavior. Results from our work indicate that virtual worlds have the potential for serving as a proxy in allocating and populating behaviors that would be used within further agent-based modeling studies.« less
Kaiser, Daniel; Stein, Timo; Peelen, Marius V.
2014-01-01
In virtually every real-life situation humans are confronted with complex and cluttered visual environments that contain a multitude of objects. Because of the limited capacity of the visual system, objects compete for neural representation and cognitive processing resources. Previous work has shown that such attentional competition is partly object based, such that competition among elements is reduced when these elements perceptually group into an object based on low-level cues. Here, using functional MRI (fMRI) and behavioral measures, we show that the attentional benefit of grouping extends to higher-level grouping based on the relative position of objects as experienced in the real world. An fMRI study designed to measure competitive interactions among objects in human visual cortex revealed reduced neural competition between objects when these were presented in commonly experienced configurations, such as a lamp above a table, relative to the same objects presented in other configurations. In behavioral visual search studies, we then related this reduced neural competition to improved target detection when distracter objects were shown in regular configurations. Control studies showed that low-level grouping could not account for these results. We interpret these findings as reflecting the grouping of objects based on higher-level spatial-relational knowledge acquired through a lifetime of seeing objects in specific configurations. This interobject grouping effectively reduces the number of objects that compete for representation and thereby contributes to the efficiency of real-world perception. PMID:25024190
Prototyping a Sensor Enabled 3d Citymodel on Geospatial Managed Objects
NASA Astrophysics Data System (ADS)
Kjems, E.; Kolář, J.
2013-09-01
One of the major development efforts within the GI Science domain are pointing at sensor based information and the usage of real time information coming from geographic referenced features in general. At the same time 3D City models are mostly justified as being objects for visualization purposes rather than constituting the foundation of a geographic data representation of the world. The combination of 3D city models and real time information based systems though can provide a whole new setup for data fusion within an urban environment and provide time critical information preserving our limited resources in the most sustainable way. Using 3D models with consistent object definitions give us the possibility to avoid troublesome abstractions of reality, and design even complex urban systems fusing information from various sources of data. These systems are difficult to design with the traditional software development approach based on major software packages and traditional data exchange. The data stream is varying from urban domain to urban domain and from system to system why it is almost impossible to design a complete system taking care of all thinkable instances now and in the future within one constraint software design complex. On several occasions we have been advocating for a new end advanced formulation of real world features using the concept of Geospatial Managed Objects (GMO). This paper presents the outcome of the InfraWorld project, a 4 million Euro project financed primarily by the Norwegian Research Council where the concept of GMO's have been applied in various situations on various running platforms of an urban system. The paper will be focusing on user experiences and interfaces rather then core technical and developmental issues. The project was primarily focusing on prototyping rather than realistic implementations although the results concerning applicability are quite clear.
Jiang, Yanhua; Xiong, Guangming; Chen, Huiyan; Lee, Dah-Jye
2014-01-01
This paper presents a monocular visual odometry algorithm that incorporates a wheeled vehicle model for ground vehicles. The main innovation of this algorithm is to use the single-track bicycle model to interpret the relationship between the yaw rate and side slip angle, which are the two most important parameters that describe the motion of a wheeled vehicle. Additionally, the pitch angle is also considered since the planar-motion hypothesis often fails due to the dynamic characteristics of wheel suspensions and tires in real-world environments. Linearization is used to calculate a closed-form solution of the motion parameters that works as a hypothesis generator in a RAndom SAmple Consensus (RANSAC) scheme to reduce the complexity in solving equations involving trigonometric. All inliers found are used to refine the winner solution through minimizing the reprojection error. Finally, the algorithm is applied to real-time on-board visual localization applications. Its performance is evaluated by comparing against the state-of-the-art monocular visual odometry methods using both synthetic data and publicly available datasets over several kilometers in dynamic outdoor environments. PMID:25256109
NASA Astrophysics Data System (ADS)
Terzopoulos, Demetri; Qureshi, Faisal Z.
Computer vision and sensor networks researchers are increasingly motivated to investigate complex multi-camera sensing and control issues that arise in the automatic visual surveillance of extensive, highly populated public spaces such as airports and train stations. However, they often encounter serious impediments to deploying and experimenting with large-scale physical camera networks in such real-world environments. We propose an alternative approach called "Virtual Vision", which facilitates this type of research through the virtual reality simulation of populated urban spaces, camera sensor networks, and computer vision on commodity computers. We demonstrate the usefulness of our approach by developing two highly automated surveillance systems comprising passive and active pan/tilt/zoom cameras that are deployed in a virtual train station environment populated by autonomous, lifelike virtual pedestrians. The easily reconfigurable virtual cameras distributed in this environment generate synthetic video feeds that emulate those acquired by real surveillance cameras monitoring public spaces. The novel multi-camera control strategies that we describe enable the cameras to collaborate in persistently observing pedestrians of interest and in acquiring close-up videos of pedestrians in designated areas.
Control system of water flow and casting speed in continuous steel casting
NASA Astrophysics Data System (ADS)
Tirian, G. O.; Gheorghiu, C. A.; Hepuţ, T.; Chioncel, C.
2017-05-01
This paper presents the results of research based on real data taken from the installation process at Arcelor Mittal Hunedoara. Using Matlab Simulink an intelligent system is made that takes in data from the process and makes real time adjustments in the rate of flow of the cooling water and the speed of casting that eliminates fissures in the poured material from the secondary cooling of steel. Using Matlab Simulink simulation environment allowed for qualitative analysis for various real world situations. Thus, compared to the old method of approach for the problem of cracks forming in the crust of the steel in the continuous casting, this new method, proposed and developed, brings safety and precision in this complex process, thus removing any doubt on the existence or non-existence of cracks and takes the necessary steps to prevent and correct them.
Tal, Aner; Wansink, Brian
2011-01-01
Virtual reality (VR) provides a potentially powerful tool for researchers seeking to investigate eating and physical activity. Some unique conditions are necessary to ensure that the psychological processes that influence real eating behavior also influence behavior in VR environments. Accounting for these conditions is critical if VR-assisted research is to accurately reflect real-world situations. The current work discusses key considerations VR researchers must take into account to ensure similar psychological functioning in virtual and actual reality and does so by focusing on the process of spontaneous mental simulation. Spontaneous mental simulation is prevalent under real-world conditions but may be absent under VR conditions, potentially leading to differences in judgment and behavior between virtual and actual reality. For simulation to occur, the virtual environment must be perceived as being available for action. A useful chart is supplied as a reference to help researchers to investigate eating and physical activity more effectively. PMID:21527088
Tal, Aner; Wansink, Brian
2011-03-01
Virtual reality (VR) provides a potentially powerful tool for researchers seeking to investigate eating and physical activity. Some unique conditions are necessary to ensure that the psychological processes that influence real eating behavior also influence behavior in VR environments. Accounting for these conditions is critical if VR-assisted research is to accurately reflect real-world situations. The current work discusses key considerations VR researchers must take into account to ensure similar psychological functioning in virtual and actual reality and does so by focusing on the process of spontaneous mental simulation. Spontaneous mental simulation is prevalent under real-world conditions but may be absent under VR conditions, potentially leading to differences in judgment and behavior between virtual and actual reality. For simulation to occur, the virtual environment must be perceived as being available for action. A useful chart is supplied as a reference to help researchers to investigate eating and physical activity more effectively. © 2011 Diabetes Technology Society.
Development of a Ubiquitous Learning Platform Based on a Real-Time Help-Seeking Mechanism
ERIC Educational Resources Information Center
Hwang, Gwo-Jen; Wu, Chih-Hsiang; Tseng, Judy C. R.; Huang, Iwen
2011-01-01
The popularity of mobile devices has encouraged the advance of ubiquitous learning, in which students are situated in a real-world learning environment with support from the digital world via the use of mobile, wireless communications, or even sensing technologies. Most of the ubiquitous learning systems are implemented with high-cost sensing…
The Origin of Complex Quantum Amplitudes
NASA Astrophysics Data System (ADS)
Goyal, Philip; Knuth, Kevin H.; Skilling, John
2009-12-01
Physics is real. Measurement produces real numbers. Yet quantum mechanics uses complex arithmetic, in which √-1 is necessary but mysteriously relates to nothing else. By applying the same sort of symmetry arguments that Cox [1, 2] used to justify probability calculus, we are now able to explain this puzzle. The dual device/object nature of observation requires us to describe the world in terms of pairs of real numbers about which we never have full knowledge. These pairs combine according to complex arithmetic, using Feynman's rules.
Analyzing complex gaze behavior in the natural world
NASA Astrophysics Data System (ADS)
Pelz, Jeff B.; Kinsman, Thomas B.; Evans, Karen M.
2011-03-01
The history of eye-movement research extends back at least to 1794, when Erasmus Darwin (Charles' grandfather) published Zoonomia, including descriptions of eye movements due to self-motion. But research on eye movements was restricted to the laboratory for 200 years, until Michael Land built the first wearable eyetracker at the University of Sussex and published the seminal paper "Where we look when we steer" [1]. In the intervening centuries, we learned a tremendous amount about the mechanics of the oculomotor system and how it responds to isolated stimuli, but virtually nothing about how we actually use our eyes to explore, gather information, navigate, and communicate in the real world. Inspired by Land's work, we have been working to extend knowledge in these areas by developing hardware, algorithms, and software that have allowed researchers to ask questions about how we actually use vision in the real world. Central to that effort are new methods for analyzing the volumes of data that come from the experiments made possible by the new systems. We describe a number of recent experiments and SemantiCode, a new program that supports assisted coding of eye-movement data collected in unrestricted environments.
Are fixations in static natural scenes a useful predictor of attention in the real world?
Foulsham, Tom; Kingstone, Alan
2017-06-01
Research investigating scene perception normally involves laboratory experiments using static images. Much has been learned about how observers look at pictures of the real world and the attentional mechanisms underlying this behaviour. However, the use of static, isolated pictures as a proxy for studying everyday attention in real environments has led to the criticism that such experiments are artificial. We report a new study that tests the extent to which the real world can be reduced to simpler laboratory stimuli. We recorded the gaze of participants walking on a university campus with a mobile eye tracker, and then showed static frames from this walk to new participants, in either a random or sequential order. The aim was to compare the gaze of participants walking in the real environment with fixations on pictures of the same scene. The data show that picture order affects interobserver fixation consistency and changes looking patterns. Critically, while fixations on the static images overlapped significantly with the actual real-world eye movements, they did so no more than a model that assumed a general bias to the centre. Remarkably, a model that simply takes into account where the eyes are normally positioned in the head-independent of what is actually in the scene-does far better than any other model. These data reveal that viewing patterns to static scenes are a relatively poor proxy for predicting real world eye movement behaviour, while raising intriguing possibilities for how to best measure attention in everyday life. (PsycINFO Database Record (c) 2017 APA, all rights reserved).
Spontaneous mentalizing during an interactive real world task: an fMRI study.
Spiers, Hugo J; Maguire, Eleanor A
2006-01-01
There are moments in everyday life when we need to consider the thoughts and intentions of other individuals in order to act in a socially appropriate manner. Most of this mentalizing occurs spontaneously as we go about our business in the complexity of the real world. As such, studying the neural basis of spontaneous mentalizing has been virtually impossible. Here we devised a means to achieve this by employing a unique combination of functional magnetic resonance imaging (fMRI), a detailed and interactive virtual reality simulation of a bustling familiar city, and a retrospective verbal report protocol. We were able to provide insights into the content of spontaneous mentalizing events and identify the brain regions that underlie them. We found increased activity in a number of regions, namely the right posterior superior temporal sulcus, the medial prefrontal cortex and the right temporal pole associated with spontaneous mentalizing. Furthermore, we observed the right posterior superior temporal sulcus to be consistently active during several different subtypes of mentalizing events. By contrast, medial prefrontal cortex seemed to be particularly involved in thinking about agents that were visible in the environment. Our findings show that it is possible to investigate the neural basis of mentalizing in a manner closer to its true context, the real world, opening up intriguing possibilities for making comparisons with those who have mentalizing problems.
Tangible display systems: bringing virtual surfaces into the real world
NASA Astrophysics Data System (ADS)
Ferwerda, James A.
2012-03-01
We are developing tangible display systems that enable natural interaction with virtual surfaces. Tangible display systems are based on modern mobile devices that incorporate electronic image displays, graphics hardware, tracking systems, and digital cameras. Custom software allows the orientation of a device and the position of the observer to be tracked in real-time. Using this information, realistic images of surfaces with complex textures and material properties illuminated by environment-mapped lighting, can be rendered to the screen at interactive rates. Tilting or moving in front of the device produces realistic changes in surface lighting and material appearance. In this way, tangible displays allow virtual surfaces to be observed and manipulated as naturally as real ones, with the added benefit that surface geometry and material properties can be modified in real-time. We demonstrate the utility of tangible display systems in four application areas: material appearance research; computer-aided appearance design; enhanced access to digital library and museum collections; and new tools for digital artists.
ERIC Educational Resources Information Center
Yamagata-Lynch, Lisa C.
2007-01-01
Understanding human activity in real-world situations often involves complicated data collection, analysis, and presentation methods. This article discusses how Cultural-Historical Activity Theory (CHAT) can inform design-based research practices that focus on understanding activity in real-world situations. I provide a sample data set with…
Virtual Reality As a Training Tool to Treat Physical Inactivity in Children
Kiefer, Adam W.; Pincus, David; Richardson, Michael J.; Myer, Gregory D.
2017-01-01
Lack of adequate physical activity in children is an epidemic that can result in obesity and other poor health outcomes across the lifespan. Physical activity interventions focused on motor skill competence continue to be developed, but some interventions, such as neuromuscular training (NMT), may be limited in how early they can be implemented due to dependence on the child’s level of cognitive and perceptual-motor development. Early implementation of motor-rich activities that support motor skill development in children is critical for the development of healthy levels of physical activity that carry through into adulthood. Virtual reality (VR) training may be beneficial in this regard. VR training, when grounded in an information-based theory of perceptual-motor behavior that modifies the visual information in the virtual world, can promote early development of motor skills in youth akin to more natural, real-world development as opposed to strictly formalized training. This approach can be tailored to the individual child and training scenarios can increase in complexity as the child develops. Ultimately, training in VR may help serve as a precursor to “real-world” NMT, and once the child reaches the appropriate training age can also augment more complex NMT regimens performed outside of the virtual environment. PMID:29376045
Sound Fields in Complex Listening Environments
2011-01-01
The conditions of sound fields used in research, especially testing and fitting of hearing aids, are usually simplified or reduced to fundamental physical fields, such as the free or the diffuse sound field. The concepts of such ideal conditions are easily introduced in theoretical and experimental investigations and in models for directional microphones, for example. When it comes to real-world application of hearing aids, however, the field conditions are more complex with regard to specific stationary and transient properties in room transfer functions and the corresponding impulse responses and binaural parameters. Sound fields can be categorized in outdoor rural and urban and indoor environments. Furthermore, sound fields in closed spaces of various sizes and shapes and in situations of transport in vehicles, trains, and aircrafts are compared with regard to the binaural signals. In laboratory tests, sources of uncertainties are individual differences in binaural cues and too less controlled sound field conditions. Furthermore, laboratory sound fields do not cover the variety of complex sound environments. Spatial audio formats such as higher-order ambisonics are candidates for sound field references not only in room acoustics and audio engineering but also in audiology. PMID:21676999
High-fidelity real-time maritime scene rendering
NASA Astrophysics Data System (ADS)
Shyu, Hawjye; Taczak, Thomas M.; Cox, Kevin; Gover, Robert; Maraviglia, Carlos; Cahill, Colin
2011-06-01
The ability to simulate authentic engagements using real-world hardware is an increasingly important tool. For rendering maritime environments, scene generators must be capable of rendering radiometrically accurate scenes with correct temporal and spatial characteristics. When the simulation is used as input to real-world hardware or human observers, the scene generator must operate in real-time. This paper introduces a novel, real-time scene generation capability for rendering radiometrically accurate scenes of backgrounds and targets in maritime environments. The new model is an optimized and parallelized version of the US Navy CRUISE_Missiles rendering engine. It was designed to accept environmental descriptions and engagement geometry data from external sources, render a scene, transform the radiometric scene using the electro-optical response functions of a sensor under test, and output the resulting signal to real-world hardware. This paper reviews components of the scene rendering algorithm, and details the modifications required to run this code in real-time. A description of the simulation architecture and interfaces to external hardware and models is presented. Performance assessments of the frame rate and radiometric accuracy of the new code are summarized. This work was completed in FY10 under Office of Secretary of Defense (OSD) Central Test and Evaluation Investment Program (CTEIP) funding and will undergo a validation process in FY11.
ERIC Educational Resources Information Center
Stewart, Mary K.; Hagood, Danielle; Ching, Cynthia Carter
2017-01-01
This article examines two communities of youth who play an online game that integrates physical activity into virtual game play. Participating youth from two research sites--an urban middle school and a suburban junior high school--wore FitBits that tracked their physical activity and then integrated their real-world energy into game-world…
Sampling from complex networks using distributed learning automata
NASA Astrophysics Data System (ADS)
Rezvanian, Alireza; Rahmati, Mohammad; Meybodi, Mohammad Reza
2014-02-01
A complex network provides a framework for modeling many real-world phenomena in the form of a network. In general, a complex network is considered as a graph of real world phenomena such as biological networks, ecological networks, technological networks, information networks and particularly social networks. Recently, major studies are reported for the characterization of social networks due to a growing trend in analysis of online social networks as dynamic complex large-scale graphs. Due to the large scale and limited access of real networks, the network model is characterized using an appropriate part of a network by sampling approaches. In this paper, a new sampling algorithm based on distributed learning automata has been proposed for sampling from complex networks. In the proposed algorithm, a set of distributed learning automata cooperate with each other in order to take appropriate samples from the given network. To investigate the performance of the proposed algorithm, several simulation experiments are conducted on well-known complex networks. Experimental results are compared with several sampling methods in terms of different measures. The experimental results demonstrate the superiority of the proposed algorithm over the others.
The influence of complex and threatening environments in early life on brain size and behaviour.
DePasquale, C; Neuberger, T; Hirrlinger, A M; Braithwaite, V A
2016-01-27
The ways in which challenging environments during development shape the brain and behaviour are increasingly being addressed. To date, studies typically consider only single variables, but the real world is more complex. Many factors simultaneously affect the brain and behaviour, and whether these work independently or interact remains untested. To address this, zebrafish (Danio rerio) were reared in a two-by-two design in housing that varied in structural complexity and/or exposure to a stressor. Fish experiencing both complexity (enrichment objects changed over time) and mild stress (daily net chasing) exhibited enhanced learning and were less anxious when tested as juveniles (between 77 and 90 days). Adults tested (aged 1 year) were also less anxious even though fish were kept in standard housing after three months of age (i.e. no chasing or enrichment). Volumetric measures of the brain using magnetic resonance imaging (MRI) showed that complexity alone generated fish with a larger brain, but this increase in size was not seen in fish that experienced both complexity and chasing, or chasing alone. The results highlight the importance of looking at multiple variables simultaneously, and reveal differential effects of complexity and stressful experiences during development of the brain and behaviour. © 2016 The Authors.
The influence of complex and threatening environments in early life on brain size and behaviour
Neuberger, T.; Hirrlinger, A. M.; Braithwaite, V. A.
2016-01-01
The ways in which challenging environments during development shape the brain and behaviour are increasingly being addressed. To date, studies typically consider only single variables, but the real world is more complex. Many factors simultaneously affect the brain and behaviour, and whether these work independently or interact remains untested. To address this, zebrafish (Danio rerio) were reared in a two-by-two design in housing that varied in structural complexity and/or exposure to a stressor. Fish experiencing both complexity (enrichment objects changed over time) and mild stress (daily net chasing) exhibited enhanced learning and were less anxious when tested as juveniles (between 77 and 90 days). Adults tested (aged 1 year) were also less anxious even though fish were kept in standard housing after three months of age (i.e. no chasing or enrichment). Volumetric measures of the brain using magnetic resonance imaging (MRI) showed that complexity alone generated fish with a larger brain, but this increase in size was not seen in fish that experienced both complexity and chasing, or chasing alone. The results highlight the importance of looking at multiple variables simultaneously, and reveal differential effects of complexity and stressful experiences during development of the brain and behaviour. PMID:26817780
Pabico, Christine
2015-10-01
Nurse executives (NEs) are operating in a volatile, uncertain, complex, and ambiguous world. NEs must create supportive environments that promote staff empowerment, resilience, and alignment, to ensure organizational success. In addition, NEs need to be transparent and create a culture of partnership with their staff. The ability of NEs to create and sustain this environment is vital in supporting teams to successfully navigate in today's healthcare environment.
Methods and systems relating to an augmented virtuality environment
Nielsen, Curtis W; Anderson, Matthew O; McKay, Mark D; Wadsworth, Derek C; Boyce, Jodie R; Hruska, Ryan C; Koudelka, John A; Whetten, Jonathan; Bruemmer, David J
2014-05-20
Systems and methods relating to an augmented virtuality system are disclosed. A method of operating an augmented virtuality system may comprise displaying imagery of a real-world environment in an operating picture. The method may further include displaying a plurality of virtual icons in the operating picture representing at least some assets of a plurality of assets positioned in the real-world environment. Additionally, the method may include displaying at least one virtual item in the operating picture representing data sensed by one or more of the assets of the plurality of assets and remotely controlling at least one asset of the plurality of assets by interacting with a virtual icon associated with the at least one asset.
A computer-based training system combining virtual reality and multimedia
NASA Technical Reports Server (NTRS)
Stansfield, Sharon A.
1993-01-01
Training new users of complex machines is often an expensive and time-consuming process. This is particularly true for special purpose systems, such as those frequently encountered in DOE applications. This paper presents a computer-based training system intended as a partial solution to this problem. The system extends the basic virtual reality (VR) training paradigm by adding a multimedia component which may be accessed during interaction with the virtual environment. The 3D model used to create the virtual reality is also used as the primary navigation tool through the associated multimedia. This method exploits the natural mapping between a virtual world and the real world that it represents to provide a more intuitive way for the student to interact with all forms of information about the system.
ERIC Educational Resources Information Center
Dondlinger, Mary Jo; McLeod, Julie K.
2015-01-01
The Global Village Playground (GVP) was a capstone learning experience designed to address institutional assessment needs while providing an integrated and authentic learning experience for students aimed at fostering complex problem solving, as well as critical and creative thinking. In the GVP, students work on simulated and real-world problems…
A study of the performance of patients with frontal lobe lesions in a financial planning task.
Goel, V; Grafman, J; Tajik, J; Gana, S; Danto, D
1997-10-01
It has long been argued that patients with lesions in the prefrontal cortex have difficulties in decision making and problem solving in real-world, ill-structured situations, particularly problem types involving planning and look-ahead components. Recently, several researchers have questioned our ability to capture and characterize these deficits adequately using just the standard neuropsychological test batteries, and have called for tests that reflect real-world task requirements more accurately. We present data from 10 patients with focal lesions to the prefrontal cortex and 10 normal control subjects engaged in a real-world financial planning task. We also introduce a theoretical framework and methodology developed in the cognitive science literature for quantifying and analysing the complex data generated by problem-solving tasks. Our findings indicate that patient performance is impoverished at a global level but not at the local level. Patients have difficulty in organizing and structuring their problem space. Once they begin problem solving, they have difficulty in allocating adequate effort to each problem-solving phase. Patients also have difficulty dealing with the fact that there are no right or wrong answers nor official termination points in real-world planning problems. They also find it problematic to generate their own feedback. They invariably terminate the session before the details are fleshed out and all the goals satisfied. Finally, patients do not take full advantage of the fact that constraints on real-world problems are negotiable. However, it is not necessary to postulate a 'planning' deficit. It is possible to understand the patients' difficulties in real world planning tasks in terms of the following four accepted deficits: inadequate access to 'structured event complexes', difficulty in generalizing from particulars, failure to shift between 'mental sets', and poor judgment regarding adequacy and completeness of a plan.
Real Clients, Real Management, Real Failure: The Risks and Rewards of Service Learning
ERIC Educational Resources Information Center
Cyphert, Dale
2006-01-01
There are multiple advantages to service-learning projects across the business curriculum, but in communication classes the author has found their biggest value to be authenticity. A "real-world" assignment requires the flexible, creative integration of communication skills in an environment where, "unlike exams and other typical university…
Pattern Formation and Complexity Emergence
NASA Astrophysics Data System (ADS)
Berezin, Alexander A.
2001-03-01
Success of nonlinear modelling of pattern formation and self-organization encourages speculations on informational and number theoretical foundations of complexity emergence. Pythagorean "unreasonable effectiveness of integers" in natural processes is perhaps extrapolatable even to universal emergence "out-of-nothing" (Leibniz, Wheeler). Because rational numbers (R = M/N) are everywhere dense on real axis, any digital string (hence any "book" from "Library of Babel" of J.L.Borges) is "recorded" infinitely many times in arbitrary many rationals. Furthermore, within any arbitrary small interval there are infinitely many Rs for which (either or both) integers (Ms and Ns) "carry" any given string of any given length. Because any iterational process (such as generation of fractal features of Mandelbrot Set) is arbitrary closely approximatable with rational numbers, the infinite pattern of integers expresses itself in generation of complexity of the world, as well as in emergence of the world itself. This "tunnelling" from Platonic World ("Platonia" of J.Barbour) to a real (physical) world is modern recast of Leibniz's motto ("for deriving all from nothing there suffices a single principle").
Peter, Jessica; Sandkamp, Richard; Minkova, Lora; Schumacher, Lena V; Kaller, Christoph P; Abdulkadir, Ahmed; Klöppel, Stefan
2018-01-31
Spatial disorientation is a frequent symptom in Alzheimer's disease and in mild cognitive impairment (MCI). In the clinical routine, spatial orientation is less often tested with real-world navigation but rather with 2D visuoconstructive tasks. However, reports about the association between the two types of tasks are sparse. Additionally, spatial disorientation has been linked to volume of the right hippocampus but it remains unclear whether right hippocampal subregions have differential involvement in real-world navigation. Yet, this would help uncover different functional roles of the subregions, which would have important implications for understanding the neuronal underpinnings of navigation skills. We compared patients with amnestic MCI (aMCI; n = 25) and healthy elderly controls (HC; n = 25) in a real-world navigation task that engaged different spatial processes. The association between real-world navigation and different visuoconstructive tasks was tested (i.e., figures from the Consortium to Establish a Registry for Alzheimer's Disease; CERAD, the Rey-Osterrieth Complex Figure task; and clock drawing). Furthermore, the relation between spatial navigation and volume of right hippocampal subregions was examined. Linear regression and relative weight analysis were applied for statistical analyses. Patients with aMCI were significantly less able to correctly navigate through a route compared to HC but had comparable map drawing and landmark recognition skills. The association between visuoconstructive tasks and real-world navigation was only significant when using the visuospatial memory component of the Rey figure. In aMCI, more volume of the right hippocampal tail was significantly associated with better navigation skills, while volume of the right CA2/3 region was a significant predictor in HC. Standard visuoconstructive tasks (e.g., the CERAD figures or clock drawing) are not sufficient to detect real-world spatial disabilities in aMCI. Consequently, more complex visuoconstructive tasks (i.e., the Rey figure) should be routinely included in the assessment of cognitive functions in the context of AD. Moreover, in those elderly individuals with impaired complex visuospatial memory, route finding behaviour should be evaluated in detail. Regarding the contribution of hippocampal subregions to spatial navigation, the right hippocampal tail seems to be particularly important for patients with aMCI, while the CA2/3 region appears to be more relevant in HC. Copyright © 2017 Elsevier Ltd. All rights reserved.
Analysis of white box test of cyber-physical system
NASA Astrophysics Data System (ADS)
Li, Bo; Zhang, Lichen
2017-05-01
The Cyber-Physical System is a complex system in which the information system is closely integrated with the physical system. Through the environment detection and the combination of computing, communication and control process, the physical real-time perception and dynamic control function are realized. CPS is another information revolution after the Internet, and his presence will change the way people interact with the physical world. In this paper, the concept of CPS and white box testing is introduced, and then the white box test for CPS hardware, software, network and system is discussed in detail. Finally, the research on CPS is prospected.
Edquist, Jessica; Rudin-Brown, Christina M; Lenné, Michael G
2012-03-01
On-street parking is associated with elevated crash risk. It is not known how drivers' mental workload and behaviour in the presence of on-street parking contributes to, or fails to reduce, this increased crash risk. On-street parking tends to co-exist with visually complex streetscapes that may affect workload and crash risk in their own right. The present paper reports results from a driving simulator study examining the effects of on-street parking and road environment visual complexity on driver behaviour and surrogate measures of crash risk. Twenty-nine participants drove a simulated urban commercial and arterial route. Compared to sections with no parking bays or empty parking bays, in the presence of occupied parking bays drivers lowered their speed and shifted their lateral position towards roadway centre to compensate for the higher mental workload they reported experiencing. However, this compensation was not sufficient to reduce drivers' reaction time on a safety-relevant peripheral detection task or to an unexpected pedestrian hazard. Compared to the urban road environments, the less visually complex arterial road environment was associated with speeds that were closer to the posted limit, lower speed variability and lower workload ratings. These results support theoretical positions that proffer workload as a mediating variable of speed choice. However, drivers in this study did not modify their speed sufficiently to maintain safe hazard response times in complex environments with on-street parking. This inadequate speed compensation is likely to affect real world crash risk. Copyright © 2011 Elsevier Ltd. All rights reserved.
An Audio Architecture Integrating Sound and Live Voice for Virtual Environments
2002-09-01
implementation of a virtual environment. As real world training locations become scarce and training budgets are trimmed, training system developers ...look more and more towards virtual environments as the answer. Virtual environments provide training system developers with several key benefits
Translational Cognition for Decision Support in Critical Care Environments: A Review
Patel, Vimla L.; Zhang, Jiajie; Yoskowitz, Nicole A.; Green, Robert; Sayan, Osman R.
2008-01-01
The dynamic and distributed work environment in critical care requires a high level of collaboration among clinical team members and a sophisticated task coordination system to deliver safe, timely and effective care. A complex cognitive system underlies the decision-making process in such cooperative workplaces. This methodological review paper addresses the issues of translating cognitive research to clinical practice with a specific focus on decision-making in critical care, and the role of information and communication technology to aid in such decisions. Examples are drawn from studies of critical care in our own research laboratories. Critical care, in this paper, includes both intensive (inpatient) and emergency (outpatient) care. We define translational cognition as the research on basic and applied cognitive issues that contribute to our understanding of how information is stored, retrieved and used for problem-solving and decision-making. The methods and findings are discussed in the context of constraints on decision-making in real world complex environments and implications for supporting the design and evaluation of decision support tools for critical care health providers. PMID:18343731
Translational cognition for decision support in critical care environments: a review.
Patel, Vimla L; Zhang, Jiajie; Yoskowitz, Nicole A; Green, Robert; Sayan, Osman R
2008-06-01
The dynamic and distributed work environment in critical care requires a high level of collaboration among clinical team members and a sophisticated task coordination system to deliver safe, timely and effective care. A complex cognitive system underlies the decision-making process in such cooperative workplaces. This methodological review paper addresses the issues of translating cognitive research to clinical practice with a specific focus on decision-making in critical care, and the role of information and communication technology to aid in such decisions. Examples are drawn from studies of critical care in our own research laboratories. Critical care, in this paper, includes both intensive (inpatient) and emergency (outpatient) care. We define translational cognition as the research on basic and applied cognitive issues that contribute to our understanding of how information is stored, retrieved and used for problem-solving and decision-making. The methods and findings are discussed in the context of constraints on decision-making in real-world complex environments and implications for supporting the design and evaluation of decision support tools for critical care health providers.
Interactive physically-based sound simulation
NASA Astrophysics Data System (ADS)
Raghuvanshi, Nikunj
The realization of interactive, immersive virtual worlds requires the ability to present a realistic audio experience that convincingly compliments their visual rendering. Physical simulation is a natural way to achieve such realism, enabling deeply immersive virtual worlds. However, physically-based sound simulation is very computationally expensive owing to the high-frequency, transient oscillations underlying audible sounds. The increasing computational power of desktop computers has served to reduce the gap between required and available computation, and it has become possible to bridge this gap further by using a combination of algorithmic improvements that exploit the physical, as well as perceptual properties of audible sounds. My thesis is a step in this direction. My dissertation concentrates on developing real-time techniques for both sub-problems of sound simulation: synthesis and propagation. Sound synthesis is concerned with generating the sounds produced by objects due to elastic surface vibrations upon interaction with the environment, such as collisions. I present novel techniques that exploit human auditory perception to simulate scenes with hundreds of sounding objects undergoing impact and rolling in real time. Sound propagation is the complementary problem of modeling the high-order scattering and diffraction of sound in an environment as it travels from source to listener. I discuss my work on a novel numerical acoustic simulator (ARD) that is hundred times faster and consumes ten times less memory than a high-accuracy finite-difference technique, allowing acoustic simulations on previously-intractable spaces, such as a cathedral, on a desktop computer. Lastly, I present my work on interactive sound propagation that leverages my ARD simulator to render the acoustics of arbitrary static scenes for multiple moving sources and listener in real time, while accounting for scene-dependent effects such as low-pass filtering and smooth attenuation behind obstructions, reverberation, scattering from complex geometry and sound focusing. This is enabled by a novel compact representation that takes a thousand times less memory than a direct scheme, thus reducing memory footprints to fit within available main memory. To the best of my knowledge, this is the only technique and system in existence to demonstrate auralization of physical wave-based effects in real-time on large, complex 3D scenes.
A Practical Measure for the Complexity of Evolving Seismicity Patterns
NASA Astrophysics Data System (ADS)
Goltz, C.
2005-12-01
Earthquakes are a "complex" phenomenon. There is, however, no clear definition of what complexity actually is. Yet, it is important to distinguish between what is merely complicated and what is complex in the sense that simple rules can give rise to very rich behaviour. Seismicity is certainly a complicated phenomenon (difficult to understand) but simple models such as cellular automata indicate that earthquakes are truly complex. From the observational point of view, there exists the problem of quantification of complexity in real world seismicity patterns. Such a measurement is desirable, not only for fundamental understanding but also for monitoring and possibly for forecasting. Maybe the most workable definitions of complexity exist in informatics, summarised under the topic of algorithmic complexity. Here, after introducing the concepts, I apply such a measure of complexity to temporally evolving real-world seismicity patterns. Finally, I discuss the usefulness of the approach and regard the results in view of the occurrence of large earthquakes.
Working memory training may increase working memory capacity but not fluid intelligence.
Harrison, Tyler L; Shipstead, Zach; Hicks, Kenny L; Hambrick, David Z; Redick, Thomas S; Engle, Randall W
2013-12-01
Working memory is a critical element of complex cognition, particularly under conditions of distraction and interference. Measures of working memory capacity correlate positively with many measures of real-world cognition, including fluid intelligence. There have been numerous attempts to use training procedures to increase working memory capacity and thereby performance on the real-world tasks that rely on working memory capacity. In the study reported here, we demonstrated that training on complex working memory span tasks leads to improvement on similar tasks with different materials but that such training does not generalize to measures of fluid intelligence.
Andrews, Kristin
2017-01-01
I suggest that the Stereotype Rationality Hypothesis (Jussim 2012) is only partially right. I agree it is rational to rely on stereotypes, but in the complexity of real world social interactions, most of our individuating information invokes additional stereotypes. Despite assumptions to the contrary, there is reason to think theory of mind is not accurate, and social psychology's denial of stereotype accuracy led us toward mindreading/theory of mind - a less accurate account of how we understand other people.
ERIC Educational Resources Information Center
Hwang, Gwo-Jen; Chang, Shao-Chen; Chen, Pei-Ying; Chen, Xiang-Ya
2018-01-01
Engaging students in real-world learning contexts has been identified by educators as being an important way of helping them learn to apply what they have learned from textbooks to practical problems. The advancements in mobile and image-processing technologies have enabled students to access learning resources and receive learning guidance in…
Brunyé, Tad T.; Collier, Zachary A.; Cantelon, Julie; Holmes, Amanda; Wood, Matthew D.; Linkov, Igor; Taylor, Holly A.
2015-01-01
Previous research has demonstrated that route planners use several reliable strategies for selecting between alternate routes. Strategies include selecting straight rather than winding routes leaving an origin, selecting generally south- rather than north-going routes, and selecting routes that avoid traversal of complex topography. The contribution of this paper is characterizing the relative influence and potential interactions of these strategies. We also examine whether individual differences would predict any strategy reliance. Results showed evidence for independent and additive influences of all three strategies, with a strong influence of topography and initial segment straightness, and relatively weak influence of cardinal direction. Additively, routes were also disproportionately selected when they traversed relatively flat regions, had relatively straight initial segments, and went generally south rather than north. Two individual differences, extraversion and sense of direction, predicted the extent of some effects. Under real-world conditions navigators indeed consider a route’s initial straightness, cardinal direction, and topography, but these cues differ in relative influence and vary in their application across individuals. PMID:25992685
Predicting pedestrian flow: a methodology and a proof of concept based on real-life data.
Davidich, Maria; Köster, Gerta
2013-01-01
Building a reliable predictive model of pedestrian motion is very challenging: Ideally, such models should be based on observations made in both controlled experiments and in real-world environments. De facto, models are rarely based on real-world observations due to the lack of available data; instead, they are largely based on intuition and, at best, literature values and laboratory experiments. Such an approach is insufficient for reliable simulations of complex real-life scenarios: For instance, our analysis of pedestrian motion under natural conditions at a major German railway station reveals that the values for free-flow velocities and the flow-density relationship differ significantly from widely used literature values. It is thus necessary to calibrate and validate the model against relevant real-life data to make it capable of reproducing and predicting real-life scenarios. In this work we aim at constructing such realistic pedestrian stream simulation. Based on the analysis of real-life data, we present a methodology that identifies key parameters and interdependencies that enable us to properly calibrate the model. The success of the approach is demonstrated for a benchmark model, a cellular automaton. We show that the proposed approach significantly improves the reliability of the simulation and hence the potential prediction accuracy. The simulation is validated by comparing the local density evolution of the measured data to that of the simulated data. We find that for our model the most sensitive parameters are: the source-target distribution of the pedestrian trajectories, the schedule of pedestrian appearances in the scenario and the mean free-flow velocity. Our results emphasize the need for real-life data extraction and analysis to enable predictive simulations.
NASA Astrophysics Data System (ADS)
Guo, Long; Cai, XU
2009-08-01
It is shown that many real complex networks share distinctive features, such as the small-world effect and the heterogeneous property of connectivity of vertices, which are different from random networks and regular lattices. Although these features capture the important characteristics of complex networks, their applicability depends on the style of networks. To unravel the universal characteristics many complex networks have in common, we study the fractal dimensions of complex networks using the method introduced by Shanker. We find that the average 'density' (ρ(r)) of complex networks follows a better power-law function as a function of distance r with the exponent df, which is defined as the fractal dimension, in some real complex networks. Furthermore, we study the relation between df and the shortcuts Nadd in small-world networks and the size N in regular lattices. Our present work provides a new perspective to understand the dependence of the fractal dimension df on the complex network structure.
White, Thomas E; Rojas, Bibiana; Mappes, Johanna; Rautiala, Petri; Kemp, Darrell J
2017-09-01
Much of what we know about human colour perception has come from psychophysical studies conducted in tightly-controlled laboratory settings. An enduring challenge, however, lies in extrapolating this knowledge to the noisy conditions that characterize our actual visual experience. Here we combine statistical models of visual perception with empirical data to explore how chromatic (hue/saturation) and achromatic (luminant) information underpins the detection and classification of stimuli in a complex forest environment. The data best support a simple linear model of stimulus detection as an additive function of both luminance and saturation contrast. The strength of each predictor is modest yet consistent across gross variation in viewing conditions, which accords with expectation based upon general primate psychophysics. Our findings implicate simple visual cues in the guidance of perception amidst natural noise, and highlight the potential for informing human vision via a fusion between psychophysical modelling and real-world behaviour. © 2017 The Author(s).
NASA Astrophysics Data System (ADS)
Lőrincz, András; Lázár, Katalin A.; Palotai, Zsolt
2007-05-01
To what extent does the communication make a goal-oriented community efficient in different topologies? In order to gain insight into this problem, we study the influence of learning method as well as that of the topology of the environment on the communication efficiency of crawlers in quest of novel information in different topics on the Internet. Individual crawlers employ selective learning, function approximation-based reinforcement learning (RL), and their combination. Selective learning, in effect, modifies the starting URL lists of the crawlers, whilst RL alters the URL orderings. Real data have been collected from the web and scale-free worlds, scale-free small world (SFSW), and random world environments (RWEs) have been created by link reorganization. In our previous experiments [ Zs. Palotai, Cs. Farkas, A. Lőrincz, Is selection optimal in scale-free small worlds?, ComPlexUs 3 (2006) 158-168], the crawlers searched for novel, genuine documents and direct communication was not possible. Herein, our finding is reproduced: selective learning performs the best and RL the worst in SFSW, whereas the combined, i.e., selective learning coupled with RL is the best-by a slight margin-in scale-free worlds. This effect is demonstrated to be more pronounced when the crawlers search for different topic-specific documents: the relative performance of the combined learning algorithm improves in all worlds, i.e., in SFSW, in SFW, and in RWE. If the tasks are more complex and the work sharing is enforced by the environment then the combined learning algorithm becomes at least equal, even superior to both the selective and the RL algorithms in most cases, irrespective of the efficiency of communication. Furthermore, communication improves the performance by a large margin and adaptive communication is advantageous in the majority of the cases.
Identifying important nodes by adaptive LeaderRank
NASA Astrophysics Data System (ADS)
Xu, Shuang; Wang, Pei
2017-03-01
Spreading process is a common phenomenon in complex networks. Identifying important nodes in complex networks is of great significance in real-world applications. Based on the spreading process on networks, a lot of measures have been proposed to evaluate the importance of nodes. However, most of the existing measures are appropriate to static networks, which are fragile to topological perturbations. Many real-world complex networks are dynamic rather than static, meaning that the nodes and edges of such networks may change with time, which challenge numerous existing centrality measures. Based on a new weighted mechanism and the newly proposed H-index and LeaderRank (LR), this paper introduces a variant of the LR measure, called adaptive LeaderRank (ALR), which is a new member of the LR-family. Simulations on six real-world networks reveal that the new measure can well balance between prediction accuracy and robustness. More interestingly, the new measure can better adapt to the adjustment or local perturbations of network topologies, as compared with the existing measures. By discussing the detailed properties of the measures from the LR-family, we illustrate that the ALR has its competitive advantages over the other measures. The proposed algorithm enriches the measures to understand complex networks, and may have potential applications in social networks and biological systems.
Remote Sensing and halocene Vegetation: History of Global Change
NASA Technical Reports Server (NTRS)
D'Antoni, Hector L.; Schaebitz, Frank
1995-01-01
Predictions of the future evolution of the earth's atmospheric chemistry and its impact on global circulation patterns are based on Global Climate Models (GCMs) that integrate the complex interactions of the biosphere, atmosphere and the oceans. Most of the available records of climate and environment are short-term records (from decades to a few hundred years) with convolved information of real trends and short-term fluctuations. GCMs must be tested beyond the short-term record of climate and environment to insure that predictions are based on trends and therefore are appropriate to support long term policy making. Unfortunately different parts of the world, weather stations are scattered, records extend over a period of only few years, and there are no systematic climate records for large portions of the globe.
On Teaching Energy: Preparing Students Better for their Role as Citizens
NASA Astrophysics Data System (ADS)
Myers, J. D.; Lyford, M. E.; Buss, A.
2009-12-01
Supplying energy to an expanding population with a rising standard of living and maintaining human and natural systems is an increasingly difficult task. Thus, energy is often listed as one of the grand challenges facing humankind. Energy‘s grand challenges are many, complex, multifaceted and of variable scale. It is not surprising then that their solutions must be multi-dimensional as well. Historically, energy solutions have focused on energy science (a multidisciplinary topic spanning biology, chemistry, Earth science, physics, and math), technology or economics. In the real world, focusing solely on these aspects of energy has rarely produced energy projects that are just and fair. Sustainable, equitable and effective energy projects are only created when additional perspectives are considered, e.g. environment, culture, social institutions, politics, etc. The natures of these other perspectives are determined largely by the social context of any particular energy issue. For example, petroleum production has had vastly different impacts in Norway than it does in Nigeria. Thus, solutions to energy issues are, in fact, multidimensional functions. Given this complexity, preparing students to deal with the energy issues they will face in the future requires an instructional approach that integrates a multidisciplinary science approach with technology and social context. Yet this alone will not ensure that students leave the classroom with the skills necessary to equitably, effectively and logically deal with energy issues. Rather, teaching energy also requires sound pedagogy. Effective pedagogy ensures student success in the classroom and facilitates transfer of classroom knowledge to real world situations. It includes, but also goes beyond, employing classroom strategies that promote deep and lasting learning. In this arena, it fosters the development of a skill set that enables students to transfer classroom knowledge to real world issues. It prepares students to handle the uncertainty and ambiguity of the real world while promoting critical thinking and problem solving. Fundamental literacies, a type of QR, prepare students to handle data, perform simple calculations and evaluate critically quantitative claims. They are crucial to working in the real world as well as the scientific realm. Understanding and using scientific content also requires mastering a series of technical literacies. Although they may vary between scientific disciplines, some technical literacies are shared by a number of sciences. Although most science courses assume students can transfer what they have learned to societal applications without further assistance, this is rare, even for the best students. Rather, this classroom-to-real world transfer skill set, i.e. citizenship literacies, must be explicitly taught and practiced. Mastering critical thinking, understanding social context and practicing informed engagement provides students the skills to use their scientific understanding to address energy problems in meaningful and effective ways while enabling them to communicate effectively their ideas to others and work co-operatively with stakeholders with different views.
Global Coverage Measurement Planning Strategies for Mobile Robots Equipped with a Remote Gas Sensor
Arain, Muhammad Asif; Trincavelli, Marco; Cirillo, Marcello; Schaffernicht, Erik; Lilienthal, Achim J.
2015-01-01
The problem of gas detection is relevant to many real-world applications, such as leak detection in industrial settings and landfill monitoring. In this paper, we address the problem of gas detection in large areas with a mobile robotic platform equipped with a remote gas sensor. We propose an algorithm that leverages a novel method based on convex relaxation for quickly solving sensor placement problems, and for generating an efficient exploration plan for the robot. To demonstrate the applicability of our method to real-world environments, we performed a large number of experimental trials, both on randomly generated maps and on the map of a real environment. Our approach proves to be highly efficient in terms of computational requirements and to provide nearly-optimal solutions. PMID:25803707
Global coverage measurement planning strategies for mobile robots equipped with a remote gas sensor.
Arain, Muhammad Asif; Trincavelli, Marco; Cirillo, Marcello; Schaffernicht, Erik; Lilienthal, Achim J
2015-03-20
The problem of gas detection is relevant to many real-world applications, such as leak detection in industrial settings and landfill monitoring. In this paper, we address the problem of gas detection in large areas with a mobile robotic platform equipped with a remote gas sensor. We propose an algorithm that leverages a novel method based on convex relaxation for quickly solving sensor placement problems, and for generating an efficient exploration plan for the robot. To demonstrate the applicability of our method to real-world environments, we performed a large number of experimental trials, both on randomly generated maps and on the map of a real environment. Our approach proves to be highly efficient in terms of computational requirements and to provide nearly-optimal solutions.
Methods of Evaluation of the State and Efficiency of the Urban Environment
NASA Astrophysics Data System (ADS)
Patrakeyev, I.; Ziborov, V.; Lazorenko-Hevel, N.
2017-12-01
Today, humanity is experiencing an "urban age", and therefore issues of good management of energy consumption and energy spent on utilization of waste in cities are becoming particularly acute. In this regard, the working group of the World Energy Council proposed a concept of the "energy balance" of the urban environment. This concept was that the energy produced should cover the energy consumed. Metabolism of the urban environment is so hot and so rarely studied by urban planners. This condition is linked first with the fact that metabolism is nothing more than a network of exchange of physical, energy resources and information. This is the real point of meeting the natural, technological, social, economic processes and their transformation into one another. Metabolism is the most important tool for knowing the real mechanics of the movement of resources in such a complex system as the urban environment. The content of the article is an analysis of significant energy and material flows characterizing the metabolism of the urban environment. We considered in the article a new energy paradigm. This paradigm will help in carrying out research in such areas as reducing the burden on the state of the environment, reducing environmental problems and reducing dependence on fossil fuels. Methods and models of metabolic processes in the urban environment will allow to implement in practice the concept of sustainable development of the urban environment, which is the development of the teaching V. Vernadsky about the noosphere.
Prevention 0f Unwanted Free-Declaration of Static Obstacles in Probability Occupancy Grids
NASA Astrophysics Data System (ADS)
Krause, Stefan; Scholz, M.; Hohmann, R.
2017-10-01
Obstacle detection and avoidance are major research fields in unmanned aviation. Map based obstacle detection approaches often use discrete world representations such as probabilistic grid maps to fuse incremental environment data from different views or sensors to build a comprehensive representation. The integration of continuous measurements into a discrete representation can result in rounding errors which, in turn, leads to differences between the artificial model and real environment. The cause of these deviations is a low spatial resolution of the world representation comparison to the used sensor data. Differences between artificial representations which are used for path planning or obstacle avoidance and the real world can lead to unexpected behavior up to collisions with unmapped obstacles. This paper presents three approaches to the treatment of errors that can occur during the integration of continuous laser measurement in the discrete probabilistic grid. Further, the quality of the error prevention and the processing performance are compared with real sensor data.
Khandelwal, Siddhartha; Wickström, Nicholas
2017-01-01
Numerous gait event detection (GED) algorithms have been developed using accelerometers as they allow the possibility of long-term gait analysis in everyday life. However, almost all such existing algorithms have been developed and assessed using data collected in controlled indoor experiments with pre-defined paths and walking speeds. On the contrary, human gait is quite dynamic in the real-world, often involving varying gait speeds, changing surfaces and varying surface inclinations. Though portable wearable systems can be used to conduct experiments directly in the real-world, there is a lack of publicly available gait datasets or studies evaluating the performance of existing GED algorithms in various real-world settings. This paper presents a new gait database called MAREA (n=20 healthy subjects) that consists of walking and running in indoor and outdoor environments with accelerometers positioned on waist, wrist and both ankles. The study also evaluates the performance of six state-of-the-art accelerometer-based GED algorithms in different real-world scenarios, using the MAREA gait database. The results reveal that the performance of these algorithms is inconsistent and varies with changing environments and gait speeds. All algorithms demonstrated good performance for the scenario of steady walking in a controlled indoor environment with a combined median F1score of 0.98 for Heel-Strikes and 0.94 for Toe-Offs. However, they exhibited significantly decreased performance when evaluated in other lesser controlled scenarios such as walking and running in an outdoor street, with a combined median F1score of 0.82 for Heel-Strikes and 0.53 for Toe-Offs. Moreover, all GED algorithms displayed better performance for detecting Heel-Strikes as compared to Toe-Offs, when evaluated in different scenarios. Copyright © 2016 Elsevier B.V. All rights reserved.
MAP-IT: A Practical Tool for Planning Complex Behavior Modification Interventions.
Hansen, Sylvia; Kanning, Martina; Lauer, Romy; Steinacker, Jürgen M; Schlicht, Wolfgang
2017-09-01
Health research often aims to prevent noncommunicable diseases and to improve individual and public health by discovering intervention strategies that are effective in changing behavior and/or environments that are detrimental to one's health. Ideally, findings from original research support practitioners in planning and implementing effective interventions. Unfortunately, interventions often fail to overcome the translational block between science and practice. They often ignore theoretical knowledge, overlook empirical evidence, and underrate the impact of the environment. Accordingly, sustainable changes in individual behavior and/or the environment are difficult to achieve. Developing theory-driven and evidence-based interventions in the real world is a complex task. Existing implementation frameworks and theories often do not meet the needs of health practitioners. The purpose of this article is to synthesize existing frameworks and to provide a tool, the Matrix Assisting Practitioner's Intervention Planning Tool (MAP-IT), that links research to practice and helps practitioners to design multicomponent interventions. In this article, we use physical activity of older adults as an example to explain the rationale of MAP-IT. In MAP-IT, individual as well as environmental mechanisms are listed and behavior change techniques are linked to these mechanisms and to intervention components. MAP-IT is theory-driven and evidence-based. It is time-saving and helpful for practitioners when planning complex interventions.
NASA Astrophysics Data System (ADS)
Tadokoro, Satoshi; Kitano, Hiroaki; Takahashi, Tomoichi; Noda, Itsuki; Matsubara, Hitoshi; Shinjoh, Atsushi; Koto, Tetsuo; Takeuchi, Ikuo; Takahashi, Hironao; Matsuno, Fumitoshi; Hatayama, Mitsunori; Nobe, Jun; Shimada, Susumu
2000-07-01
This paper introduces the RoboCup-Rescue Simulation Project, a contribution to the disaster mitigation, search and rescue problem. A comprehensive urban disaster simulator is constructed on distributed computers. Heterogeneous intelligent agents such as fire fighters, victims and volunteers conduct search and rescue activities in this virtual disaster world. A real world interface integrates various sensor systems and controllers of infrastructures in the real cities with the real world. Real-time simulation is synchronized with actual disasters, computing complex relationship between various damage factors and agent behaviors. A mission-critical man-machine interface provides portability and robustness of disaster mitigation centers, and augmented-reality interfaces for rescue in real disasters. It also provides a virtual- reality training function for the public. This diverse spectrum of RoboCup-Rescue contributes to the creation of the safer social system.
Social Presence and Motivation in a Three-Dimensional Virtual World: An Explanatory Study
ERIC Educational Resources Information Center
Yilmaz, Rabia M.; Topu, F. Burcu; Goktas, Yuksel; Coban, Murat
2013-01-01
Three-dimensional (3-D) virtual worlds differ from other learning environments in their similarity to real life, providing opportunities for more effective communication and interaction. With these features, 3-D virtual worlds possess considerable potential to enhance learning opportunities. For effective learning, the users' motivation levels and…
Pinti, Paola; Merla, Arcangelo; Aichelburg, Clarisse; Lind, Frida; Power, Sarah; Swingler, Elizabeth; Hamilton, Antonia; Gilbert, Sam; Burgess, Paul W; Tachtsidis, Ilias
2017-07-15
Recent technological advances have allowed the development of portable functional Near-Infrared Spectroscopy (fNIRS) devices that can be used to perform neuroimaging in the real-world. However, as real-world experiments are designed to mimic everyday life situations, the identification of event onsets can be extremely challenging and time-consuming. Here, we present a novel analysis method based on the general linear model (GLM) least square fit analysis for the Automatic IDentification of functional Events (or AIDE) directly from real-world fNIRS neuroimaging data. In order to investigate the accuracy and feasibility of this method, as a proof-of-principle we applied the algorithm to (i) synthetic fNIRS data simulating both block-, event-related and mixed-design experiments and (ii) experimental fNIRS data recorded during a conventional lab-based task (involving maths). AIDE was able to recover functional events from simulated fNIRS data with an accuracy of 89%, 97% and 91% for the simulated block-, event-related and mixed-design experiments respectively. For the lab-based experiment, AIDE recovered more than the 66.7% of the functional events from the fNIRS experimental measured data. To illustrate the strength of this method, we then applied AIDE to fNIRS data recorded by a wearable system on one participant during a complex real-world prospective memory experiment conducted outside the lab. As part of the experiment, there were four and six events (actions where participants had to interact with a target) for the two different conditions respectively (condition 1: social-interact with a person; condition 2: non-social-interact with an object). AIDE managed to recover 3/4 events and 3/6 events for conditions 1 and 2 respectively. The identified functional events were then corresponded to behavioural data from the video recordings of the movements and actions of the participant. Our results suggest that "brain-first" rather than "behaviour-first" analysis is possible and that the present method can provide a novel solution to analyse real-world fNIRS data, filling the gap between real-life testing and functional neuroimaging. Copyright © 2017 The Authors. Published by Elsevier Inc. All rights reserved.
Gillham, Michael; Howells, Gareth; Spurgeon, Sarah; McElroy, Ben
2013-01-01
Assistive robotic applications require systems capable of interaction in the human world, a workspace which is highly dynamic and not always predictable. Mobile assistive devices face the additional and complex problem of when and if intervention should occur; therefore before any trajectory assistance is given, the robotic device must know where it is in real-time, without unnecessary disruption or delay to the user requirements. In this paper, we demonstrate a novel robust method for determining room identification from floor features in a real-time computational frame for autonomous and assistive robotics in the human environment. We utilize two inexpensive sensors: an optical mouse sensor for straightforward and rapid, texture or pattern sampling, and a four color photodiode light sensor for fast color determination. We show how data relating floor texture and color obtained from typical dynamic human environments, using these two sensors, compares favorably with data obtained from a standard webcam. We show that suitable data can be extracted from these two sensors at a rate 16 times faster than a standard webcam, and that these data are in a form which can be rapidly processed using readily available classification techniques, suitable for real-time system application. We achieved a 95% correct classification accuracy identifying 133 rooms' flooring from 35 classes, suitable for fast coarse global room localization application, boundary crossing detection, and additionally some degree of surface type identification. PMID:24351647
Gillham, Michael; Howells, Gareth; Spurgeon, Sarah; McElroy, Ben
2013-12-17
Assistive robotic applications require systems capable of interaction in the human world, a workspace which is highly dynamic and not always predictable. Mobile assistive devices face the additional and complex problem of when and if intervention should occur; therefore before any trajectory assistance is given, the robotic device must know where it is in real-time, without unnecessary disruption or delay to the user requirements. In this paper, we demonstrate a novel robust method for determining room identification from floor features in a real-time computational frame for autonomous and assistive robotics in the human environment. We utilize two inexpensive sensors: an optical mouse sensor for straightforward and rapid, texture or pattern sampling, and a four color photodiode light sensor for fast color determination. We show how data relating floor texture and color obtained from typical dynamic human environments, using these two sensors, compares favorably with data obtained from a standard webcam. We show that suitable data can be extracted from these two sensors at a rate 16 times faster than a standard webcam, and that these data are in a form which can be rapidly processed using readily available classification techniques, suitable for real-time system application. We achieved a 95% correct classification accuracy identifying 133 rooms' flooring from 35 classes, suitable for fast coarse global room localization application, boundary crossing detection, and additionally some degree of surface type identification.
find the best versions of the materials to guide experimentalists. "The world is complex," specifics," she says, "and then you can go from modeling into real-world applications." All to then choke me in my car," she says. Instead, she envisions a world filled with fuel cell cars
Remote laboratories for optical metrology: from the lab to the cloud
NASA Astrophysics Data System (ADS)
Osten, W.; Wilke, M.; Pedrini, G.
2012-10-01
The idea of remote and virtual metrology has been reported already in 2000 with a conceptual illustration by use of comparative digital holography, aimed at the comparison of two nominally identical but physically different objects, e.g., master and sample, in industrial inspection processes. However, the concept of remote and virtual metrology can be extended far beyond this. For example, it does not only allow for the transmission of static holograms over the Internet, but also provides an opportunity to communicate with and eventually control the physical set-up of a remote metrology system. Furthermore, the metrology system can be modeled in the environment of a 3D virtual reality using CAD or similar technology, providing a more intuitive interface to the physical setup within the virtual world. An engineer or scientist who would like to access the remote real world system can log on to the virtual system, moving and manipulating the setup through an avatar and take the desired measurements. The real metrology system responds to the interaction between the avatar and the 3D virtual representation, providing a more intuitive interface to the physical setup within the virtual world. The measurement data are stored and interpreted automatically for appropriate display within the virtual world, providing the necessary feedback to the experimenter. Such a system opens up many novel opportunities in industrial inspection such as the remote master-sample-comparison and the virtual assembling of parts that are fabricated at different places. Moreover, a multitude of new techniques can be envisaged. To them belong modern ways for documenting, efficient methods for metadata storage, the possibility for remote reviewing of experimental results, the adding of real experiments to publications by providing remote access to the metadata and to the experimental setup via Internet, the presentation of complex experiments in classrooms and lecture halls, the sharing of expensive and complex infrastructure within international collaborations, the implementation of new ways for the remote test of new devices, for their maintenance and service, and many more. The paper describes the idea of remote laboratories and illustrates the potential of the approach on selected examples with special attention to optical metrology.
Evolutionary Developmental Robotics: Improving Morphology and Control of Physical Robots.
Vujovic, Vuk; Rosendo, Andre; Brodbeck, Luzius; Iida, Fumiya
2017-01-01
Evolutionary algorithms have previously been applied to the design of morphology and control of robots. The design space for such tasks can be very complex, which can prevent evolution from efficiently discovering fit solutions. In this article we introduce an evolutionary-developmental (evo-devo) experiment with real-world robots. It allows robots to grow their leg size to simulate ontogenetic morphological changes, and this is the first time that such an experiment has been performed in the physical world. To test diverse robot morphologies, robot legs of variable shapes were generated during the evolutionary process and autonomously built using additive fabrication. We present two cases with evo-devo experiments and one with evolution, and we hypothesize that the addition of a developmental stage can be used within robotics to improve performance. Moreover, our results show that a nonlinear system-environment interaction exists, which explains the nontrivial locomotion patterns observed. In the future, robots will be present in our daily lives, and this work introduces for the first time physical robots that evolve and grow while interacting with the environment.
Complexity management theory: motivation for ideological rigidity and social conflict.
Peterson, Jordan B; Flanders, Joseph L
2002-06-01
We are doomed to formulate conceptual structures that are much simpler than the complex phenomena they are attempting to account for. These simple conceptual structures shield us, pragmatically, from real-world complexity, but also fail, frequently, as some aspect of what we did not take into consideration makes itself manifest. The failure of our concepts dysregulates our emotions and generates anxiety, necessarily, as the unconstrained world is challenging and dangerous. Such dysregulation can turn us into rigid, totalitarian dogmatists, as we strive to maintain the structure of our no longer valid beliefs. Alternatively, we can face the underlying complexity of experience, voluntarily, gather new information, and recast and reconfigure the structures that underly our habitable worlds.
Ecological validity of virtual environments to assess human navigation ability
van der Ham, Ineke J. M.; Faber, Annemarie M. E.; Venselaar, Matthijs; van Kreveld, Marc J.; Löffler, Maarten
2015-01-01
Route memory is frequently assessed in virtual environments. These environments can be presented in a fully controlled manner and are easy to use. Yet they lack the physical involvement that participants have when navigating real environments. For some aspects of route memory this may result in reduced performance in virtual environments. We assessed route memory performance in four different environments: real, virtual, virtual with directional information (compass), and hybrid. In the hybrid environment, participants walked the route outside on an open field, while all route information (i.e., path, landmarks) was shown simultaneously on a handheld tablet computer. Results indicate that performance in the real life environment was better than in the virtual conditions for tasks relying on survey knowledge, like pointing to start and end point, and map drawing. Performance in the hybrid condition however, hardly differed from real life performance. Performance in the virtual environment did not benefit from directional information. Given these findings, the hybrid condition may offer the best of both worlds: the performance level is comparable to that of real life for route memory, yet it offers full control of visual input during route learning. PMID:26074831
Demirkus, Meltem; Precup, Doina; Clark, James J; Arbel, Tal
2016-06-01
Recent literature shows that facial attributes, i.e., contextual facial information, can be beneficial for improving the performance of real-world applications, such as face verification, face recognition, and image search. Examples of face attributes include gender, skin color, facial hair, etc. How to robustly obtain these facial attributes (traits) is still an open problem, especially in the presence of the challenges of real-world environments: non-uniform illumination conditions, arbitrary occlusions, motion blur and background clutter. What makes this problem even more difficult is the enormous variability presented by the same subject, due to arbitrary face scales, head poses, and facial expressions. In this paper, we focus on the problem of facial trait classification in real-world face videos. We have developed a fully automatic hierarchical and probabilistic framework that models the collective set of frame class distributions and feature spatial information over a video sequence. The experiments are conducted on a large real-world face video database that we have collected, labelled and made publicly available. The proposed method is flexible enough to be applied to any facial classification problem. Experiments on a large, real-world video database McGillFaces [1] of 18,000 video frames reveal that the proposed framework outperforms alternative approaches, by up to 16.96 and 10.13%, for the facial attributes of gender and facial hair, respectively.
A Hybrid Constraint Representation and Reasoning Framework
NASA Technical Reports Server (NTRS)
Golden, Keith; Pang, Wanlin
2004-01-01
In this paper, we introduce JNET, a novel constraint representation and reasoning framework that supports procedural constraints and constraint attachments, providing a flexible way of integrating the constraint system with a runtime software environment and improving its applicability. We describe how JNET is applied to a real-world problem - NASA's Earth-science data processing domain, and demonstrate how JNET can be extended, without any knowledge of how it is implemented, to meet the growing demands of real-world applications.
2016-06-01
and skills needed to manage the department’s acquisition system” (2008, p. 268). Relating back to the CCF, an overpopulation of lieutenant colonels...an individual task. Officers should subsequently be deployed in real world operations based upon the levels of technical competency they have...therefore, officers that transfer to the ECP need to be engaged in real- world operations as soon as possible to retain the skills obtained during
Real-World Evidence In Support Of Precision Medicine: Clinico-Genomic Cancer Data As A Case Study.
Agarwala, Vineeta; Khozin, Sean; Singal, Gaurav; O'Connell, Claire; Kuk, Deborah; Li, Gerald; Gossai, Anala; Miller, Vincent; Abernethy, Amy P
2018-05-01
The majority of US adult cancer patients today are diagnosed and treated outside the context of any clinical trial (that is, in the real world). Although these patients are not part of a research study, their clinical data are still recorded. Indeed, data captured in electronic health records form an ever-growing, rich digital repository of longitudinal patient experiences, treatments, and outcomes. Likewise, genomic data from tumor molecular profiling are increasingly guiding oncology care. Linking real-world clinical and genomic data, as well as information from other co-occurring data sets, could create study populations that provide generalizable evidence for precision medicine interventions. However, the infrastructure required to link, ensure quality, and rapidly learn from such composite data is complex. We outline the challenges and describe a novel approach to building a real-world clinico-genomic database of patients with cancer. This work represents a case study in how data collected during routine patient care can inform precision medicine efforts for the population at large. We suggest that health policies can promote innovation by defining appropriate uses of real-world evidence, establishing data standards, and incentivizing data sharing.
A new approach of data clustering using a flock of agents.
Picarougne, Fabien; Azzag, Hanene; Venturini, Gilles; Guinot, Christiane
2007-01-01
This paper presents a new bio-inspired algorithm (FClust) that dynamically creates and visualizes groups of data. This algorithm uses the concepts of a flock of agents that move together in a complex manner with simple local rules. Each agent represents one data. The agents move together in a 2D environment with the aim of creating homogeneous groups of data. These groups are visualized in real time, and help the domain expert to understand the underlying structure of the data set, like for example a realistic number of classes, clusters of similar data, isolated data. We also present several extensions of this algorithm, which reduce its computational cost, and make use of a 3D display. This algorithm is then tested on artificial and real-world data, and a heuristic algorithm is used to evaluate the relevance of the obtained partitioning.
Caffeine enhances real-world language processing: evidence from a proofreading task.
Brunyé, Tad T; Mahoney, Caroline R; Rapp, David N; Ditman, Tali; Taylor, Holly A
2012-03-01
Caffeine has become the most prevalently consumed psychostimulant in the world, but its influences on daily real-world functioning are relatively unknown. The present work investigated the effects of caffeine (0 mg, 100 mg, 200 mg, 400 mg) on a commonplace language task that required readers to identify and correct 4 error types in extended discourse: simple local errors (misspelling 1- to 2-syllable words), complex local errors (misspelling 3- to 5-syllable words), simple global errors (incorrect homophones), and complex global errors (incorrect subject-verb agreement and verb tense). In 2 placebo-controlled, double-blind studies using repeated-measures designs, we found higher detection and repair rates for complex global errors, asymptoting at 200 mg in low consumers (Experiment 1) and peaking at 400 mg in high consumers (Experiment 2). In both cases, covariate analyses demonstrated that arousal state mediated the relationship between caffeine consumption and the detection and repair of complex global errors. Detection and repair rates for the other 3 error types were not affected by caffeine consumption. Taken together, we demonstrate that caffeine has differential effects on error detection and repair as a function of dose and error type, and this relationship is closely tied to caffeine's effects on subjective arousal state. These results support the notion that central nervous system stimulants may enhance global processing of language-based materials and suggest that such effects may originate in caffeine-related right hemisphere brain processes. Implications for understanding the relationships between caffeine consumption and real-world cognitive functioning are discussed. PsycINFO Database Record (c) 2012 APA, all rights reserved.
Effects of aging on eye movements in the real world
Dowiasch, Stefan; Marx, Svenja; Einhäuser, Wolfgang; Bremmer, Frank
2015-01-01
The effects of aging on eye movements are well studied in the laboratory. Increased saccade latencies or decreased smooth-pursuit gain are well established findings. The question remains whether these findings are influenced by the rather untypical environment of a laboratory; that is, whether or not they transfer to the real world. We measured 34 healthy participants between the age of 25 and 85 during two everyday tasks in the real world: (I) walking down a hallway with free gaze, (II) visual tracking of an earth-fixed object while walking straight-ahead. Eye movements were recorded with a mobile light-weight eye tracker, the EyeSeeCam (ESC). We find that age significantly influences saccade parameters. With increasing age, saccade frequency, amplitude, peak velocity, and mean velocity are reduced and the velocity/amplitude distribution as well as the velocity profile become less skewed. In contrast to laboratory results on smooth pursuit, we did not find a significant effect of age on tracking eye-movements in the real world. Taken together, age-related eye-movement changes as measured in the laboratory only partly resemble those in the real world. It is well-conceivable that in the real world additional sensory cues, such as head-movement or vestibular signals, may partially compensate for age-related effects, which, according to this view, would be specific to early motion processing. In any case, our results highlight the importance of validity for natural situations when studying the impact of aging on real-life performance. PMID:25713524
Effects of aging on eye movements in the real world.
Dowiasch, Stefan; Marx, Svenja; Einhäuser, Wolfgang; Bremmer, Frank
2015-01-01
The effects of aging on eye movements are well studied in the laboratory. Increased saccade latencies or decreased smooth-pursuit gain are well established findings. The question remains whether these findings are influenced by the rather untypical environment of a laboratory; that is, whether or not they transfer to the real world. We measured 34 healthy participants between the age of 25 and 85 during two everyday tasks in the real world: (I) walking down a hallway with free gaze, (II) visual tracking of an earth-fixed object while walking straight-ahead. Eye movements were recorded with a mobile light-weight eye tracker, the EyeSeeCam (ESC). We find that age significantly influences saccade parameters. With increasing age, saccade frequency, amplitude, peak velocity, and mean velocity are reduced and the velocity/amplitude distribution as well as the velocity profile become less skewed. In contrast to laboratory results on smooth pursuit, we did not find a significant effect of age on tracking eye-movements in the real world. Taken together, age-related eye-movement changes as measured in the laboratory only partly resemble those in the real world. It is well-conceivable that in the real world additional sensory cues, such as head-movement or vestibular signals, may partially compensate for age-related effects, which, according to this view, would be specific to early motion processing. In any case, our results highlight the importance of validity for natural situations when studying the impact of aging on real-life performance.
Brain Activity on Navigation in Virtual Environments.
ERIC Educational Resources Information Center
Mikropoulos, Tassos A.
2001-01-01
Assessed the cognitive processing that takes place in virtual environments by measuring electrical brain activity using Fast Fourier Transform analysis. University students performed the same task in a real and a virtual environment, and eye movement measurements showed that all subjects were more attentive when navigating in the virtual world.…
High-performance execution of psychophysical tasks with complex visual stimuli in MATLAB
Asaad, Wael F.; Santhanam, Navaneethan; McClellan, Steven
2013-01-01
Behavioral, psychological, and physiological experiments often require the ability to present sensory stimuli, monitor and record subjects' responses, interface with a wide range of devices, and precisely control the timing of events within a behavioral task. Here, we describe our recent progress developing an accessible and full-featured software system for controlling such studies using the MATLAB environment. Compared with earlier reports on this software, key new features have been implemented to allow the presentation of more complex visual stimuli, increase temporal precision, and enhance user interaction. These features greatly improve the performance of the system and broaden its applicability to a wider range of possible experiments. This report describes these new features and improvements, current limitations, and quantifies the performance of the system in a real-world experimental setting. PMID:23034363
Shang, Jianga; Gu, Fuqiang; Hu, Xuke; Kealy, Allison
2015-01-01
The utility and adoption of indoor localization applications have been limited due to the complex nature of the physical environment combined with an increasing requirement for more robust localization performance. Existing solutions to this problem are either too expensive or too dependent on infrastructure such as Wi-Fi access points. To address this problem, we propose APFiLoc—a low cost, smartphone-based framework for indoor localization. The key idea behind this framework is to obtain landmarks within the environment and to use the augmented particle filter to fuse them with measurements from smartphone sensors and map information. A clustering method based on distance constraints is developed to detect organic landmarks in an unsupervised way, and the least square support vector machine is used to classify seed landmarks. A series of real-world experiments were conducted in complex environments including multiple floors and the results show APFiLoc can achieve 80% accuracy (phone in the hand) and around 70% accuracy (phone in the pocket) of the error less than 2 m error without the assistance of infrastructure like Wi-Fi access points. PMID:26516858
The Role of Temporal Trends in Growing Networks
Ruppin, Eytan; Shavitt, Yuval
2016-01-01
The rich get richer principle, manifested by the Preferential attachment (PA) mechanism, is widely considered one of the major factors in the growth of real-world networks. PA stipulates that popular nodes are bound to be more attractive than less popular nodes; for example, highly cited papers are more likely to garner further citations. However, it overlooks the transient nature of popularity, which is often governed by trends. Here, we show that in a wide range of real-world networks the recent popularity of a node, i.e., the extent by which it accumulated links recently, significantly influences its attractiveness and ability to accumulate further links. We proceed to model this observation with a natural extension to PA, named Trending Preferential Attachment (TPA), in which edges become less influential as they age. TPA quantitatively parametrizes a fundamental network property, namely the network’s tendency to trends. Through TPA, we find that real-world networks tend to be moderately to highly trendy. Networks are characterized by different susceptibilities to trends, which determine their structure to a large extent. Trendy networks display complex structural traits, such as modular community structure and degree-assortativity, occurring regularly in real-world networks. In summary, this work addresses an inherent trait of complex networks, which greatly affects their growth and structure, and develops a unified model to address its interaction with preferential attachment. PMID:27486847
NASA Astrophysics Data System (ADS)
Attanayake, J.; Ghosh, A.; Amosu, A.
2010-12-01
Students of this generation are markedly different from their predecessors because they grow up and learn in a world of visual technology populated by touch screens and smart boards. Recent studies have found that the attention span of university students whose medium of instruction is traditional teaching methods is roughly fifteen minutes and that there is a significant drop in the number of students paying attention over time in a lecture. On the other hand, when carefully segmented and learner-paced, animated visualizations can enhance the learning experience. Therefore, the instructors are faced with the difficult task of designing more complex teaching environments to improve learner productivity. We have developed an animated visualization of earthquake wave propagation across a generic transect of the Transportable Array of the USArray from a magnitude 6.9 event that occurred in the Gulf of California on August 3rd 2009. Despite the fact that the proto-type tool is built in MATLAB - one of the most popular programming environments among the seismology community, the movies can be run as a standalone stream with any built-in media player that supports .avi file format. We infer continuous ground motion along the transect through a projection and interpolation mechanism based on data from stations within 100 km of the transect. In the movies we identify the arrival of surface waves that have high amplitudes. However, over time, although typical Rayleigh type ground motion can be observed, the motion at any given point becomes complex owing to interference of different wave types and different seismic properties of the subsurface. This clearly is different from simple representations of seismic wave propagation in most introductory textbooks. Further, we find a noisy station that shows unusually high amplitude. We refrain from deleting this station in order to demonstrate that in a real world experiment, generally, there will be complexities arising from unexpected behavior of instruments and/or the system under investigation. Explaining such behavior and exploring ways to minimize biases arising from it is an important lesson to learn in introductory science classes. This program can generate visualizations of ground motion from events in the Gulf of California in near real time and with little further development, from events elsewhere.
Transfer of Complex Skill Learning from Virtual to Real Rowing
Rauter, Georg; Sigrist, Roland; Koch, Claudio; Crivelli, Francesco; van Raai, Mark; Riener, Robert; Wolf, Peter
2013-01-01
Simulators are commonly used to train complex tasks. In particular, simulators are applied to train dangerous tasks, to save costs, and to investigate the impact of different factors on task performance. However, in most cases, the transfer of simulator training to the real task has not been investigated. Without a proof for successful skill transfer, simulators might not be helpful at all or even counter-productive for learning the real task. In this paper, the skill transfer of complex technical aspects trained on a scull rowing simulator to sculling on water was investigated. We assume if a simulator provides high fidelity rendering of the interactions with the environment even without augmented feedback, training on such a realistic simulator would allow similar skill gains as training in the real environment. These learned skills were expected to transfer to the real environment. Two groups of four recreational rowers participated. One group trained on water, the other group trained on a simulator. Within two weeks, both groups performed four training sessions with the same licensed rowing trainer. The development in performance was assessed by quantitative biomechanical performance measures and by a qualitative video evaluation of an independent, blinded trainer. In general, both groups could improve their performance on water. The used biomechanical measures seem to allow only a limited insight into the rowers' development, while the independent trainer could also rate the rowers' overall impression. The simulator quality and naturalism was confirmed by the participants in a questionnaire. In conclusion, realistic simulator training fostered skill gains to a similar extent as training in the real environment and enabled skill transfer to the real environment. In combination with augmented feedback, simulator training can be further exploited to foster motor learning even to a higher extent, which is subject to future work. PMID:24376518
Real change in the real world: an achievable goal.
Friedman, Robert M
2010-03-01
This commentary builds on the papers presented at the Vanderbilt Conference by emphasizing the importance of better understanding the process of change-making if real change in the real world is to be achieved. The commentary reviews several frameworks and research findings related to achieving large-scale sustainable change that benefits children and families. It calls for the application of systems thinking as a complement to the more micro-level research that was presented at the Vanderbilt conference. Such an approach would have implications for framing of the issue, for the strategies that are taken to try to achieve change, and for research/evaluation methods for studying complex, dynamic, nonlinear systems.
Building an intelligent tutoring system for procedural domains
NASA Technical Reports Server (NTRS)
Warinner, Andrew; Barbee, Diann; Brandt, Larry; Chen, Tom; Maguire, John
1990-01-01
Jobs that require complex skills that are too expensive or dangerous to develop often use simulators in training. The strength of a simulator is its ability to mimic the 'real world', allowing students to explore and experiment. A good simulation helps the student develop a 'mental model' of the real world. The closer the simulation is to 'real life', the less difficulties there are transferring skills and mental models developed on the simulator to the real job. As graphics workstations increase in power and become more affordable they become attractive candidates for developing computer-based simulations for use in training. Computer based simulations can make training more interesting and accessible to the student.
Future Naval Training Environments
2002-11-01
as essential for creating a realistic training environment and for emotional conditioning of sailors and Marines. As our Senior Study Group observed...specific responsibilities, and the aspects of the real-world operational environment that required emotional condi- tioning. Assess support of training...of current training environments as compared to the actual operational environments . We will then explore the concept of emotional conditioning and how
Forbes, Erika E; Hariri, Ahmad R; Martin, Samantha L; Silk, Jennifer S; Moyles, Donna L; Fisher, Patrick M; Brown, Sarah M; Ryan, Neal D; Birmaher, Boris; Axelson, David A; Dahl, Ronald E
2009-01-01
Alterations in reward-related brain function and phenomenological aspects of positive affect are increasingly examined in the development of major depressive disorder. The authors tested differences in reward-related brain function in healthy and depressed adolescents, and the authors examined direct links between reward-related brain function and positive mood that occurred in real-world contexts. Fifteen adolescents with major depressive disorder and 28 adolescents with no history of psychiatric disorder, ages 8-17 years, completed a functional magnetic resonance imaging guessing task involving monetary reward. Participants also reported their subjective positive affect in natural environments during a 4-day cell-phone-based ecological momentary assessment. Adolescents with major depressive disorder exhibited less striatal response than healthy comparison adolescents during reward anticipation and reward outcome, but more response in dorsolateral and medial prefrontal cortex. Diminished activation in a caudate region associated with this depression group difference was correlated with lower subjective positive affect in natural environments, particularly within the depressed group. Results support models of altered reward processing and related positive affect in young people with major depressive disorder and indicate that depressed adolescents' brain response to monetary reward is related to their affective experience in natural environments. Additionally, these results suggest that reward-processing paradigms capture brain function relevant to real-world positive affect.
Haptograph Representation of Real-World Haptic Information by Wideband Force Control
NASA Astrophysics Data System (ADS)
Katsura, Seiichiro; Irie, Kouhei; Ohishi, Kiyoshi
Artificial acquisition and reproduction of human sensations are basic technologies of communication engineering. For example, auditory information is obtained by a microphone, and a speaker reproduces it by artificial means. Furthermore, a video camera and a television make it possible to transmit visual sensation by broadcasting. On the contrary, since tactile or haptic information is subject to the Newton's “law of action and reaction” in the real world, a device which acquires, transmits, and reproduces the information has not been established. From the point of view, real-world haptics is the key technology for future haptic communication engineering. This paper proposes a novel acquisition method of haptic information named “haptograph”. The haptograph visualizes the haptic information like photograph. The proposed haptograph is applied to haptic recognition of the contact environment. A linear motor contacts to the surface of the environment and its reaction force is used to make a haptograph. A robust contact motion and sensor-less sensing of the reaction force are attained by using a disturbance observer. As a result, an encyclopedia of contact environment is attained. Since temporal and spatial analyses are conducted to represent haptic information as the haptograph, it is possible to be recognized and to be evaluated intuitively.
Freeman, Daniel; Bradley, Jonathan; Antley, Angus; Bourke, Emilie; DeWeever, Natalie; Evans, Nicole; Černis, Emma; Sheaves, Bryony; Waite, Felicity; Dunn, Graham; Slater, Mel; Clark, David M
2016-07-01
Persecutory delusions may be unfounded threat beliefs maintained by safety-seeking behaviours that prevent disconfirmatory evidence being successfully processed. Use of virtual reality could facilitate new learning. To test the hypothesis that enabling patients to test the threat predictions of persecutory delusions in virtual reality social environments with the dropping of safety-seeking behaviours (virtual reality cognitive therapy) would lead to greater delusion reduction than exposure alone (virtual reality exposure). Conviction in delusions and distress in a real-world situation were assessed in 30 patients with persecutory delusions. Patients were then randomised to virtual reality cognitive therapy or virtual reality exposure, both with 30 min in graded virtual reality social environments. Delusion conviction and real-world distress were then reassessed. In comparison with exposure, virtual reality cognitive therapy led to large reductions in delusional conviction (reduction 22.0%, P = 0.024, Cohen's d = 1.3) and real-world distress (reduction 19.6%, P = 0.020, Cohen's d = 0.8). Cognitive therapy using virtual reality could prove highly effective in treating delusions. © The Royal College of Psychiatrists 2016.
Freeman, Daniel; Bradley, Jonathan; Antley, Angus; Bourke, Emilie; DeWeever, Natalie; Evans, Nicole; Černis, Emma; Sheaves, Bryony; Waite, Felicity; Dunn, Graham; Slater, Mel; Clark, David M.
2016-01-01
Background Persecutory delusions may be unfounded threat beliefs maintained by safety-seeking behaviours that prevent disconfirmatory evidence being successfully processed. Use of virtual reality could facilitate new learning. Aims To test the hypothesis that enabling patients to test the threat predictions of persecutory delusions in virtual reality social environments with the dropping of safety-seeking behaviours (virtual reality cognitive therapy) would lead to greater delusion reduction than exposure alone (virtual reality exposure). Method Conviction in delusions and distress in a real-world situation were assessed in 30 patients with persecutory delusions. Patients were then randomised to virtual reality cognitive therapy or virtual reality exposure, both with 30 min in graded virtual reality social environments. Delusion conviction and real-world distress were then reassessed. Results In comparison with exposure, virtual reality cognitive therapy led to large reductions in delusional conviction (reduction 22.0%, P = 0.024, Cohen's d = 1.3) and real-world distress (reduction 19.6%, P = 0.020, Cohen's d = 0.8). Conclusion Cognitive therapy using virtual reality could prove highly effective in treating delusions. PMID:27151071
Change deafness for real spatialized environmental scenes.
Gaston, Jeremy; Dickerson, Kelly; Hipp, Daniel; Gerhardstein, Peter
2017-01-01
The everyday auditory environment is complex and dynamic; often, multiple sounds co-occur and compete for a listener's cognitive resources. 'Change deafness', framed as the auditory analog to the well-documented phenomenon of 'change blindness', describes the finding that changes presented within complex environments are often missed. The present study examines a number of stimulus factors that may influence change deafness under real-world listening conditions. Specifically, an AX (same-different) discrimination task was used to examine the effects of both spatial separation over a loudspeaker array and the type of change (sound source additions and removals) on discrimination of changes embedded in complex backgrounds. Results using signal detection theory and accuracy analyses indicated that, under most conditions, errors were significantly reduced for spatially distributed relative to non-spatial scenes. A second goal of the present study was to evaluate a possible link between memory for scene contents and change discrimination. Memory was evaluated by presenting a cued recall test following each trial of the discrimination task. Results using signal detection theory and accuracy analyses indicated that recall ability was similar in terms of accuracy, but there were reductions in sensitivity compared to previous reports. Finally, the present study used a large and representative sample of outdoor, urban, and environmental sounds, presented in unique combinations of nearly 1000 trials per participant. This enabled the exploration of the relationship between change perception and the perceptual similarity between change targets and background scene sounds. These (post hoc) analyses suggest both a categorical and a stimulus-level relationship between scene similarity and the magnitude of change errors.
Socio-Linguistic Factors and Gender Mapping Across Real and Virtual World Cultures
2012-07-25
multiplayer online games and other virtual world environments. Which in- game features...decaste@sfu.ca ABSTRACT This study examines a large corpus of online gaming chat and avatar names to...chat interactions in online gaming environments. In addition, we study the relationship
Walkable Worlds give a Rich Self-Similar Structure to the Real Line
NASA Astrophysics Data System (ADS)
Rosinger, Elemér E.
2010-05-01
It is a rather universal tacit and unquestioned belief—and even more so among physicists—that there is one and only one real line, namely, given by the coodinatisation of Descartes through the usual field R of real numbers. Such a dramatically limiting and thus harmful belief comes, unknown to equally many, from the similarly tacit acceptance of the ancient Archimedean Axiom in Euclid's Geometry. The consequence of that belief is a similar belief in the uniqueness of the coordinatization of the plane by the usual field C of complex numbers, and therefore, of the various spaces, manifolds, etc., be they finite or infinite dimensional, constructed upon the real or complex numbers, including the Hilbert spaces used in Quantum Mechanics. A near total lack of awareness follows therefore about the rich self-similar structure of other possible coordinatisations of the real line, possibilities given by various linearly ordered scalar fields obtained through the ultrapower construction. Such fields contain as a rather small subset the usual field R of real numbers. The concept of walkable world, which has highly intuitive and pragmatic algebraic and geometric meaning, illustrates the mentioned rich self-similar structure.
Khandelwal, Siddhartha; Wickstrom, Nicholas
2016-12-01
Detecting gait events is the key to many gait analysis applications that would benefit from continuous monitoring or long-term analysis. Most gait event detection algorithms using wearable sensors that offer a potential for use in daily living have been developed from data collected in controlled indoor experiments. However, for real-word applications, it is essential that the analysis is carried out in humans' natural environment; that involves different gait speeds, changing walking terrains, varying surface inclinations and regular turns among other factors. Existing domain knowledge in the form of principles or underlying fundamental gait relationships can be utilized to drive and support the data analysis in order to develop robust algorithms that can tackle real-world challenges in gait analysis. This paper presents a novel approach that exhibits how domain knowledge about human gait can be incorporated into time-frequency analysis to detect gait events from long-term accelerometer signals. The accuracy and robustness of the proposed algorithm are validated by experiments done in indoor and outdoor environments with approximately 93 600 gait events in total. The proposed algorithm exhibits consistently high performance scores across all datasets in both, indoor and outdoor environments.
Right-side-stretched multifractal spectra indicate small-worldness in networks
NASA Astrophysics Data System (ADS)
Oświȩcimka, Paweł; Livi, Lorenzo; Drożdż, Stanisław
2018-04-01
Complex network formalism allows to explain the behavior of systems composed by interacting units. Several prototypical network models have been proposed thus far. The small-world model has been introduced to mimic two important features observed in real-world systems: i) local clustering and ii) the possibility to move across a network by means of long-range links that significantly reduce the characteristic path length. A natural question would be whether there exist several ;types; of small-world architectures, giving rise to a continuum of models with properties (partially) shared with other models belonging to different network families. Here, we take advantage of the interplay between network theory and time series analysis and propose to investigate small-world signatures in complex networks by analyzing multifractal characteristics of time series generated from such networks. In particular, we suggest that the degree of right-sided asymmetry of multifractal spectra is linked with the degree of small-worldness present in networks. This claim is supported by numerical simulations performed on several parametric models, including prototypical small-world networks, scale-free, fractal and also real-world networks describing protein molecules. Our results also indicate that right-sided asymmetry emerges with the presence of the following topological properties: low edge density, low average shortest path, and high clustering coefficient.
A Framework for Designing Collaborative Learning Environments Using Mobile AR
ERIC Educational Resources Information Center
Cochrane, Thomas; Narayan, Vickel; Antonczak, Laurent
2016-01-01
Smartphones provide a powerful platform for augmented reality (AR). Using a smartphone's camera together with the built in GPS, compass, gyroscope, and touch screen enables the real world environment to be overlaid with contextual digital information. The creation of mobile AR environments is relatively simple, with the development of mobile AR…
Virtual Environments Supporting Learning and Communication in Special Needs Education
ERIC Educational Resources Information Center
Cobb, Sue V. G.
2007-01-01
Virtual reality (VR) describes a set of technologies that allow users to explore and experience 3-dimensional computer-generated "worlds" or "environments." These virtual environments can contain representations of real or imaginary objects on a small or large scale (from modeling of molecular structures to buildings, streets, and scenery of a…
ERIC Educational Resources Information Center
Debuse, Justin C. W.; Lawley, Meredith
2012-01-01
Existing research and practice in software development environments shows no clear consensus on the most appropriate development tools to use; these may range from simple text editors through teaching-oriented examples to full commercial integrated development environments (IDEs). This study addresses this gap by examining student perceptions of…
Using Five Stage Model to Design of Collaborative Learning Environments in Second Life
ERIC Educational Resources Information Center
Orhan, Sevil; Karaman, M. Kemal
2014-01-01
Specifically Second Life (SL) among virtual worlds draws attention of researchers to form collaborative learning environments (Sutcliffe & Alrayes, 2012) since it could be used as a rich platform to simulate a real environment containing many collaborative learning characteristics and interaction tools within itself. Five Stage Model (FSM)…
Motion artifact removal in FNIR spectroscopy for real-world applications
NASA Astrophysics Data System (ADS)
Devaraj, Ajit; Izzetoglu, Meltem; Izzetoglu, Kurtulus; Bunce, Scott C.; Li, Connie Y.; Onaral, Banu
2004-12-01
Near infrared spectroscopy as a neuroimaging modality is a recent development. Near infrared neuroimagers are typically safe, portable, relatively affordable and non-invasive. The ease of sensor setup and non-intrusiveness make functional near infrared (fNIR) imaging an ideal candidate for monitoring human cortical function in a wide range of real world situations. However optical signals are susceptible to motion-artifacts, hindering the application of fNIR in studies where subject mobility cannot be controlled. In this paper, we present a filtering framework for motion-artifact cancellation to facilitate the deployment of fNIR imaging in real-world scenarios. We simulate a generic field environment by having subjects walk on a treadmill while performing a cognitive task and demonstrate that measurements can be effectively cleaned of motion-artifacts.
Methods to measure indicators of exposure in real-world aquatic environments
Most of what is known about the implications of endocrine disrupting chemicals in the environment is somewhat anecdotal. There are numerous reports of gonadal histological abnormalities (Potomac, United Kingdom Rivers), alterations in sex ratios (Boulder Creek, Colorado) and high...
Real-time object detection, tracking and occlusion reasoning
DOE Office of Scientific and Technical Information (OSTI.GOV)
Divakaran, Ajay; Yu, Qian; Tamrakar, Amir
A system for object detection and tracking includes technologies to, among other things, detect and track moving objects, such as pedestrians and/or vehicles, in a real-world environment, handle static and dynamic occlusions, and continue tracking moving objects across the fields of view of multiple different cameras.
Gaylor, Luke; Junge, Mirko; Abanteriba, Sylvester
2018-05-19
Thoracic side airbags (tSABs) were integrated into the vehicle fleet to attenuate and distribute forces on the occupant's chest and abdomen, dissipate the impact energy, and move the occupant away from the intruding structure, all of which reduce the risk of injury. This research piece investigates and evaluates the safety performance of the airbag unit by cross-correlating data from a controlled collision environment with field data. We focus exclusively on vehicle-vehicle lateral impacts from the NHTSA's Vehicle Crash Test Database and NASS-CDS database, which are replicated in the controlled environment by the (crabbed) barrier impact. Similar collisions with and without seat-embedded tSABs are matched to each other and the injury risks are compared. Results indicated that dummy-based thoracic injury metrics were significantly lower with tSAB exposure (P <.001). Yet, when the controlled collision environment data were cross-correlated with NASS-CDS collisions, deployment of the tSAB indicated no association with thoracic injury (tho. MAIS 2+ unadjusted relative risk [RR] = 1.14; 90% confidence interval [CI], 0.80-1.62; tho. MAIS 3+ unadjusted RR = 1.12; 90% CI, 0.76-1.65). The data from the controlled collision environment indicated an unequivocal benefit provided by the thoracic side airbag for the crash dummy; however, the real-world collisions demonstrate that no benefit is provided to the occupant. This has resulted from a noncorrelation between the crash test/dummy-based design taking the abstracting process too far to represent the real-world collision scenario.
Cheong, Jadeera P.G.; Lay, Brendan; Razman, Rizal
2016-01-01
This study attempted to present conditions that were closer to the real-world setting of team sports. The primary purpose was to examine the effects of blocked, random and game-based training practice schedules on the learning of the field hockey trap, close dribble and push pass that were practiced in combination. The secondary purpose was to investigate the effects of predictability of the environment on the learning of field hockey sport skills according to different practice schedules. A game-based training protocol represented a form of random practice in an unstable environment and was compared against a blocked and a traditional random practice schedule. In general, all groups improved dribble and push accuracy performance during the acquisition phase when assessed in a closed environment. In the retention phase, there were no differences between the three groups. When assessed in an open skills environment, all groups improved their percentage of successful executions for trapping and passing execution, and improved total number of attempts and total number of successful executions for both dribbling and shooting execution. Between-group differences were detected for dribbling execution with the game-based group scoring a higher number of dribbling successes. The CI effect did not emerge when practicing and assessing multiple sport skills in a closed skill environment, even when the skills were practiced in combination. However, when skill assessment was conducted in a real-world situation, there appeared to be some support for the CI effect. Key points The contextual interference effect was not supported when practicing several skills in combination when the sports skills were assessed in a closed skill environment. There appeared to be some support for the contextual interference effect when sports skills were assessed in an open skill environment, which were similar to a real game situation. A game-based training schedule can be used as an alternative practice schedule as it displayed superior learning compared to a blocked practice schedule when assessed by the game performance test (real-world setting). The game-based training schedule also matched the blocked and random practice schedules in the other tests. PMID:26957940
Cheong, Jadeera P G; Lay, Brendan; Razman, Rizal
2016-03-01
This study attempted to present conditions that were closer to the real-world setting of team sports. The primary purpose was to examine the effects of blocked, random and game-based training practice schedules on the learning of the field hockey trap, close dribble and push pass that were practiced in combination. The secondary purpose was to investigate the effects of predictability of the environment on the learning of field hockey sport skills according to different practice schedules. A game-based training protocol represented a form of random practice in an unstable environment and was compared against a blocked and a traditional random practice schedule. In general, all groups improved dribble and push accuracy performance during the acquisition phase when assessed in a closed environment. In the retention phase, there were no differences between the three groups. When assessed in an open skills environment, all groups improved their percentage of successful executions for trapping and passing execution, and improved total number of attempts and total number of successful executions for both dribbling and shooting execution. Between-group differences were detected for dribbling execution with the game-based group scoring a higher number of dribbling successes. The CI effect did not emerge when practicing and assessing multiple sport skills in a closed skill environment, even when the skills were practiced in combination. However, when skill assessment was conducted in a real-world situation, there appeared to be some support for the CI effect. Key pointsThe contextual interference effect was not supported when practicing several skills in combination when the sports skills were assessed in a closed skill environment.There appeared to be some support for the contextual interference effect when sports skills were assessed in an open skill environment, which were similar to a real game situation.A game-based training schedule can be used as an alternative practice schedule as it displayed superior learning compared to a blocked practice schedule when assessed by the game performance test (real-world setting). The game-based training schedule also matched the blocked and random practice schedules in the other tests.
A tool for modeling concurrent real-time computation
NASA Technical Reports Server (NTRS)
Sharma, D. D.; Huang, Shie-Rei; Bhatt, Rahul; Sridharan, N. S.
1990-01-01
Real-time computation is a significant area of research in general, and in AI in particular. The complexity of practical real-time problems demands use of knowledge-based problem solving techniques while satisfying real-time performance constraints. Since the demands of a complex real-time problem cannot be predicted (owing to the dynamic nature of the environment) powerful dynamic resource control techniques are needed to monitor and control the performance. A real-time computation model for a real-time tool, an implementation of the QP-Net simulator on a Symbolics machine, and an implementation on a Butterfly multiprocessor machine are briefly described.
Tell Me What I Need to Know: What Mayors and Governors Want From Their Fusion Center
2009-09-01
jurisdictions where daily risks and threats emerge from the complexities of an integrated world. Paradoxically, as will be outlined through this...environment for their jurisdictions where daily risks and threats emerge from the complexities of an integrated world. Paradoxically, as will be outlined...their jurisdictions where daily risks and threats emerge from the complexities of an integrated world. This setting, where the confluence of
A Direct Comparison of Real-World and Virtual Navigation Performance in Chronic Stroke Patients.
Claessen, Michiel H G; Visser-Meily, Johanna M A; de Rooij, Nicolien K; Postma, Albert; van der Ham, Ineke J M
2016-04-01
An increasing number of studies have presented evidence that various patient groups with acquired brain injury suffer from navigation problems in daily life. This skill is, however, scarcely addressed in current clinical neuropsychological practice and suitable diagnostic instruments are lacking. Real-world navigation tests are limited by geographical location and associated with practical constraints. It was, therefore, investigated whether virtual navigation might serve as a useful alternative. To investigate the convergent validity of virtual navigation testing, performance on the Virtual Tubingen test was compared to that on an analogous real-world navigation test in 68 chronic stroke patients. The same eight subtasks, addressing route and survey knowledge aspects, were assessed in both tests. In addition, navigation performance of stroke patients was compared to that of 44 healthy controls. A correlation analysis showed moderate overlap (r = .535) between composite scores of overall real-world and virtual navigation performance in stroke patients. Route knowledge composite scores correlated somewhat stronger (r = .523) than survey knowledge composite scores (r = .442). When comparing group performances, patients obtained lower scores than controls on seven subtasks. Whereas the real-world test was found to be easier than its virtual counterpart, no significant interaction-effects were found between group and environment. Given moderate overlap of the total scores between the two navigation tests, we conclude that virtual testing of navigation ability is a valid alternative to navigation tests that rely on real-world route exposure.
Simmons, J E; Yang, R S; Berman, E
1995-02-01
As part of a multidisciplinary health effects study, the nephrotoxicity of complex industrial waste mixtures was assessed. Adult, male Fischer 344 rats were gavaged with samples of complex industrial waste and nephrotoxicity evaluated 24 hr later. Of the 10 tested samples, 4 produced increased absolute or relative kidney weight, or both, coupled with a statistically significant alteration in at least one of the measured serum parameters (urea nitrogen (BUN), creatinine (CREAT), and BUN/CREAT ratio). Although the waste samples had been analyzed for a number of organic chemicals and 7 of the 10 samples were analyzed also for 12 elemental metals and metalloids, their nephrotoxicity was not readily predicted from the partial chemical characterization data. Because the chemical form or speciation of the metals was unknown, it was not possible to estimate their contribution to the observed biological response. Various experimental approaches, including use of real-world complex mixtures, chemically defined synthetic mixtures, and simple mixtures, will be necessary to adequately determine the potential human health risk from exposure to complex chemical mixtures.
Virtual Reality for Artificial Intelligence: human-centered simulation for social science.
Cipresso, Pietro; Riva, Giuseppe
2015-01-01
There is a long last tradition in Artificial Intelligence as use of Robots endowing human peculiarities, from a cognitive and emotional point of view, and not only in shape. Today Artificial Intelligence is more oriented to several form of collective intelligence, also building robot simulators (hardware or software) to deeply understand collective behaviors in human beings and society as a whole. Modeling has also been crucial in the social sciences, to understand how complex systems can arise from simple rules. However, while engineers' simulations can be performed in the physical world using robots, for social scientist this is impossible. For decades, researchers tried to improve simulations by endowing artificial agents with simple and complex rules that emulated human behavior also by using artificial intelligence (AI). To include human beings and their real intelligence within artificial societies is now the big challenge. We present an hybrid (human-artificial) platform where experiments can be performed by simulated artificial worlds in the following manner: 1) agents' behaviors are regulated by the behaviors shown in Virtual Reality involving real human beings exposed to specific situations to simulate, and 2) technology transfers these rules into the artificial world. These form a closed-loop of real behaviors inserted into artificial agents, which can be used to study real society.
Developing smartphone apps for behavioural studies: The AlcoRisk app case study.
Smith, Anthony; de Salas, Kristy; Lewis, Ian; Schüz, Benjamin
2017-08-01
Smartphone apps have emerged as valuable research tools to sample human behaviours at their time of occurrence within natural environments. Human behaviour sampling methods, such as Ecological Momentary Assessment (EMA), aim to facilitate research that is situated in ecologically valid real world environments rather than laboratory environments. Researchers have trialled a range of EMA smartphone apps to sample human behaviours such as dieting, physical activity and smoking. Software development processes for EMA smartphones apps, however, are not widely documented with little guidance provided for the integration of complex multidisciplinary behavioural and technical fields. In this paper, the AlcoRisk app for studying alcohol consumption and risk taking tendencies is presented alongside a software development process that integrates these multidisciplinary fields. The software development process consists of three stages including requirements analysis, feature and interface design followed by app implementation. Results from a preliminary feasibility study support the efficacy of the AlcoRisk app's software development process. Copyright © 2017 Elsevier Inc. All rights reserved.
Rivaroxaban real-world evidence: Validating safety and effectiveness in clinical practice.
Beyer-Westendorf, Jan; Camm, A John; Coleman, Craig I; Tamayo, Sally
2016-09-28
Randomised controlled trials (RCTs) are considered the gold standard of clinical research as they use rigorous methodologies, detailed protocols, pre-specified statistical analyses and well-defined patient cohorts. However, RCTs do not take into account the complexity of real-world clinical decision-making. To tackle this, real-world data are being increasingly used to evaluate the long-term safety and effectiveness of a given therapy in routine clinical practice and in patients who may not be represented in RCTs, addressing key clinical questions that may remain. Real-world evidence plays a substantial role in supporting the use of non-vitamin K antagonist (VKA) oral anticoagulants (NOACs) in clinical practice. By providing data on patient profiles and the use of anticoagulation therapies in routine clinical practice, real-world evidence expands the current awareness of NOACs, helping to ensure that clinicians are well-informed on their use to implement patient-tailored clinical decisions. There are various issues with current anticoagulation strategies, including under- or overtreatment and frequent monitoring with VKAs. Real-world studies have demonstrated that NOAC use is increasing (Dresden NOAC registry and Global Anticoagulant Registry in the FIELD-AF [GARFIELD-AF]), as well as reaffirming the safety and effectiveness of rivaroxaban previously observed in RCTs (XArelto on preveNtion of sTroke and non-central nervoUS system systemic embolism in patients with non-valvular atrial fibrillation [XANTUS] and IMS Disease Analyzer). This article will describe the latest updates in real-world evidence across a variety of methodologies, such as non-interventional studies (NIS), registries and database analyses studies. It is anticipated that these studies will provide valuable clinical insights into the management of thromboembolism, and enhance the current knowledge on anticoagulant use and outcomes for patients.
Distributed Cooperation Solution Method of Complex System Based on MAS
NASA Astrophysics Data System (ADS)
Weijin, Jiang; Yuhui, Xu
To adapt the model in reconfiguring fault diagnosing to dynamic environment and the needs of solving the tasks of complex system fully, the paper introduced multi-Agent and related technology to the complicated fault diagnosis, an integrated intelligent control system is studied in this paper. Based on the thought of the structure of diagnostic decision and hierarchy in modeling, based on multi-layer decomposition strategy of diagnosis task, a multi-agent synchronous diagnosis federation integrated different knowledge expression modes and inference mechanisms are presented, the functions of management agent, diagnosis agent and decision agent are analyzed, the organization and evolution of agents in the system are proposed, and the corresponding conflict resolution algorithm in given, Layered structure of abstract agent with public attributes is build. System architecture is realized based on MAS distributed layered blackboard. The real world application shows that the proposed control structure successfully solves the fault diagnose problem of the complex plant, and the special advantage in the distributed domain.
Kauppi, Jukka-Pekka; Martikainen, Kalle; Ruotsalainen, Ulla
2010-12-01
The central purpose of passive signal intercept receivers is to perform automatic categorization of unknown radar signals. Currently, there is an urgent need to develop intelligent classification algorithms for these devices due to emerging complexity of radar waveforms. Especially multifunction radars (MFRs) capable of performing several simultaneous tasks by utilizing complex, dynamically varying scheduled waveforms are a major challenge for automatic pattern classification systems. To assist recognition of complex radar emissions in modern intercept receivers, we have developed a novel method to recognize dynamically varying pulse repetition interval (PRI) modulation patterns emitted by MFRs. We use robust feature extraction and classifier design techniques to assist recognition in unpredictable real-world signal environments. We classify received pulse trains hierarchically which allows unambiguous detection of the subpatterns using a sliding window. Accuracy, robustness and reliability of the technique are demonstrated with extensive simulations using both static and dynamically varying PRI modulation patterns. Copyright © 2010 Elsevier Ltd. All rights reserved.
Sowing the Seeds of Creativity
ERIC Educational Resources Information Center
Briten, Elizabeth
2006-01-01
The exciting world of plants may be something of a mystery to many children, and the often-dry content of a curriculum taught indoors inhibits real understanding of many complex biological processes. Moving outdoors opens up an unexplored world and presents rich opportunities for imaginative learning. The "Life processes and living…
Virtual reality, disability and rehabilitation.
Wilson, P N; Foreman, N; Stanton, D
1997-06-01
Virtual reality, or virtual environment computer technology, generates simulated objects and events with which people can interact. Existing and potential applications for this technology in the field of disability and rehabilitation are discussed. The main benefits identified for disabled people are that they can engage in a range of activities in a simulator relatively free from the limitations imposed by their disability, and they can do so in safety. Evidence that the knowledge and skills acquired by disabled individuals in simulated environments can transfer to the real world is presented. In particular, spatial information and life skills learned in a virtual environment have been shown to transfer to the real world. Applications for visually impaired people are discussed, and the potential for medical interventions and the assessment and treatment of neurological damage are considered. Finally some current limitations of the technology, and ethical concerns in relation to disability, are discussed.
Quality of Undergraduate Management Studies in a Changing University Environment
ERIC Educational Resources Information Center
Skudiene, Vida
2005-01-01
The environment for teaching management in Baltic States' universities has undergone profound changes. The factors involved are: greater interaction between classroom teaching and the "real world", market expansion, internationalization, and increasingly diverse students. The author reports on the survey findings from the three…
Boosting medical diagnostics by pooling independent judgments
Kurvers, Ralf H. J. M.; Herzog, Stefan M.; Hertwig, Ralph; Krause, Jens; Carney, Patricia A.; Bogart, Andy; Argenziano, Giuseppe; Zalaudek, Iris; Wolf, Max
2016-01-01
Collective intelligence refers to the ability of groups to outperform individual decision makers when solving complex cognitive problems. Despite its potential to revolutionize decision making in a wide range of domains, including medical, economic, and political decision making, at present, little is known about the conditions underlying collective intelligence in real-world contexts. We here focus on two key areas of medical diagnostics, breast and skin cancer detection. Using a simulation study that draws on large real-world datasets, involving more than 140 doctors making more than 20,000 diagnoses, we investigate when combining the independent judgments of multiple doctors outperforms the best doctor in a group. We find that similarity in diagnostic accuracy is a key condition for collective intelligence: Aggregating the independent judgments of doctors outperforms the best doctor in a group whenever the diagnostic accuracy of doctors is relatively similar, but not when doctors’ diagnostic accuracy differs too much. This intriguingly simple result is highly robust and holds across different group sizes, performance levels of the best doctor, and collective intelligence rules. The enabling role of similarity, in turn, is explained by its systematic effects on the number of correct and incorrect decisions of the best doctor that are overruled by the collective. By identifying a key factor underlying collective intelligence in two important real-world contexts, our findings pave the way for innovative and more effective approaches to complex real-world decision making, and to the scientific analyses of those approaches. PMID:27432950
Molecular Rift: Virtual Reality for Drug Designers.
Norrby, Magnus; Grebner, Christoph; Eriksson, Joakim; Boström, Jonas
2015-11-23
Recent advances in interaction design have created new ways to use computers. One example is the ability to create enhanced 3D environments that simulate physical presence in the real world--a virtual reality. This is relevant to drug discovery since molecular models are frequently used to obtain deeper understandings of, say, ligand-protein complexes. We have developed a tool (Molecular Rift), which creates a virtual reality environment steered with hand movements. Oculus Rift, a head-mounted display, is used to create the virtual settings. The program is controlled by gesture-recognition, using the gaming sensor MS Kinect v2, eliminating the need for standard input devices. The Open Babel toolkit was integrated to provide access to powerful cheminformatics functions. Molecular Rift was developed with a focus on usability, including iterative test-group evaluations. We conclude with reflections on virtual reality's future capabilities in chemistry and education. Molecular Rift is open source and can be downloaded from GitHub.
Interobject grouping facilitates visual awareness.
Stein, Timo; Kaiser, Daniel; Peelen, Marius V
2015-01-01
In organizing perception, the human visual system takes advantage of regularities in the visual input to perceptually group related image elements. Simple stimuli that can be perceptually grouped based on physical regularities, for example by forming an illusory contour, have a competitive advantage in entering visual awareness. Here, we show that regularities that arise from the relative positioning of complex, meaningful objects in the visual environment also modulate visual awareness. Using continuous flash suppression, we found that pairs of objects that were positioned according to real-world spatial regularities (e.g., a lamp above a table) accessed awareness more quickly than the same object pairs shown in irregular configurations (e.g., a table above a lamp). This advantage was specific to upright stimuli and abolished by stimulus inversion, meaning that it did not reflect physical stimulus confounds or the grouping of simple image elements. Thus, knowledge of the spatial configuration of objects in the environment shapes the contents of conscious perception.
Aerodynamic Design of Complex Configurations Using Cartesian Methods and CAD Geometry
NASA Technical Reports Server (NTRS)
Nemec, Marian; Aftosmis, Michael J.; Pulliam, Thomas H.
2003-01-01
The objective for this paper is to present the development of an optimization capability for the Cartesian inviscid-flow analysis package of Aftosmis et al. We evaluate and characterize the following modules within the new optimization framework: (1) A component-based geometry parameterization approach using a CAD solid representation and the CAPRI interface. (2) The use of Cartesian methods in the development Optimization techniques using a genetic algorithm. The discussion and investigations focus on several real world problems of the optimization process. We examine the architectural issues associated with the deployment of a CAD-based design approach in a heterogeneous parallel computing environment that contains both CAD workstations and dedicated compute nodes. In addition, we study the influence of noise on the performance of optimization techniques, and the overall efficiency of the optimization process for aerodynamic design of complex three-dimensional configurations. of automated optimization tools. rithm and a gradient-based algorithm.
A simple model clarifies the complicated relationships of complex networks
Zheng, Bojin; Wu, Hongrun; Kuang, Li; Qin, Jun; Du, Wenhua; Wang, Jianmin; Li, Deyi
2014-01-01
Real-world networks such as the Internet and WWW have many common traits. Until now, hundreds of models were proposed to characterize these traits for understanding the networks. Because different models used very different mechanisms, it is widely believed that these traits origin from different causes. However, we find that a simple model based on optimisation can produce many traits, including scale-free, small-world, ultra small-world, Delta-distribution, compact, fractal, regular and random networks. Moreover, by revising the proposed model, the community-structure networks are generated. By this model and the revised versions, the complicated relationships of complex networks are illustrated. The model brings a new universal perspective to the understanding of complex networks and provide a universal method to model complex networks from the viewpoint of optimisation. PMID:25160506
A Single RF Emitter-Based Indoor Navigation Method for Autonomous Service Robots.
Sherwin, Tyrone; Easte, Mikala; Chen, Andrew Tzer-Yeu; Wang, Kevin I-Kai; Dai, Wenbin
2018-02-14
Location-aware services are one of the key elements of modern intelligent applications. Numerous real-world applications such as factory automation, indoor delivery, and even search and rescue scenarios require autonomous robots to have the ability to navigate in an unknown environment and reach mobile targets with minimal or no prior infrastructure deployment. This research investigates and proposes a novel approach of dynamic target localisation using a single RF emitter, which will be used as the basis of allowing autonomous robots to navigate towards and reach a target. Through the use of multiple directional antennae, Received Signal Strength (RSS) is compared to determine the most probable direction of the targeted emitter, which is combined with the distance estimates to improve the localisation performance. The accuracy of the position estimate is further improved using a particle filter to mitigate the fluctuating nature of real-time RSS data. Based on the direction information, a motion control algorithm is proposed, using Simultaneous Localisation and Mapping (SLAM) and A* path planning to enable navigation through unknown complex environments. A number of navigation scenarios were developed in the context of factory automation applications to demonstrate and evaluate the functionality and performance of the proposed system.
A Single RF Emitter-Based Indoor Navigation Method for Autonomous Service Robots
Sherwin, Tyrone; Easte, Mikala; Wang, Kevin I-Kai; Dai, Wenbin
2018-01-01
Location-aware services are one of the key elements of modern intelligent applications. Numerous real-world applications such as factory automation, indoor delivery, and even search and rescue scenarios require autonomous robots to have the ability to navigate in an unknown environment and reach mobile targets with minimal or no prior infrastructure deployment. This research investigates and proposes a novel approach of dynamic target localisation using a single RF emitter, which will be used as the basis of allowing autonomous robots to navigate towards and reach a target. Through the use of multiple directional antennae, Received Signal Strength (RSS) is compared to determine the most probable direction of the targeted emitter, which is combined with the distance estimates to improve the localisation performance. The accuracy of the position estimate is further improved using a particle filter to mitigate the fluctuating nature of real-time RSS data. Based on the direction information, a motion control algorithm is proposed, using Simultaneous Localisation and Mapping (SLAM) and A* path planning to enable navigation through unknown complex environments. A number of navigation scenarios were developed in the context of factory automation applications to demonstrate and evaluate the functionality and performance of the proposed system. PMID:29443906
Applied Operations Research: Augmented Reality in an Industrial Environment
NASA Technical Reports Server (NTRS)
Cole, Stuart K.
2015-01-01
Augmented reality is the application of computer generated data or graphics onto a real world view. Its use provides the operator additional information or a heightened situational awareness. While advancements have been made in automation and diagnostics of high value critical equipment to improve readiness, reliability and maintenance, the need for assisting and support to Operations and Maintenance staff persists. AR can improve the human machine interface where computer capabilities maximize the human experience and analysis capabilities. NASA operates multiple facilities with complex ground based HVCE in support of national aerodynamics and space exploration, and the need exists to improve operational support and close a gap related to capability sustainment where key and experienced staff consistently rotate work assignments and reach their expiration of term of service. The initiation of an AR capability to augment and improve human abilities and training experience in the industrial environment requires planning and establishment of a goal and objectives for the systems and specific applications. This paper explored use of AR in support of Operation staff in real time operation of HVCE and its maintenance. The results identified include identification of specific goal and objectives, challenges related to availability and computer system infrastructure.
Fused Reality for Enhanced Flight Test Capabilities
NASA Technical Reports Server (NTRS)
Bachelder, Ed; Klyde, David
2011-01-01
The feasibility of using Fused Reality-based simulation technology to enhance flight test capabilities has been investigated. In terms of relevancy to piloted evaluation, there remains no substitute for actual flight tests, even when considering the fidelity and effectiveness of modern ground-based simulators. In addition to real-world cueing (vestibular, visual, aural, environmental, etc.), flight tests provide subtle but key intangibles that cannot be duplicated in a ground-based simulator. There is, however, a cost to be paid for the benefits of flight in terms of budget, mission complexity, and safety, including the need for ground and control-room personnel, additional aircraft, etc. A Fused Reality(tm) (FR) Flight system was developed that allows a virtual environment to be integrated with the test aircraft so that tasks such as aerial refueling, formation flying, or approach and landing can be accomplished without additional aircraft resources or the risk of operating in close proximity to the ground or other aircraft. Furthermore, the dynamic motions of the simulated objects can be directly correlated with the responses of the test aircraft. The FR Flight system will allow real-time observation of, and manual interaction with, the cockpit environment that serves as a frame for the virtual out-the-window scene.
A Neural Model of How the Brain Computes Heading from Optic Flow in Realistic Scenes
ERIC Educational Resources Information Center
Browning, N. Andrew; Grossberg, Stephen; Mingolla, Ennio
2009-01-01
Visually-based navigation is a key competence during spatial cognition. Animals avoid obstacles and approach goals in novel cluttered environments using optic flow to compute heading with respect to the environment. Most navigation models try either explain data, or to demonstrate navigational competence in real-world environments without regard…
Influences on and Obstacles to K-12 Administrators' Support for Environment-Based Education
ERIC Educational Resources Information Center
Ernst, Julie
2012-01-01
The term environment-based education (EBE) describes a form of school-based environmental education that uses the environment as a context for integrating subjects and a source of real-world learning experiences. Because of the importance of administrator support in teachers' use of EBE (Ernst, 2009), survey research was conducted to explore…
ERIC Educational Resources Information Center
Huang, Hsiu-Mei; Rauch, Ulrich; Liaw, Shu-Sheng
2010-01-01
The use of animation and multimedia for learning is now further extended by the provision of entire Virtual Reality Learning Environments (VRLE). This highlights a shift in Web-based learning from a conventional multimedia to a more immersive, interactive, intuitive and exciting VR learning environment. VRLEs simulate the real world through the…
Farm Education and the Value of Learning in an Authentic Learning Environment
ERIC Educational Resources Information Center
Smeds, Pia; Jeronen, Eila; Kurppa, Sirpa
2015-01-01
Farm education is a newly emerging field of research that utilises authentic learning environments, environments that combine a subject of academic study with its real-world surroundings, actors, and activities--in this case, the practical context of a farm. The aim of the study was to investigate the effects of various learning environments…
Mathematics and Water in the Garden: Weaving Mathematics into the Students' Lived Environment
ERIC Educational Resources Information Center
Clarkson, Philip
2010-01-01
In an earlier issue of "Australian Primary Mathematics Classroom," Sparrow discussed the concept of real-world mathematics and the use of mathematics to explore problems in real-life situations. Environmental issues have provided a context that some teachers have used for teaching mathematics. An example of a particular environmental…
The Implementation of Service-Learning in Graduate Instructional Design Coursework
ERIC Educational Resources Information Center
Stefaniak, Jill E.
2015-01-01
This paper describes the design of service-learning experiences with a graduate-level instructional design course. Service-learning provides students with real-life experiences in a situated-learning environment. Students were tasked with working on an instructional design project in a real-world setting to gain consultative experience. This paper…
(Re)Designing Learning Environments.
ERIC Educational Resources Information Center
Edutopia, 2002
2002-01-01
This 20-page issue explores the opportunity for creating 21st century learning environments that not only focus on different kinds of educational architecture but also emphasize how time is used, teacher-student relationships, collaboration, the benefits of real-world projects, and community involvement. In Minnesota, high school juniors and…
A smart ROV solution for ship hull and harbor inspection
NASA Astrophysics Data System (ADS)
Reed, Scott; Wood, Jon; Vazquez, Jose; Mignotte, Pierre-Yves; Privat, Benjamin
2010-04-01
Hull and harbor infrastructure inspections are frequently performed manually and involve quite a bit of risk and human and monetary resources. In any kind of threat and resource constrained environment, this involves unacceptable levels of risk and cost. Modern Remotely Operated Vehicles are highly refined machines that provide features and capabilities previously unavailable. Operations once carried out by divers can now be carried out more quickly, efficiently and safely by smart enabled ROVs. ROVs are rapidly deployable and capable of continuous, reliable operations in adverse conditions. They also provide a stable platform on which multiple sensors may be mounted and utilized to meet the harbor inspection problem. Automated Control software provides ROV's and their pilots with the capability to inspect complex, constrained environments such as those found in a harbor region. This application and the user interface allow the ROV to automatically conduct complex maneuvers relative to the area being inspected and relieves the training requirements and work load for the pilot, allowing he or she to focus on the primary task of survey, inspection and looking for possible threats (such as IEDs, Limpet Mines, signs of sabotage, etc). Real-time sensor processing tools can be integrated into the smart ROV solution to assist the operator. Automatic Target Recognition (ATR) algorithms are used to search through the sensor data collected by the ROV in real time. These algorithms provide immediate feedback on possible threats and notify the operator of regions that may require manual verification. Sensor data (sonar or video) is also mosaiced, providing the operator with real-time situational awareness and a coverage map of the hull or seafloor. Detected objects may also be placed in the context of the large scale characteristics of the hull (or bottom or pilings) and localized. Within the complex areas such as the harbor pier pilings and the running gear of the ship, real-time 3D reconstruction techniques may be used to process profiling sonar data for similar applications. An observation class ROV equipped with sensors, running an operator in the loop, Automated Surface-Computer (ASC) system can inspect an entire harbor region. These systems can autonomously provide coverage information, identify possible threats and provide the level of control required to operate in confined environments. The system may be controlled autonomously or by the operator. Previous inspection results may also be used for change detection applications. This paper presents the SeeByte Smart ROV and sensor processing technology relevant to the harbor inspection problem. These technologies have been tested extensively in real world applications and trials and are demonstrated using real data and examples.
NASA Astrophysics Data System (ADS)
Simonnet, Mathieu; Jacobson, Dan; Vieilledent, Stephane; Tisseau, Jacques
Navigating consists of coordinating egocentric and allocentric spatial frames of reference. Virtual environments have afforded researchers in the spatial community with tools to investigate the learning of space. The issue of the transfer between virtual and real situations is not trivial. A central question is the role of frames of reference in mediating spatial knowledge transfer to external surroundings, as is the effect of different sensory modalities accessed in simulated and real worlds. This challenges the capacity of blind people to use virtual reality to explore a scene without graphics. The present experiment involves a haptic and auditory maritime virtual environment. In triangulation tasks, we measure systematic errors and preliminary results show an ability to learn configurational knowledge and to navigate through it without vision. Subjects appeared to take advantage of getting lost in an egocentric “haptic” view in the virtual environment to improve performances in the real environment.
Sounds of silence: How to animate virtual worlds with sound
NASA Technical Reports Server (NTRS)
Astheimer, Peter
1993-01-01
Sounds are an integral and sometimes annoying part of our daily life. Virtual worlds which imitate natural environments gain a lot of authenticity from fast, high quality visualization combined with sound effects. Sounds help to increase the degree of immersion for human dwellers in imaginary worlds significantly. The virtual reality toolkit of IGD (Institute for Computer Graphics) features a broad range of standard visual and advanced real-time audio components which interpret an object-oriented definition of the scene. The virtual reality system 'Virtual Design' realized with the toolkit enables the designer of virtual worlds to create a true audiovisual environment. Several examples on video demonstrate the usage of the audio features in Virtual Design.
Economic models for management of resources in peer-to-peer and grid computing
NASA Astrophysics Data System (ADS)
Buyya, Rajkumar; Stockinger, Heinz; Giddy, Jonathan; Abramson, David
2001-07-01
The accelerated development in Peer-to-Peer (P2P) and Grid computing has positioned them as promising next generation computing platforms. They enable the creation of Virtual Enterprises (VE) for sharing resources distributed across the world. However, resource management, application development and usage models in these environments is a complex undertaking. This is due to the geographic distribution of resources that are owned by different organizations or peers. The resource owners of each of these resources have different usage or access policies and cost models, and varying loads and availability. In order to address complex resource management issues, we have proposed a computational economy framework for resource allocation and for regulating supply and demand in Grid computing environments. The framework provides mechanisms for optimizing resource provider and consumer objective functions through trading and brokering services. In a real world market, there exist various economic models for setting the price for goods based on supply-and-demand and their value to the user. They include commodity market, posted price, tenders and auctions. In this paper, we discuss the use of these models for interaction between Grid components in deciding resource value and the necessary infrastructure to realize them. In addition to normal services offered by Grid computing systems, we need an infrastructure to support interaction protocols, allocation mechanisms, currency, secure banking, and enforcement services. Furthermore, we demonstrate the usage of some of these economic models in resource brokering through Nimrod/G deadline and cost-based scheduling for two different optimization strategies on the World Wide Grid (WWG) testbed that contains peer-to-peer resources located on five continents: Asia, Australia, Europe, North America, and South America.
Díaz-Rodríguez, Natalia; Cadahía, Olmo León; Cuéllar, Manuel Pegalajar; Lilius, Johan; Calvo-Flores, Miguel Delgado
2014-01-01
Human activity recognition is a key task in ambient intelligence applications to achieve proper ambient assisted living. There has been remarkable progress in this domain, but some challenges still remain to obtain robust methods. Our goal in this work is to provide a system that allows the modeling and recognition of a set of complex activities in real life scenarios involving interaction with the environment. The proposed framework is a hybrid model that comprises two main modules: a low level sub-activity recognizer, based on data-driven methods, and a high-level activity recognizer, implemented with a fuzzy ontology to include the semantic interpretation of actions performed by users. The fuzzy ontology is fed by the sub-activities recognized by the low level data-driven component and provides fuzzy ontological reasoning to recognize both the activities and their influence in the environment with semantics. An additional benefit of the approach is the ability to handle vagueness and uncertainty in the knowledge-based module, which substantially outperforms the treatment of incomplete and/or imprecise data with respect to classic crisp ontologies. We validate these advantages with the public CAD-120 dataset (Cornell Activity Dataset), achieving an accuracy of 90.1% and 91.07% for low-level and high-level activities, respectively. This entails an improvement over fully data-driven or ontology-based approaches. PMID:25268914
Language Students Learning to Manage Complex Pedagogic Situations in a Technology-Rich Environment
ERIC Educational Resources Information Center
Tumelius, Riikka; Kuure, Leena
2017-01-01
Being a language teacher in the modern world requires sensitivity to complexity, which may pose challenges for student teachers and teachers in the field accustomed to classroom-based learning and teaching. This study examines how language students are managing complex pedagogic situations in a technologyrich environment while exploring new ways…
Enhancing Navigation Skills through Audio Gaming.
Sánchez, Jaime; Sáenz, Mauricio; Pascual-Leone, Alvaro; Merabet, Lotfi
2010-01-01
We present the design, development and initial cognitive evaluation of an Audio-based Environment Simulator (AbES). This software allows a blind user to navigate through a virtual representation of a real space for the purposes of training orientation and mobility skills. Our findings indicate that users feel satisfied and self-confident when interacting with the audio-based interface, and the embedded sounds allow them to correctly orient themselves and navigate within the virtual world. Furthermore, users are able to transfer spatial information acquired through virtual interactions into real world navigation and problem solving tasks.
NASA Technical Reports Server (NTRS)
Laughlin, Daniel
2008-01-01
Persistent Immersive Synthetic Environments (PISE) are not just connection points, they are meeting places. They are the new public squares, village centers, malt shops, malls and pubs all rolled into one. They come with a sense of 'thereness" that engages the mind like a real place does. Learning starts as a real code. The code defines "objects." The objects exist in computer space, known as the "grid." The objects and space combine to create a "place." A "world" is created, Before long, the grid and code becomes obscure, and the "world maintains focus.
Forecasting Device Effectiveness. Volume 2. Procedures
1985-06-01
about individual tasks is used to sup- port the fotul ratings. DEFT III. At this level of analysis, the analyst uses 11 rating scales to estimate...real world or are they sust’ined at unreal levels in the training environment? The third scale r3tes how much practice the trainee will have in the...real world ’ I., F. MIMflMfl MM/ MMPMMIMMHrnMN MHIMMIMIHMN/fMhMMM flMhlMlflMMfMM l!"MMt~MWfl l o 20 1) 40 5(0 6() 70 8O 9.’ 1, ,, 0 = None; the
Enhancing Navigation Skills through Audio Gaming
Sánchez, Jaime; Sáenz, Mauricio; Pascual-Leone, Alvaro; Merabet, Lotfi
2014-01-01
We present the design, development and initial cognitive evaluation of an Audio-based Environment Simulator (AbES). This software allows a blind user to navigate through a virtual representation of a real space for the purposes of training orientation and mobility skills. Our findings indicate that users feel satisfied and self-confident when interacting with the audio-based interface, and the embedded sounds allow them to correctly orient themselves and navigate within the virtual world. Furthermore, users are able to transfer spatial information acquired through virtual interactions into real world navigation and problem solving tasks. PMID:25505796
DOE Office of Scientific and Technical Information (OSTI.GOV)
Sanfilippo, Antonio P.; Riensche, Roderick M.; Haack, Jereme N.
“Gamification”, the application of gameplay to real-world problems, enables the development of human computation systems that support decision-making through the integration of social and machine intelligence. One of gamification’s major benefits includes the creation of a problem solving environment where the influence of cognitive and cultural biases on human judgment can be curtailed through collaborative and competitive reasoning. By reducing biases on human judgment, gamification allows human computation systems to exploit human creativity relatively unhindered by human error. Operationally, gamification uses simulation to harvest human behavioral data that provide valuable insights for the solution of real-world problems.
Baik, Seong-Yi; Crabtree, Benjamin F; Gonzales, Junius J
2013-11-01
Depression is prevalent in primary care (PC) practices and poses a considerable public health burden in the United States. Despite nearly four decades of efforts to improve depression care quality in PC practices, a gap remains between desired treatment outcomes and the reality of how depression care is delivered. This article presents a real-world PC practice model of depression care, elucidating the processes and their influencing conditions. Grounded theory methodology was used for the data collection and analysis to develop a depression care model. Data were collected from 70 individual interviews (60 to 70 min each), three focus group interviews (n = 24, 2 h each), two surveys per clinician, and investigators' field notes on practice environments. Interviews were audiotaped and transcribed for analysis. Surveys and field notes complemented interview data. Seventy primary care clinicians from 52 PC offices in the Midwest: 28 general internists, 28 family physicians, and 14 nurse practitioners. A depression care model was developed that illustrates how real-world conditions infuse complexity into each step of the depression care process. Depression care in PC settings is mediated through clinicians' interactions with patients, practice, and the local community. A clinician's interactional familiarity ("familiarity capital") was a powerful facilitator for depression care. For the recognition of depression, three previously reported processes and three conditions were confirmed. For the management of depression, 13 processes and 11 conditions were identified. Empowering the patient was a parallel process to the management of depression. The clinician's ability to develop and utilize interactional relationships and resources needed to recognize and treat a person with depression is key to depression care in primary care settings. The interactional context of depression care makes empowering the patient central to depression care delivery.
The Potential for Scientific Collaboration in Virtual Ecosystems
ERIC Educational Resources Information Center
Magerko, Brian
2010-01-01
This article explores the potential benefits of creating "virtual ecosystems" from real-world data. These ecosystems are intended to be realistic virtual representations of environments that may be costly or difficult to access in person. They can be constructed as 3D worlds rendered from stereo video data, augmented with scientific data, and then…
Effects of Teaching and Learning Styles on Students' Reflection Levels for Ubiquitous Learning
ERIC Educational Resources Information Center
Hsieh, Sheng-Wen; Jang, Yu-Ruei; Hwang, Gwo-Jen; Chen, Nian-Shing
2011-01-01
Ubiquitous learning (u-learning), in conjunction with supports from the digital world, is recognized as an effective approach for situating students in real-world learning environments. Earlier studies concerning u-learning have mainly focused on investigating the learning attitudes and learning achievements of students, while the causations such…
ERIC Educational Resources Information Center
Hwang, Gwo-Jen; Wu, Po-Han; Ke, Hui-Ru
2011-01-01
Mobile and wireless communication technologies not only enable anytime and anywhere learning, but also provide the opportunity to develop learning environments that combine real-world and digital-world resources. Nevertheless, researchers have indicated that, without effective tools for helping students organize their observations in the field,…
An Investigation into Cooperative Learning in a Virtual World Using Problem-Based Learning
ERIC Educational Resources Information Center
Parson, Vanessa; Bignell, Simon
2017-01-01
Three-dimensional multi-user virtual environments (MUVEs) have the potential to provide experiential learning qualitatively similar to that found in the real world. MUVEs offer a pedagogically-driven immersive learning opportunity for educationalists that is cost-effective and enjoyable. A family of digital virtual avatars was created within…
Enabling complex genetic circuits to respond to extrinsic environmental signals.
Hoynes-O'Connor, Allison; Shopera, Tatenda; Hinman, Kristina; Creamer, John Philip; Moon, Tae Seok
2017-07-01
Genetic circuits have the potential to improve a broad range of metabolic engineering processes and address a variety of medical and environmental challenges. However, in order to engineer genetic circuits that can meet the needs of these real-world applications, genetic sensors that respond to relevant extrinsic and intrinsic signals must be implemented in complex genetic circuits. In this work, we construct the first AND and NAND gates that respond to temperature and pH, two signals that have relevance in a variety of real-world applications. A previously identified pH-responsive promoter and a temperature-responsive promoter were extracted from the E. coli genome, characterized, and modified to suit the needs of the genetic circuits. These promoters were combined with components of the type III secretion system in Salmonella typhimurium and used to construct a set of AND gates with up to 23-fold change. Next, an antisense RNA was integrated into the circuit architecture to invert the logic of the AND gate and generate a set of NAND gates with up to 1168-fold change. These circuits provide the first demonstration of complex pH- and temperature-responsive genetic circuits, and lay the groundwork for the use of similar circuits in real-world applications. Biotechnol. Bioeng. 2017;114: 1626-1631. © 2017 Wiley Periodicals, Inc. © 2017 Wiley Periodicals, Inc.
Ollis, Stewart; Button, Chris; Fairweather, Malcolm
2005-03-01
The contextual interference (CI) effect has been investigated through practice schedule manipulations within both basic and applied studies. Despite extensive research activity there is little conclusive evidence regarding the optimal practice structure of real world manipulative tasks in professional training settings. The present study therefore assessed the efficacy of practising simple and complex knot-tying skills in professional fire-fighters training. Forty-eight participants were quasi-randomly assigned to various practice schedules along the CI continuum. Twenty-four participants were students selected for their novice knot-tying capabilities and 24 were experienced fire-fighters who were more 'experienced knot-tiers'. They were assessed for skill acquisition, retention and transfer effects having practiced tying knots classified as simple or complex. Surprisingly, high levels of CI scheduling enhance learning for novices even when practising a complex task. The findings also revealed that CI benefits are most apparent as learners engage in tasks high in transfer distality. In conclusion, complexity and experience are mediating factors influencing the potency of the CI training effect in real-world settings.
Productive confusions: learning from simulations of pandemic virus outbreaks in Second Life
NASA Astrophysics Data System (ADS)
Cárdenas, Micha; Greci, Laura S.; Hurst, Samantha; Garman, Karen; Hoffman, Helene; Huang, Ricky; Gates, Michael; Kho, Kristen; Mehrmand, Elle; Porteous, Todd; Calvitti, Alan; Higginbotham, Erin; Agha, Zia
2011-03-01
Users of immersive virtual reality environments have reported a wide variety of side and after effects including the confusion of characteristics of the real and virtual worlds. Perhaps this side effect of confusing the virtual and real can be turned around to explore the possibilities for immersion with minimal technological support in virtual world group training simulations. This paper will describe observations from my time working as an artist/researcher with the UCSD School of Medicine (SoM) and Veterans Administration San Diego Healthcare System (VASDHS) to develop trainings for nurses, doctors and Hospital Incident Command staff that simulate pandemic virus outbreaks. By examining moments of slippage between realities, both into and out of the virtual environment, moments of the confusion of boundaries between real and virtual, we can better understand methods for creating immersion. I will use the mixing of realities as a transversal line of inquiry, borrowing from virtual reality studies, game studies, and anthropological studies to better understand the mechanisms of immersion in virtual worlds. Focusing on drills conducted in Second Life, I will examine moments of training to learn the software interface, moments within the drill and interviews after the drill.
Using a 3D Virtual Supermarket to Measure Food Purchase Behavior: A Validation Study
Jiang, Yannan; Steenhuis, Ingrid Hendrika Margaretha; Ni Mhurchu, Cliona
2015-01-01
Background There is increasing recognition that supermarkets are an important environment for health-promoting interventions such as fiscal food policies or front-of-pack nutrition labeling. However, due to the complexities of undertaking such research in the real world, well-designed randomized controlled trials on these kinds of interventions are lacking. The Virtual Supermarket is a 3-dimensional computerized research environment designed to enable experimental studies in a supermarket setting without the complexity or costs normally associated with undertaking such research. Objective The primary objective was to validate the Virtual Supermarket by comparing virtual and real-life food purchasing behavior. A secondary objective was to obtain participant feedback on perceived sense of “presence” (the subjective experience of being in one place or environment even if physically located in another) in the Virtual Supermarket. Methods Eligible main household shoppers (New Zealand adults aged ≥18 years) were asked to conduct 3 shopping occasions in the Virtual Supermarket over 3 consecutive weeks, complete the validated Presence Questionnaire Items Stems, and collect their real supermarket grocery till receipts for that same period. Proportional expenditure (NZ$) and the proportion of products purchased over 18 major food groups were compared between the virtual and real supermarkets. Data were analyzed using repeated measures mixed models. Results A total of 123 participants consented to take part in the study. In total, 69.9% (86/123) completed 1 shop in the Virtual Supermarket, 64.2% (79/123) completed 2 shops, 60.2% (74/123) completed 3 shops, and 48.8% (60/123) returned their real supermarket till receipts. The 4 food groups with the highest relative expenditures were the same for the virtual and real supermarkets: fresh fruit and vegetables (virtual estimate: 14.3%; real: 17.4%), bread and bakery (virtual: 10.0%; real: 8.2%), dairy (virtual: 19.1%; real: 12.6%), and meat and fish (virtual: 16.5%; real: 16.8%). Significant differences in proportional expenditures were observed for 6 food groups, with largest differences (virtual – real) for dairy (in expenditure 6.5%, P<.001; in items 2.2%, P=.04) and fresh fruit and vegetables (in expenditure: –3.1%, P=.04; in items: 5.9%, P=.002). There was no trend of overspending in the Virtual Supermarket and participants experienced a medium-to-high presence (88%, 73/83 scored medium; 8%, 7/83 scored high). Conclusions Shopping patterns in the Virtual Supermarket were comparable to those in real life. Overall, the Virtual Supermarket is a valid tool to measure food purchasing behavior. Nevertheless, it is important to improve the functionality of some food categories, in particular fruit and vegetables and dairy. The results of this validation will assist in making further improvements to the software and with optimization of the internal and external validity of this innovative methodology. PMID:25921185
Using a 3D virtual supermarket to measure food purchase behavior: a validation study.
Waterlander, Wilma Elzeline; Jiang, Yannan; Steenhuis, Ingrid Hendrika Margaretha; Ni Mhurchu, Cliona
2015-04-28
There is increasing recognition that supermarkets are an important environment for health-promoting interventions such as fiscal food policies or front-of-pack nutrition labeling. However, due to the complexities of undertaking such research in the real world, well-designed randomized controlled trials on these kinds of interventions are lacking. The Virtual Supermarket is a 3-dimensional computerized research environment designed to enable experimental studies in a supermarket setting without the complexity or costs normally associated with undertaking such research. The primary objective was to validate the Virtual Supermarket by comparing virtual and real-life food purchasing behavior. A secondary objective was to obtain participant feedback on perceived sense of "presence" (the subjective experience of being in one place or environment even if physically located in another) in the Virtual Supermarket. Eligible main household shoppers (New Zealand adults aged ≥18 years) were asked to conduct 3 shopping occasions in the Virtual Supermarket over 3 consecutive weeks, complete the validated Presence Questionnaire Items Stems, and collect their real supermarket grocery till receipts for that same period. Proportional expenditure (NZ$) and the proportion of products purchased over 18 major food groups were compared between the virtual and real supermarkets. Data were analyzed using repeated measures mixed models. A total of 123 participants consented to take part in the study. In total, 69.9% (86/123) completed 1 shop in the Virtual Supermarket, 64.2% (79/123) completed 2 shops, 60.2% (74/123) completed 3 shops, and 48.8% (60/123) returned their real supermarket till receipts. The 4 food groups with the highest relative expenditures were the same for the virtual and real supermarkets: fresh fruit and vegetables (virtual estimate: 14.3%; real: 17.4%), bread and bakery (virtual: 10.0%; real: 8.2%), dairy (virtual: 19.1%; real: 12.6%), and meat and fish (virtual: 16.5%; real: 16.8%). Significant differences in proportional expenditures were observed for 6 food groups, with largest differences (virtual - real) for dairy (in expenditure 6.5%, P<.001; in items 2.2%, P=.04) and fresh fruit and vegetables (in expenditure: -3.1%, P=.04; in items: 5.9%, P=.002). There was no trend of overspending in the Virtual Supermarket and participants experienced a medium-to-high presence (88%, 73/83 scored medium; 8%, 7/83 scored high). Shopping patterns in the Virtual Supermarket were comparable to those in real life. Overall, the Virtual Supermarket is a valid tool to measure food purchasing behavior. Nevertheless, it is important to improve the functionality of some food categories, in particular fruit and vegetables and dairy. The results of this validation will assist in making further improvements to the software and with optimization of the internal and external validity of this innovative methodology.
Assessing Students' Proficiency in Math and Science
ERIC Educational Resources Information Center
Judd, Thomas P.; Keith, Bruce
2007-01-01
The U.S. Military Academy (USMA) at West Point is responsible for developing in its graduates literacy in the sciences that renders them capable of solving complex real-world problems. Throughout their careers as officers in the military, graduates will be called upon to view the physical world in a disciplined and objective manner, with an…
The R-Shell approach - Using scheduling agents in complex distributed real-time systems
NASA Technical Reports Server (NTRS)
Natarajan, Swaminathan; Zhao, Wei; Goforth, Andre
1993-01-01
Large, complex real-time systems such as space and avionics systems are extremely demanding in their scheduling requirements. The current OS design approaches are quite limited in the capabilities they provide for task scheduling. Typically, they simply implement a particular uniprocessor scheduling strategy and do not provide any special support for network scheduling, overload handling, fault tolerance, distributed processing, etc. Our design of the R-Shell real-time environment fcilitates the implementation of a variety of sophisticated but efficient scheduling strategies, including incorporation of all these capabilities. This is accomplished by the use of scheduling agents which reside in the application run-time environment and are responsible for coordinating the scheduling of the application.
Study of network resource allocation based on market and game theoretic mechanism
NASA Astrophysics Data System (ADS)
Liu, Yingmei; Wang, Hongwei; Wang, Gang
2004-04-01
We work on the network resource allocation issue concerning network management system function based on market-oriented mechanism. The scheme is to model the telecommunication network resources as trading goods in which the various network components could be owned by different competitive, real-world entities. This is a multidisciplinary framework concentrating on the similarity between resource allocation in network environment and the market mechanism in economic theory. By taking an economic (market-based and game theoretic) approach in routing of communication network, we study the dynamic behavior under game-theoretic framework in allocating network resources. Based on the prior work of Gibney and Jennings, we apply concepts of utility and fitness to the market mechanism with an intention to close the gap between experiment environment and real world situation.
Small-world bias of correlation networks: From brain to climate
NASA Astrophysics Data System (ADS)
Hlinka, Jaroslav; Hartman, David; Jajcay, Nikola; Tomeček, David; Tintěra, Jaroslav; Paluš, Milan
2017-03-01
Complex systems are commonly characterized by the properties of their graph representation. Dynamical complex systems are then typically represented by a graph of temporal dependencies between time series of state variables of their subunits. It has been shown recently that graphs constructed in this way tend to have relatively clustered structure, potentially leading to spurious detection of small-world properties even in the case of systems with no or randomly distributed true interactions. However, the strength of this bias depends heavily on a range of parameters and its relevance for real-world data has not yet been established. In this work, we assess the relevance of the bias using two examples of multivariate time series recorded in natural complex systems. The first is the time series of local brain activity as measured by functional magnetic resonance imaging in resting healthy human subjects, and the second is the time series of average monthly surface air temperature coming from a large reanalysis of climatological data over the period 1948-2012. In both cases, the clustering in the thresholded correlation graph is substantially higher compared with a realization of a density-matched random graph, while the shortest paths are relatively short, showing thus distinguishing features of small-world structure. However, comparable or even stronger small-world properties were reproduced in correlation graphs of model processes with randomly scrambled interconnections. This suggests that the small-world properties of the correlation matrices of these real-world systems indeed do not reflect genuinely the properties of the underlying interaction structure, but rather result from the inherent properties of correlation matrix.
Small-world bias of correlation networks: From brain to climate.
Hlinka, Jaroslav; Hartman, David; Jajcay, Nikola; Tomeček, David; Tintěra, Jaroslav; Paluš, Milan
2017-03-01
Complex systems are commonly characterized by the properties of their graph representation. Dynamical complex systems are then typically represented by a graph of temporal dependencies between time series of state variables of their subunits. It has been shown recently that graphs constructed in this way tend to have relatively clustered structure, potentially leading to spurious detection of small-world properties even in the case of systems with no or randomly distributed true interactions. However, the strength of this bias depends heavily on a range of parameters and its relevance for real-world data has not yet been established. In this work, we assess the relevance of the bias using two examples of multivariate time series recorded in natural complex systems. The first is the time series of local brain activity as measured by functional magnetic resonance imaging in resting healthy human subjects, and the second is the time series of average monthly surface air temperature coming from a large reanalysis of climatological data over the period 1948-2012. In both cases, the clustering in the thresholded correlation graph is substantially higher compared with a realization of a density-matched random graph, while the shortest paths are relatively short, showing thus distinguishing features of small-world structure. However, comparable or even stronger small-world properties were reproduced in correlation graphs of model processes with randomly scrambled interconnections. This suggests that the small-world properties of the correlation matrices of these real-world systems indeed do not reflect genuinely the properties of the underlying interaction structure, but rather result from the inherent properties of correlation matrix.
Modes of Interaction between Individuals Dominate the Topologies of Real World Networks
Lee, Insuk; Kim, Eiru; Marcotte, Edward M.
2015-01-01
We find that the topologies of real world networks, such as those formed within human societies, by the Internet, or among cellular proteins, are dominated by the mode of the interactions considered among the individuals. Specifically, a major dichotomy in previously studied networks arises from modeling networks in terms of pairwise versus group tasks. The former often intrinsically give rise to scale-free, disassortative, hierarchical networks, whereas the latter often give rise to single- or broad-scale, assortative, nonhierarchical networks. These dependencies explain contrasting observations among previous topological analyses of real world complex systems. We also observe this trend in systems with natural hierarchies, in which alternate representations of the same networks, but which capture different levels of the hierarchy, manifest these signature topological differences. For example, in both the Internet and cellular proteomes, networks of lower-level system components (routers within domains or proteins within biological processes) are assortative and nonhierarchical, whereas networks of upper-level system components (internet domains or biological processes) are disassortative and hierarchical. Our results demonstrate that network topologies of complex systems must be interpreted in light of their hierarchical natures and interaction types. PMID:25793969
Efficient weighting strategy for enhancing synchronizability of complex networks
NASA Astrophysics Data System (ADS)
Wang, Youquan; Yu, Feng; Huang, Shucheng; Tu, Juanjuan; Chen, Yan
2018-04-01
Networks with high propensity to synchronization are desired in many applications ranging from biology to engineering. In general, there are two ways to enhance the synchronizability of a network: link rewiring and/or link weighting. In this paper, we propose a new link weighting strategy based on the concept of the neighborhood subgroup. The neighborhood subgroup of a node i through node j in a network, i.e. Gi→j, means that node u belongs to Gi→j if node u belongs to the first-order neighbors of j (not include i). Our proposed weighting schema used the local and global structural properties of the networks such as the node degree, betweenness centrality and closeness centrality measures. We applied the method on scale-free and Watts-Strogatz networks of different structural properties and show the good performance of the proposed weighting scheme. Furthermore, as model networks cannot capture all essential features of real-world complex networks, we considered a number of undirected and unweighted real-world networks. To the best of our knowledge, the proposed weighting strategy outperformed the previously published weighting methods by enhancing the synchronizability of these real-world networks.
Chang, Chia-Hsien; Yang, Yea-Huei Kao; Chen, Jyh-Hong; Lin, Li-Jen
2014-05-01
Economic evaluation of dabigatran, a new anti-antithrombotic agent, is done mostly in Western countries. It remains to be seen whether dabigatran will be cost effective in a practice environment where warfarin is significantly underused and the costs of both warfarin and international normalized ration INR monitoring are cheap. We performed a cost-effectiveness analysis with a Markov model to evaluate the value of dabigatran to prevent stroke and systemic embolism in patients with atrial fibrillation (AF) in Taiwan. Dabigatran was given through sequential dosing, where patients<80 years old received 150 mg of dabigatran twice a day and the dosage was reduced to 110 mgs for patients ≥ 80 years old. Dabigatran was compared with warfarin under two scenarios: the "real-world adjusted-dose warfarin" assuming all AF patients eligible for warfarin were given the medication and maintained at the INR observed in routine clinical practice in Taiwan, and the "real-world prescribing behaviour" similar to the treatment with antithrombotics in real-world practice in Taiwan, where eligible patients could receive warfarin, aspirin, or no treatment. The percentage of AF patients who received warfarin, aspirin or no treatment in Taiwan was 16%, 62% and 22%, respectively. The event rates of ischemic stroke per 100 patient-years were 4.5, 8.0, and 6.0 for sequential dabigatran, real-world prescribing behaviour and real-world warfarin use, respectively. The incremental cost-effectiveness ratio was $280 US per quality-adjusted-year (QALY) in the real-world prescribing scenario and $10,551 US/QALY in real-word warfarin use. Dabigatran was highly cost-effective in a clinical practice setting where warfarin has been significantly underused. Copyright © 2014 Elsevier Ltd. All rights reserved.
Breakdown of interdependent directed networks.
Liu, Xueming; Stanley, H Eugene; Gao, Jianxi
2016-02-02
Increasing evidence shows that real-world systems interact with one another via dependency connectivities. Failing connectivities are the mechanism behind the breakdown of interacting complex systems, e.g., blackouts caused by the interdependence of power grids and communication networks. Previous research analyzing the robustness of interdependent networks has been limited to undirected networks. However, most real-world networks are directed, their in-degrees and out-degrees may be correlated, and they are often coupled to one another as interdependent directed networks. To understand the breakdown and robustness of interdependent directed networks, we develop a theoretical framework based on generating functions and percolation theory. We find that for interdependent Erdős-Rényi networks the directionality within each network increases their vulnerability and exhibits hybrid phase transitions. We also find that the percolation behavior of interdependent directed scale-free networks with and without degree correlations is so complex that two criteria are needed to quantify and compare their robustness: the percolation threshold and the integrated size of the giant component during an entire attack process. Interestingly, we find that the in-degree and out-degree correlations in each network layer increase the robustness of interdependent degree heterogeneous networks that most real networks are, but decrease the robustness of interdependent networks with homogeneous degree distribution and with strong coupling strengths. Moreover, by applying our theoretical analysis to real interdependent international trade networks, we find that the robustness of these real-world systems increases with the in-degree and out-degree correlations, confirming our theoretical analysis.
The Creation of a Theoretical Framework for Avatar Creation and Revision
ERIC Educational Resources Information Center
Beck, Dennis; Murphy, Cheryl
2014-01-01
Multi-User Virtual Environments (MUVE) are increasingly being used in education and provide environments where users can manipulate minute details of their avatar's appearance including those traditionally associated with gender and race identification. The ability to choose racial and gender characteristics differs from real-world educational…
The Energy-Environment Simulator as a Classroom Aid.
ERIC Educational Resources Information Center
Sell, Nancy J.; Van Koevering, Thomas E.
1981-01-01
Energy-Environment Simulators, provided by the U.S. Department of Energy, can be used to help individuals experience the effects of unbridled energy consumption for the next century on a national or worldwide scale. The simulator described is a specially designed analog computer which models the real-world energy situation. (MP)
Integration of ICT Methods for Teaching Science and Astronomy to Students and Teachers
NASA Astrophysics Data System (ADS)
Ghosh, Sumit; Chary, Naveen; Raghavender, G.; Aslam, Syed
All children start out as scientist, full of curiosity and questions about the world, but schools eventually destroy their curiosity. In an effective teaching and learning process, the most challenging task is to motivate the students. As the science subjects are more abstract and complex, the job of teachers become even more daunting. We have devised an innovative idea of integrating ICT methods for teaching space science to students and teachers. In a third world country like India, practical demonstrations are given less importance and much emphasis is on theoretical aspects. Even the teachers are not trained or aware of the basic concepts. With the intention of providing the students and as well as the teachers more practical, real-time situations, we have incorporated innovative techniques like video presentation, animations, experimental models, do-yourself-kits etc. In addition to these we provide hands on experience on some scientific instruments like telescope, Laser. ICT has the potential to teach complex science topics to students and teachers in a safe environment and cost effective manner. The students are provided with a sense of adventure, wherein now they can manipulate parameters, contexts and environment and can try different scenarios and in the process they not only learn science but also the content and also the reasoning behind the content. The response we have obtained is very encouraging and students as well as teachers have acknowledged that they have learnt new things, which up to now they were ignorant of.
ERIC Educational Resources Information Center
Hay, M. Cameron
2017-01-01
Undergraduate student learning focuses on the development of disciplinary strength in majors and minors so that students gain depth in particular fields, foster individual expertise, and learn problem solving from disciplinary perspectives. However, the complexities of real-world problems do not respect disciplinary boundaries. Complex problems…
Notes about COOL: Analysis and Highlights of Complex View in Education
ERIC Educational Resources Information Center
de Oliveira, C. A.
2012-01-01
Purpose: The purpose of this paper is to present principles from the complex approach in education and describe some practical pedagogic experiences enhancing how "real world" perspectives have influenced and contributed to curriculum development. Design/methodology/approach: Necessity of integration in terms of knowledge modeling is an…
Instructional Features for Training in Virtual Environments
2006-07-01
Technical Report 1184 Instructional Features for Training in Virtual Environments Michael J. Singer U. S. Army Research Institute Jason P. Kring...Report 1184 Instructional Features for Training in Virtual Environments Michael J. Singer U. S. Army Research Institute Jason P. Kring University of...provides in comparison to traditional, real world experience training programs (Hays & Singer , 1989; Swezey & Andrews, 2001). First, as with the
ERIC Educational Resources Information Center
Huang, Yong-Ming; Chen, Chao-Chun; Wang, Ding-Chau
2012-01-01
Ubiquitous learning receives much attention in these few years due to its wide spectrum of applications, such as the T-learning application. The learner can use mobile devices to watch the digital TV based course content, and thus, the T-learning provides the ubiquitous learning environment. However, in real-world data broadcast environments, the…
Mission Command In A Communications Denied Environment
2017-02-16
AIR WAR COLLEGE AIR UNIVERSITY MISSION COMMAND IN A COMMUNICATIONS DENIED ENVIRONMENT by Ramon Ahrens, Lieutenant Colonel, GAF A...centralized execution. Mission Command is particularly helpful in communication denied environments . This paper shows the advantages in situations where...Mission Command needs to be practiced and executed in peacetime for it to work during real world operations. The United States armed forces are
ERIC Educational Resources Information Center
Northrup, Jessie Bolz
2017-01-01
The present article proposes a new developmental model of how young infants adapt and respond to complex contingencies in their environment, and how this influences development. The model proposes that typically developing infants adjust to an increasingly complex environment in ways that make it easier for them to allocate limited attentional…
Comparative analysis of two discretizations of Ricci curvature for complex networks.
Samal, Areejit; Sreejith, R P; Gu, Jiao; Liu, Shiping; Saucan, Emil; Jost, Jürgen
2018-06-05
We have performed an empirical comparison of two distinct notions of discrete Ricci curvature for graphs or networks, namely, the Forman-Ricci curvature and Ollivier-Ricci curvature. Importantly, these two discretizations of the Ricci curvature were developed based on different properties of the classical smooth notion, and thus, the two notions shed light on different aspects of network structure and behavior. Nevertheless, our extensive computational analysis in a wide range of both model and real-world networks shows that the two discretizations of Ricci curvature are highly correlated in many networks. Moreover, we show that if one considers the augmented Forman-Ricci curvature which also accounts for the two-dimensional simplicial complexes arising in graphs, the observed correlation between the two discretizations is even higher, especially, in real networks. Besides the potential theoretical implications of these observations, the close relationship between the two discretizations has practical implications whereby Forman-Ricci curvature can be employed in place of Ollivier-Ricci curvature for faster computation in larger real-world networks whenever coarse analysis suffices.
Air-Track: a real-world floating environment for active sensing in head-fixed mice.
Nashaat, Mostafa A; Oraby, Hatem; Sachdev, Robert N S; Winter, York; Larkum, Matthew E
2016-10-01
Natural behavior occurs in multiple sensory and motor modalities and in particular is dependent on sensory feedback that constantly adjusts behavior. To investigate the underlying neuronal correlates of natural behavior, it is useful to have access to state-of-the-art recording equipment (e.g., 2-photon imaging, patch recordings, etc.) that frequently requires head fixation. This limitation has been addressed with various approaches such as virtual reality/air ball or treadmill systems. However, achieving multimodal realistic behavior in these systems can be challenging. These systems are often also complex and expensive to implement. Here we present "Air-Track," an easy-to-build head-fixed behavioral environment that requires only minimal computational processing. The Air-Track is a lightweight physical maze floating on an air table that has all the properties of the "real" world, including multiple sensory modalities tightly coupled to motor actions. To test this system, we trained mice in Go/No-Go and two-alternative forced choice tasks in a plus maze. Mice chose lanes and discriminated apertures or textures by moving the Air-Track back and forth and rotating it around themselves. Mice rapidly adapted to moving the track and used visual, auditory, and tactile cues to guide them in performing the tasks. A custom-controlled camera system monitored animal location and generated data that could be used to calculate reaction times in the visual and somatosensory discrimination tasks. We conclude that the Air-Track system is ideal for eliciting natural behavior in concert with virtually any system for monitoring or manipulating brain activity. Copyright © 2016 the American Physiological Society.
A Context-Aware Knowledge Map to Support Ubiquitous Learning Activities for a u-Botanical Museum
ERIC Educational Resources Information Center
Wang, Shu-Lin; Chen, Chia-Chen; Zhang, Zhe George
2015-01-01
Recent developments in mobile and wireless communication technologies have played a vital role in building the u-learning environment that now combines both real-world and digital learning resources. However, learners still require assistance to control real objects and manage the abundance of available materials; otherwise, their mental workload…
ERIC Educational Resources Information Center
Yang, Mau-Tsuen; Liao, Wan-Che
2014-01-01
The physical-virtual immersion and real-time interaction play an essential role in cultural and language learning. Augmented reality (AR) technology can be used to seamlessly merge virtual objects with real-world images to realize immersions. Additionally, computer vision (CV) technology can recognize free-hand gestures from live images to enable…
A Self-Adaptive Model-Based Wi-Fi Indoor Localization Method.
Tuta, Jure; Juric, Matjaz B
2016-12-06
This paper presents a novel method for indoor localization, developed with the main aim of making it useful for real-world deployments. Many indoor localization methods exist, yet they have several disadvantages in real-world deployments-some are static, which is not suitable for long-term usage; some require costly human recalibration procedures; and others require special hardware such as Wi-Fi anchors and transponders. Our method is self-calibrating and self-adaptive thus maintenance free and based on Wi-Fi only. We have employed two well-known propagation models-free space path loss and ITU models-which we have extended with additional parameters for better propagation simulation. Our self-calibrating procedure utilizes one propagation model to infer parameters of the space and the other to simulate the propagation of the signal without requiring any additional hardware beside Wi-Fi access points, which is suitable for real-world usage. Our method is also one of the few model-based Wi-Fi only self-adaptive approaches that do not require the mobile terminal to be in the access-point mode. The only input requirements of the method are Wi-Fi access point positions, and positions and properties of the walls. Our method has been evaluated in single- and multi-room environments, with measured mean error of 2-3 and 3-4 m, respectively, which is similar to existing methods. The evaluation has proven that usable localization accuracy can be achieved in real-world environments solely by the proposed Wi-Fi method that relies on simple hardware and software requirements.
A Self-Adaptive Model-Based Wi-Fi Indoor Localization Method
Tuta, Jure; Juric, Matjaz B.
2016-01-01
This paper presents a novel method for indoor localization, developed with the main aim of making it useful for real-world deployments. Many indoor localization methods exist, yet they have several disadvantages in real-world deployments—some are static, which is not suitable for long-term usage; some require costly human recalibration procedures; and others require special hardware such as Wi-Fi anchors and transponders. Our method is self-calibrating and self-adaptive thus maintenance free and based on Wi-Fi only. We have employed two well-known propagation models—free space path loss and ITU models—which we have extended with additional parameters for better propagation simulation. Our self-calibrating procedure utilizes one propagation model to infer parameters of the space and the other to simulate the propagation of the signal without requiring any additional hardware beside Wi-Fi access points, which is suitable for real-world usage. Our method is also one of the few model-based Wi-Fi only self-adaptive approaches that do not require the mobile terminal to be in the access-point mode. The only input requirements of the method are Wi-Fi access point positions, and positions and properties of the walls. Our method has been evaluated in single- and multi-room environments, with measured mean error of 2–3 and 3–4 m, respectively, which is similar to existing methods. The evaluation has proven that usable localization accuracy can be achieved in real-world environments solely by the proposed Wi-Fi method that relies on simple hardware and software requirements. PMID:27929453
Spatial awareness in immersive virtual environments revealed in open-loop walking
NASA Astrophysics Data System (ADS)
Turano, Kathleen A.; Chaudhury, Sidhartha
2005-03-01
People are able to walk without vision to previously viewed targets in the real world. This ability to update one"s position in space has been attributed to a path integration system that uses internally generated self-motion signals together with the perceived object-to-self distance of the target. In a previous study using an immersive virtual environment (VE), we found that many subjects were unable to walk without vision to a previously viewed target located 4 m away. Their walking paths were influenced by the room structure that varied trial to trial. In this study we investigated whether the phenomenon is specific to a VE by testing subjects in a real world and a VE. The real world was viewed with field restricting goggles and via cameras using the same head-mounted display as in the VE. The results showed that only in the VE were walking paths influenced by the room structure. Women were more affected than men, and the effect decreased over trials and after subjects performed the task in the real world. The results also showed that a brief (<0.5 s) exposure to the visual scene during self-motion was sufficient to reduce the influence of the room structure on walking paths. The results are consistent with the idea that without visual experience within the VE, the path integration system is unable to effectively update one"s spatial position. As a result, people rely on other cues to define their position in space. Women, unlike men, choose to use visual cues about environmental structure to reorient.
Banducci, Sarah E.; Daugherty, Ana M.; Fanning, Jason; Awick, Elizabeth A.; Porter, Gwenndolyn C.; Burzynska, Agnieszka; Shen, Sa; Kramer, Arthur F.; McAuley, Edward
2017-01-01
Objectives. Despite evidence of self-efficacy and physical function's influences on functional limitations in older adults, few studies have examined relationships in the context of complex, real-world tasks. The present study tested the roles of self-efficacy and physical function in predicting older adults' street-crossing performance in single- and dual-task simulations. Methods. Lower-extremity physical function, gait self-efficacy, and street-crossing success ratio were assessed in 195 older adults (60–79 years old) at baseline of a randomized exercise trial. During the street-crossing task, participants walked on a self-propelled treadmill in a virtual reality environment. Participants crossed the street without distraction (single-task trials) and conversed on a cell phone (dual-task trials). Structural equation modeling was used to test hypothesized associations independent of demographic and clinical covariates. Results. Street-crossing performance was better on single-task trials when compared with dual-task trials. Direct effects of self-efficacy and physical function on success ratio were observed in dual-task trials only. The total effect of self-efficacy was significant in both conditions. The indirect path through physical function was evident in the dual-task condition only. Conclusion. Physical function can predict older adults' performance on high fidelity simulations of complex, real-world tasks. Perceptions of function (i.e., self-efficacy) may play an even greater role. The trial is registered with United States National Institutes of Health ClinicalTrials.gov (ID: NCT01472744; Fit & Active Seniors Trial). PMID:28255557
SUSTAINABILITY AND COMPLEX SYSTEMS
The important question in sustainability is not whether the world is sustainable, but whether a humanly acceptable regime of the world is sustainable. World commission on environment and development defines sustainability as ‘development that meets the needs of the present withou...
Learning to see, seeing to learn: visual aspects of sensemaking
NASA Astrophysics Data System (ADS)
Russell, Daniel M.
2003-06-01
When one says "I see," what is usually meant is "I understand." But what does it mean to create a sense of understanding a large, complex, problem, one with many interlocking pieces, sometimes ill-fitting data and the occasional bit of contradictory information? The traditional computer science perspective on helping people towards understanding is to provide an armamentarium of tools and techniques - databases, query tools and a variety of graphing methods. As a field, we have an overly simple perspective on what it means to grapple with real information. In practice, people who try to make sense of some thing (say, the life sciences, the Middle East, the large scale structure of the universe, their taxes) are faced with a complex collection of information, some in easy-to-digest structured forms, but with many relevant parts scattered hither and yon, in forms and shapes too difficult to manage. To create an understanding, we find that people create representations of complex information. Yet using representations relies on fairly sophisticated perceptual practices. These practices are in no way preordained, but subject to the kinds of perceptual and cognitive phenomena we see in every day life. In order to understand our information environments, we need to learn to perceive these perceptual elements, and understand when they do, and do not, work to our advantage. A more powerful approach to the problem of supporting realistic sensemaking practice is to design information environments that accommodate both the world"s information realities and people"s cognitive characteristics. This paper argues that visual aspects of representation use often dominate sensemaking behavior, and illustrates this by showing three sensemaking tools we have built that take advantage of this property.
Falotico, Egidio; Vannucci, Lorenzo; Ambrosano, Alessandro; Albanese, Ugo; Ulbrich, Stefan; Vasquez Tieck, Juan Camilo; Hinkel, Georg; Kaiser, Jacques; Peric, Igor; Denninger, Oliver; Cauli, Nino; Kirtay, Murat; Roennau, Arne; Klinker, Gudrun; Von Arnim, Axel; Guyot, Luc; Peppicelli, Daniel; Martínez-Cañada, Pablo; Ros, Eduardo; Maier, Patrick; Weber, Sandro; Huber, Manuel; Plecher, David; Röhrbein, Florian; Deser, Stefan; Roitberg, Alina; van der Smagt, Patrick; Dillman, Rüdiger; Levi, Paul; Laschi, Cecilia; Knoll, Alois C.; Gewaltig, Marc-Oliver
2017-01-01
Combined efforts in the fields of neuroscience, computer science, and biology allowed to design biologically realistic models of the brain based on spiking neural networks. For a proper validation of these models, an embodiment in a dynamic and rich sensory environment, where the model is exposed to a realistic sensory-motor task, is needed. Due to the complexity of these brain models that, at the current stage, cannot deal with real-time constraints, it is not possible to embed them into a real-world task. Rather, the embodiment has to be simulated as well. While adequate tools exist to simulate either complex neural networks or robots and their environments, there is so far no tool that allows to easily establish a communication between brain and body models. The Neurorobotics Platform is a new web-based environment that aims to fill this gap by offering scientists and technology developers a software infrastructure allowing them to connect brain models to detailed simulations of robot bodies and environments and to use the resulting neurorobotic systems for in silico experimentation. In order to simplify the workflow and reduce the level of the required programming skills, the platform provides editors for the specification of experimental sequences and conditions, environments, robots, and brain–body connectors. In addition to that, a variety of existing robots and environments are provided. This work presents the architecture of the first release of the Neurorobotics Platform developed in subproject 10 “Neurorobotics” of the Human Brain Project (HBP).1 At the current state, the Neurorobotics Platform allows researchers to design and run basic experiments in neurorobotics using simulated robots and simulated environments linked to simplified versions of brain models. We illustrate the capabilities of the platform with three example experiments: a Braitenberg task implemented on a mobile robot, a sensory-motor learning task based on a robotic controller, and a visual tracking embedding a retina model on the iCub humanoid robot. These use-cases allow to assess the applicability of the Neurorobotics Platform for robotic tasks as well as in neuroscientific experiments. PMID:28179882
Falotico, Egidio; Vannucci, Lorenzo; Ambrosano, Alessandro; Albanese, Ugo; Ulbrich, Stefan; Vasquez Tieck, Juan Camilo; Hinkel, Georg; Kaiser, Jacques; Peric, Igor; Denninger, Oliver; Cauli, Nino; Kirtay, Murat; Roennau, Arne; Klinker, Gudrun; Von Arnim, Axel; Guyot, Luc; Peppicelli, Daniel; Martínez-Cañada, Pablo; Ros, Eduardo; Maier, Patrick; Weber, Sandro; Huber, Manuel; Plecher, David; Röhrbein, Florian; Deser, Stefan; Roitberg, Alina; van der Smagt, Patrick; Dillman, Rüdiger; Levi, Paul; Laschi, Cecilia; Knoll, Alois C; Gewaltig, Marc-Oliver
2017-01-01
Combined efforts in the fields of neuroscience, computer science, and biology allowed to design biologically realistic models of the brain based on spiking neural networks. For a proper validation of these models, an embodiment in a dynamic and rich sensory environment, where the model is exposed to a realistic sensory-motor task, is needed. Due to the complexity of these brain models that, at the current stage, cannot deal with real-time constraints, it is not possible to embed them into a real-world task. Rather, the embodiment has to be simulated as well. While adequate tools exist to simulate either complex neural networks or robots and their environments, there is so far no tool that allows to easily establish a communication between brain and body models. The Neurorobotics Platform is a new web-based environment that aims to fill this gap by offering scientists and technology developers a software infrastructure allowing them to connect brain models to detailed simulations of robot bodies and environments and to use the resulting neurorobotic systems for in silico experimentation. In order to simplify the workflow and reduce the level of the required programming skills, the platform provides editors for the specification of experimental sequences and conditions, environments, robots, and brain-body connectors. In addition to that, a variety of existing robots and environments are provided. This work presents the architecture of the first release of the Neurorobotics Platform developed in subproject 10 "Neurorobotics" of the Human Brain Project (HBP). At the current state, the Neurorobotics Platform allows researchers to design and run basic experiments in neurorobotics using simulated robots and simulated environments linked to simplified versions of brain models. We illustrate the capabilities of the platform with three example experiments: a Braitenberg task implemented on a mobile robot, a sensory-motor learning task based on a robotic controller, and a visual tracking embedding a retina model on the iCub humanoid robot. These use-cases allow to assess the applicability of the Neurorobotics Platform for robotic tasks as well as in neuroscientific experiments.
Visible high-power laser sources for today and beyond
NASA Astrophysics Data System (ADS)
Smolka, Gregory L.
1995-04-01
The diversity and proliferation of 'real-world' laser applications continues to put increasing demand on laser technology. New system constraints, often dictated by the operation environment, stretch the capabilities of conventional laboratory lasers. As the applications proliferate, so too do the users. Today's laser user is often not a laser engineer, but rather views the laser simply as a tool to help him perform his job. For lasers to reach their true market potential, laser designers must respond to these user-mandated requirements with simple, compact, rugged devices. Traditional commercial lasers are far too large, bulky and complex for many of these new applications. Design techniques for shrinking, simplifying the ruggedizing solid-state lasers for today's applications will be discussed.
Semantic Visualization of Wireless Sensor Networks for Elderly Monitoring
NASA Astrophysics Data System (ADS)
Stocklöw, Carsten; Kamieth, Felix
In the area of Ambient Intelligence, Wireless Sensor Networks are commonly used for user monitoring purposes like health monitoring and user localization. Existing work on visualization of wireless sensor networks focuses mainly on displaying individual nodes and logical, graph-based topologies. This way, the relation to the real-world deployment is lost. This paper presents a novel approach for visualization of wireless sensor networks and interaction with complex services on the nodes. The environment is realized as a 3D model, and multiple nodes, that are worn by a single individual, are grouped together to allow an intuitive interface for end users. We describe application examples and show that our approach allows easier access to network information and functionality by comparing it with existing solutions.
Physico-chemical separation process of nanoparticles in cosmetic formulations
NASA Astrophysics Data System (ADS)
Retamal Marín, R. R.; Babick, F.; Stintz, M.
2017-06-01
Understanding the world of nanoparticles, especially their interactions with the environment, begins with their correct detection and successive quantification. To achieve this purpose, one needs to perform correctly developed standard operating procedures (SOPs). Furthermore, the study of nanoparticles frequently requires their characterisation in complex media (e.g. in cosmetic formulations). In this study, a set of sample preparation procedures for the detection and extraction of NMs in emulsion-based formulations is proposed and their performance for model and real-life products is discussed. A separation or extraction of lipid phases is achieved by means of organic solvents. The polarity of the lipid phases is decisive for selecting an optimum solvent. The use of the Hansen Solubility Parameters (HSP) may clearly support this decision.
ERIC Educational Resources Information Center
Ainsworth, Hannah; Gilchrist, Mollie; Grant, Celia; Hewitt, Catherine; Ford, Sue; Petrie, Moira; Torgerson, Carole J.; Torgerson, David J.
2012-01-01
In response to concern over the numeracy skills deficit displayed by student nurses, an online computer programme, "Authentic World[R]", which aims to simulate a real-life clinical environment and improve the medication dosage calculation skills of users, was developed (Founded in 2004 Authentic World Ltd is a spin out company of…
Kinetics in the real world: linking molecules, processes, and systems.
Kohse-Höinghaus, Katharina; Troe, Jürgen; Grabow, Jens-Uwe; Olzmann, Matthias; Friedrichs, Gernot; Hungenberg, Klaus-Dieter
2018-04-25
Unravelling elementary steps, reaction pathways, and kinetic mechanisms is key to understanding the behaviour of many real-world chemical systems that span from the troposphere or even interstellar media to engines and process reactors. Recent work in chemical kinetics provides detailed information on the reactive changes occurring in chemical systems, often on the atomic or molecular scale. The optimisation of practical processes, for instance in combustion, catalysis, battery technology, polymerisation, and nanoparticle production, can profit from a sound knowledge of the underlying fundamental chemical kinetics. Reaction mechanisms can combine information gained from theory and experiments to enable the predictive simulation and optimisation of the crucial process variables and influences on the system's behaviour that may be exploited for both monitoring and control. Chemical kinetics, as one of the pillars of Physical Chemistry, thus contributes importantly to understanding and describing natural environments and technical processes and is becoming increasingly relevant for interactions in and with the real world.
NASA Astrophysics Data System (ADS)
Temuriantz, N. A.; Martinyuk, V. S.; Ptitsyna, N. G.; Villoresi, G.; Iucci, N.; Tyasto, M. I.; Dorman, L. I.
During last decades it was shown by many authors that ultra-low and extremely low frequency electric and magnetic fields ULF 0-10 Hz ELF 10-1000 Hz may produce biological effects and consequently may be a possible source for health problems Spaceflight electric and magnetic environments are characterized by complex combination of static and time-varying components in ULF-ELF range and by high variability The objective of this study was to investigate the possible influence of such magnetic fields on rats to understand the pathway regarding functional state of cardiovascular system Magnetic field MF pattern with variable complex spectra in 0-150 Hz frequency range was simulated using 3-axial Helmholtz coils and special computer-based equipment The effect of the real world MF exposure on rats was also tested in combination with hypokinetic stress condition which is typical for spaceflights It was revealed that variable complex-spectrum MF acts as a weak or moderate stress-like factor which amplifies and or modifies the functional shifts caused by other stress-factors The value and direction of the functional shifts caused by MF exposure significantly depend on gender individual-typological constitutional features and also on the physiological state norm stress of organism Our results support the idea that variable complex-spectrum MF action involves sympathetic activation overload in cholesterol transport in blood and also secretor activation of tissue basophyls mast cells that can influence the regional haemodynamics These
Ubiquitousness of link-density and link-pattern communities in real-world networks
NASA Astrophysics Data System (ADS)
Šubelj, L.; Bajec, M.
2012-01-01
Community structure appears to be an intrinsic property of many complex real-world networks. However, recent work shows that real-world networks reveal even more sophisticated modules than classical cohesive (link-density) communities. In particular, networks can also be naturally partitioned according to similar patterns of connectedness among the nodes, revealing link-pattern communities. We here propose a propagation based algorithm that can extract both link-density and link-pattern communities, without any prior knowledge of the true structure. The algorithm was first validated on different classes of synthetic benchmark networks with community structure, and also on random networks. We have further applied the algorithm to different social, information, technological and biological networks, where it indeed reveals meaningful (composites of) link-density and link-pattern communities. The results thus seem to imply that, similarly as link-density counterparts, link-pattern communities appear ubiquitous in nature and design.
Eye movements: The past 25 years
Kowler, Eileen
2011-01-01
This article reviews the past 25 of research on eye movements (1986–2011). Emphasis is on three oculomotor behaviors: gaze control, smooth pursuit and saccades, and on their interactions with vision. Focus over the past 25 years has remained on the fundamental and classical questions: What are the mechanisms that keep gaze stable with either stationary or moving targets? How does the motion of the image on the retina affect vision? Where do we look – and why – when performing a complex task? How can the world appear clear and stable despite continual movements of the eyes? The past 25 years of investigation of these questions has seen progress and transformations at all levels due to new approaches (behavioral, neural and theoretical) aimed at studying how eye movements cope with real-world visual and cognitive demands. The work has led to a better understanding of how prediction, learning and attention work with sensory signals to contribute to the effective operation of eye movements in visually rich environments. PMID:21237189
Virtual World Currency Value Fluctuation Prediction System Based on User Sentiment Analysis.
Kim, Young Bin; Lee, Sang Hyeok; Kang, Shin Jin; Choi, Myung Jin; Lee, Jung; Kim, Chang Hun
2015-01-01
In this paper, we present a method for predicting the value of virtual currencies used in virtual gaming environments that support multiple users, such as massively multiplayer online role-playing games (MMORPGs). Predicting virtual currency values in a virtual gaming environment has rarely been explored; it is difficult to apply real-world methods for predicting fluctuating currency values or shares to the virtual gaming world on account of differences in domains between the two worlds. To address this issue, we herein predict virtual currency value fluctuations by collecting user opinion data from a virtual community and analyzing user sentiments or emotions from the opinion data. The proposed method is straightforward and applicable to predicting virtual currencies as well as to gaming environments, including MMORPGs. We test the proposed method using large-scale MMORPGs and demonstrate that virtual currencies can be effectively and efficiently predicted with it.
Virtual World Currency Value Fluctuation Prediction System Based on User Sentiment Analysis
Kim, Young Bin; Lee, Sang Hyeok; Kang, Shin Jin; Choi, Myung Jin; Lee, Jung; Kim, Chang Hun
2015-01-01
In this paper, we present a method for predicting the value of virtual currencies used in virtual gaming environments that support multiple users, such as massively multiplayer online role-playing games (MMORPGs). Predicting virtual currency values in a virtual gaming environment has rarely been explored; it is difficult to apply real-world methods for predicting fluctuating currency values or shares to the virtual gaming world on account of differences in domains between the two worlds. To address this issue, we herein predict virtual currency value fluctuations by collecting user opinion data from a virtual community and analyzing user sentiments or emotions from the opinion data. The proposed method is straightforward and applicable to predicting virtual currencies as well as to gaming environments, including MMORPGs. We test the proposed method using large-scale MMORPGs and demonstrate that virtual currencies can be effectively and efficiently predicted with it. PMID:26241496
Impact on Learning Awards, 2001.
ERIC Educational Resources Information Center
School Planning & Management, 2001
2001-01-01
Recognizes 14 architectural firms for their innovative designs, which helped solve real-world problems in K-12 school facilities. Designs for retrofits, safety and security, and specialized learning environments are profiled and critiqued. (GR)
The Social Process of Analyzing Real Water Resource Systems Plans and Management Policies
NASA Astrophysics Data System (ADS)
Loucks, Daniel
2016-04-01
Developing and applying systems analysis methods for improving the development and management of real world water resource systems, I have learned, is primarily a social process. This talk is a call for more recognition of this reality in the modeling approaches we propose in the papers and books we publish. The mathematical models designed to inform planners and managers of water systems that we see in many of our journals often seem more complex than they need be. They also often seem not as connected to reality as they could be. While it may be easier to publish descriptions of complex models than simpler ones, and while adding complexity to models might make them better able to mimic or resemble the actual complexity of the real physical and/or social systems or processes being analyzed, the usefulness of such models often can be an illusion. Sometimes the important features of reality that are of concern or interest to those who make decisions can be adequately captured using relatively simple models. Finding the right balance for the particular issues being addressed or the particular decisions that need to be made is an art. When applied to real world problems or issues in specific basins or regions, systems modeling projects often involve more attention to the social aspects than the mathematical ones. Mathematical models addressing connected interacting interdependent components of complex water systems are in fact some of the most useful methods we have to study and better understand the systems we manage around us. They can help us identify and evaluate possible alternative solutions to problems facing humanity today. The study of real world systems of interacting components using mathematical models is commonly called applied systems analyses. Performing such analyses with decision makers rather than of decision makers is critical if the needed trust between project personnel and their clients is to be developed. Using examples from recent and ongoing modeling projects in different parts of the world, this talk will attempt to show the dependency on the degree of project success with the degree of attention given to the communication between project personnel, the stakeholders and decision making institutions. It will also highlight how initial project terms-of-reference and expected outcomes can change, sometimes in surprising ways, during the course of such projects. Changing project objectives often result from changing stakeholder values, emphasizing the need for analyses that can adapt to this uncertainty.
Intelligent control and cooperation for mobile robots
NASA Astrophysics Data System (ADS)
Stingu, Petru Emanuel
The topic discussed in this work addresses the current research being conducted at the Automation & Robotics Research Institute in the areas of UAV quadrotor control and heterogenous multi-vehicle cooperation. Autonomy can be successfully achieved by a robot under the following conditions: the robot has to be able to acquire knowledge about the environment and itself, and it also has to be able to reason under uncertainty. The control system must react quickly to immediate challenges, but also has to slowly adapt and improve based on accumulated knowledge. The major contribution of this work is the transfer of the ADP algorithms from the purely theoretical environment to the complex real-world robotic platforms that work in real-time and in uncontrolled environments. Many solutions are adopted from those present in nature because they have been proven to be close to optimal in very different settings. For the control of a single platform, reinforcement learning algorithms are used to design suboptimal controllers for a class of complex systems that can be conceptually split in local loops with simpler dynamics and relatively weak coupling to the rest of the system. Optimality is enforced by having a global critic but the curse of dimensionality is avoided by using local actors and intelligent pre-processing of the information used for learning the optimal controllers. The system model is used for constructing the structure of the control system, but on top of that the adaptive neural networks that form the actors use the knowledge acquired during normal operation to get closer to optimal control. In real-world experiments, efficient learning is a strong requirement for success. This is accomplished by using an approximation of the system model to focus the learning for equivalent configurations of the state space. Due to the availability of only local data for training, neural networks with local activation functions are implemented. For the control of a formation of robots subjected to dynamic communication constraints, game theory is used in addition to reinforcement learning. The nodes maintain an extra set of state variables about all the other nodes that they can communicate to. The more important are trust and predictability. They are a way to incorporate knowledge acquired in the past into the control decisions taken by each node. The trust variable provides a simple mechanism for the implementation of reinforcement learning. For robot formations, potential field based control algorithms are used to generate the control commands. The formation structure changes due to the environment and due to the decisions of the nodes. It is a problem of building a graph and coalitions by having distributed decisions but still reaching an optimal behavior globally.
A New Virtual and Remote Experimental Environment for Teaching and Learning Science
NASA Astrophysics Data System (ADS)
Lustigova, Zdena; Lustig, Frantisek
This paper describes how a scientifically exact and problem-solving-oriented remote and virtual science experimental environment might help to build a new strategy for science education. The main features are: the remote observations and control of real world phenomena, their processing and evaluation, verification of hypotheses combined with the development of critical thinking, supported by sophisticated relevant information search, classification and storing tools and collaborative environment, supporting argumentative writing and teamwork, public presentations and defense of achieved results, all either in real presence, in telepresence or in combination of both. Only then real understanding of generalized science laws and their consequences can be developed. This science learning and teaching environment (called ROL - Remote and Open Laboratory), has been developed and used by Charles University in Prague since 1996, offered to science students in both formal and informal learning, and also to science teachers within their professional development studies, since 2003.
Laloyaux, Julien; Van der Linden, Martial; Levaux, Marie-Noëlle; Mourad, Haitham; Pirri, Anthony; Bertrand, Hervé; Domken, Marc-André; Adam, Stéphane; Larøi, Frank
2014-07-30
Difficulties in everyday life activities are core features of persons diagnosed with schizophrenia and in particular during multitasking activities. However, at present, patients׳ multitasking capacities have not been adequately examined in the literature due to the absence of suitable assessment strategies. We thus recently developed a computerized real-life activity task designed to take into account the complex and multitasking nature of certain everyday life activities where participants are required to prepare a room for a meeting. Twenty-one individuals diagnosed with schizophrenia and 20 matched healthy controls completed the computerized task. Patients were also evaluated with a cognitive battery, measures of symptomatology and real world functioning. To examine the ecological validity, 14 other patients were recruited and were given the computerized version and a real version of the meeting preparation task. Results showed that performance on the computerized task was significantly correlated with executive functioning, pointing to the major implication of these cognitive processes in multitasking situations. Performance on the computerized task also significantly predicted up to 50% of real world functioning. Moreover, the computerized task demonstrated good ecological validity. These findings suggest the importance of evaluating multitasking capacities in patients diagnosed with schizophrenia in order to predict real world functioning. Copyright © 2014 Elsevier Ireland Ltd. All rights reserved.
Grinke, Eduard; Tetzlaff, Christian; Wörgötter, Florentin; Manoonpong, Poramate
2015-01-01
Walking animals, like insects, with little neural computing can effectively perform complex behaviors. For example, they can walk around their environment, escape from corners/deadlocks, and avoid or climb over obstacles. While performing all these behaviors, they can also adapt their movements to deal with an unknown situation. As a consequence, they successfully navigate through their complex environment. The versatile and adaptive abilities are the result of an integration of several ingredients embedded in their sensorimotor loop. Biological studies reveal that the ingredients include neural dynamics, plasticity, sensory feedback, and biomechanics. Generating such versatile and adaptive behaviors for a many degrees-of-freedom (DOFs) walking robot is a challenging task. Thus, in this study, we present a bio-inspired approach to solve this task. Specifically, the approach combines neural mechanisms with plasticity, exteroceptive sensory feedback, and biomechanics. The neural mechanisms consist of adaptive neural sensory processing and modular neural locomotion control. The sensory processing is based on a small recurrent neural network consisting of two fully connected neurons. Online correlation-based learning with synaptic scaling is applied to adequately change the connections of the network. By doing so, we can effectively exploit neural dynamics (i.e., hysteresis effects and single attractors) in the network to generate different turning angles with short-term memory for a walking robot. The turning information is transmitted as descending steering signals to the neural locomotion control which translates the signals into motor actions. As a result, the robot can walk around and adapt its turning angle for avoiding obstacles in different situations. The adaptation also enables the robot to effectively escape from sharp corners or deadlocks. Using backbone joint control embedded in the the locomotion control allows the robot to climb over small obstacles. Consequently, it can successfully explore and navigate in complex environments. We firstly tested our approach on a physical simulation environment and then applied it to our real biomechanical walking robot AMOSII with 19 DOFs to adaptively avoid obstacles and navigate in the real world.
Grinke, Eduard; Tetzlaff, Christian; Wörgötter, Florentin; Manoonpong, Poramate
2015-01-01
Walking animals, like insects, with little neural computing can effectively perform complex behaviors. For example, they can walk around their environment, escape from corners/deadlocks, and avoid or climb over obstacles. While performing all these behaviors, they can also adapt their movements to deal with an unknown situation. As a consequence, they successfully navigate through their complex environment. The versatile and adaptive abilities are the result of an integration of several ingredients embedded in their sensorimotor loop. Biological studies reveal that the ingredients include neural dynamics, plasticity, sensory feedback, and biomechanics. Generating such versatile and adaptive behaviors for a many degrees-of-freedom (DOFs) walking robot is a challenging task. Thus, in this study, we present a bio-inspired approach to solve this task. Specifically, the approach combines neural mechanisms with plasticity, exteroceptive sensory feedback, and biomechanics. The neural mechanisms consist of adaptive neural sensory processing and modular neural locomotion control. The sensory processing is based on a small recurrent neural network consisting of two fully connected neurons. Online correlation-based learning with synaptic scaling is applied to adequately change the connections of the network. By doing so, we can effectively exploit neural dynamics (i.e., hysteresis effects and single attractors) in the network to generate different turning angles with short-term memory for a walking robot. The turning information is transmitted as descending steering signals to the neural locomotion control which translates the signals into motor actions. As a result, the robot can walk around and adapt its turning angle for avoiding obstacles in different situations. The adaptation also enables the robot to effectively escape from sharp corners or deadlocks. Using backbone joint control embedded in the the locomotion control allows the robot to climb over small obstacles. Consequently, it can successfully explore and navigate in complex environments. We firstly tested our approach on a physical simulation environment and then applied it to our real biomechanical walking robot AMOSII with 19 DOFs to adaptively avoid obstacles and navigate in the real world. PMID:26528176
Wozney, Lori M; Baxter, Pamela; Fast, Hilary; Cleghorn, Laura; Hundert, Amos S; Newton, Amanda S
2016-02-03
Research in the fields of human performance technology and human computer interaction are challenging the traditional macro focus of usability testing arguing for methods that help test moderators assess "use in context" (ie, cognitive skills, usability understood over time) and in authentic "real world" settings. Human factors in these complex test scenarios may impact on the quality of usability results being derived yet there is a lack of research detailing moderator experiences in these test environments. Most comparative research has focused on the impact of the physical environment on results, and rarely on how the sociotechnical elements of the test environment affect moderator and test user performance. Improving our understanding of moderator roles and experiences with conducting "real world" usability testing can lead to improved techniques and strategies To understand moderator experiences of using Web-conferencing software to conduct remote usability testing of 2 eHealth interventions. An exploratory case study approach was used to study 4 moderators' experiences using Blackboard Collaborate for remote testing sessions of 2 different eHealth interventions. Data collection involved audio-recording iterative cycles of test sessions, collecting summary notes taken by moderators, and conducting 2 90-minute focus groups via teleconference. A direct content analysis with an inductive coding approach was used to explore personal accounts, assess the credibility of data interpretation, and generate consensus on the thematic structure of the results. Following the convergence of data from the various sources, 3 major themes were identified: (1) moderators experienced and adapted to unpredictable changes in cognitive load during testing; (2) moderators experienced challenges in creating and sustaining social presence and untangling dialogue; and (3) moderators experienced diverse technical demands, but were able to collaboratively troubleshoot with test users. Results highlight important human-computer interactions and human factor qualities that impact usability testing processes. Moderators need an advanced skill and knowledge set to address the social interaction aspects of Web-based usability testing and technical aspects of conferencing software during test sessions. Findings from moderator-focused studies can inform the design of remote testing platforms and real-time usability evaluation processes that place less cognitive burden on moderators and test users.
Mindtool-Assisted In-Field Learning (MAIL): An Advanced Ubiquitous Learning Project in Taiwan
ERIC Educational Resources Information Center
Hwang, Gwo-Jen; Hung, Pi-Hsia; Chen, Nian-Shing; Liu, Gi-Zen
2014-01-01
Scholars have identified that learning in an authentic environment with quality contextual and procedural supports can engage students in thorough observations and knowledge construction. Moreover, the target is that students are able to experience and make sense of all of the learning activities in the real-world environment with meaningful…
ERIC Educational Resources Information Center
Triggs, Riley; Jarmon, Leslie; Villareal, Tracy A.
2010-01-01
Virtual environments can resolve many practical and pedagogical challenges within higher education. Economic considerations, accessibility issues, and safety concerns can all be somewhat alleviated by creating learning activities in a virtual space. Because of the removal of real-world physical limitations like gravity, durability and scope,…
Fostering Creativity through Inquiry and Adventure in Informal Learning Environment Design
ERIC Educational Resources Information Center
Doering, Aaron; Henrickson, Jeni
2015-01-01
Self-directed, inquiry-based learning opportunities focused on transdisciplinary real-world problem solving have been shown to foster creativity in learners. What tools might we provide classroom teachers to scaffold them and their students through this creative process? This study examines an online informal learning environment and the role the…
Incorporating Relevance and Rigor in a Game Environment: Barracuda Cove Investment Game
ERIC Educational Resources Information Center
Hall, Susan E.
2014-01-01
Achieving student learning outcomes in a "gamelike" environment allows students to connect real-world activities to marketing and business concepts presented in a relevant and authentic manner. The innovative game, Barracuda Cove Investment Game, can be incorporated into any marketing-related course that would require a marketing or…
Debating complexity in modeling
Hunt, Randall J.; Zheng, Chunmiao
1999-01-01
As scientists trying to understand the natural world, how should our effort be apportioned? We know that the natural world is characterized by complex and interrelated processes. Yet do we need to explicitly incorporate these intricacies to perform the tasks we are charged with? In this era of expanding computer power and development of sophisticated preprocessors and postprocessors, are bigger machines making better models? Put another way, do we understand the natural world better now with all these advancements in our simulation ability? Today the public's patience for long-term projects producing indeterminate results is wearing thin. This increases pressure on the investigator to use the appropriate technology efficiently. On the other hand, bringing scientific results into the legal arena opens up a new dimension to the issue: to the layperson, a tool that includes more of the complexity known to exist in the real world is expected to provide the more scientifically valid answer.
Transduction between worlds: using virtual and mixed reality for earth and planetary science
NASA Astrophysics Data System (ADS)
Hedley, N.; Lochhead, I.; Aagesen, S.; Lonergan, C. D.; Benoy, N.
2017-12-01
Virtual reality (VR) and augmented reality (AR) have the potential to transform the way we visualize multidimensional geospatial datasets in support of geoscience research, exploration and analysis. The beauty of virtual environments is that they can be built at any scale, users can view them at many levels of abstraction, move through them in unconventional ways, and experience spatial phenomena as if they had superpowers. Similarly, augmented reality allows you to bring the power of virtual 3D data visualizations into everyday spaces. Spliced together, these interface technologies hold incredible potential to support 21st-century geoscience. In my ongoing research, my team and I have made significant advances to connect data and virtual simulations with real geographic spaces, using virtual environments, geospatial augmented reality and mixed reality. These research efforts have yielded new capabilities to connect users with spatial data and phenomena. These innovations include: geospatial x-ray vision; flexible mixed reality; augmented 3D GIS; situated augmented reality 3D simulations of tsunamis and other phenomena interacting with real geomorphology; augmented visual analytics; and immersive GIS. These new modalities redefine the ways in which we can connect digital spaces of spatial analysis, simulation and geovisualization, with geographic spaces of data collection, fieldwork, interpretation and communication. In a way, we are talking about transduction between real and virtual worlds. Taking a mixed reality approach to this, we can link real and virtual worlds. This paper presents a selection of our 3D geovisual interface projects in terrestrial, coastal, underwater and other environments. Using rigorous applied geoscience data, analyses and simulations, our research aims to transform the novelty of virtual and augmented reality interface technologies into game-changing mixed reality geoscience.
Community detection in complex networks by using membrane algorithm
NASA Astrophysics Data System (ADS)
Liu, Chuang; Fan, Linan; Liu, Zhou; Dai, Xiang; Xu, Jiamei; Chang, Baoren
Community detection in complex networks is a key problem of network analysis. In this paper, a new membrane algorithm is proposed to solve the community detection in complex networks. The proposed algorithm is based on membrane systems, which consists of objects, reaction rules, and a membrane structure. Each object represents a candidate partition of a complex network, and the quality of objects is evaluated according to network modularity. The reaction rules include evolutionary rules and communication rules. Evolutionary rules are responsible for improving the quality of objects, which employ the differential evolutionary algorithm to evolve objects. Communication rules implement the information exchanged among membranes. Finally, the proposed algorithm is evaluated on synthetic, real-world networks with real partitions known and the large-scaled networks with real partitions unknown. The experimental results indicate the superior performance of the proposed algorithm in comparison with other experimental algorithms.
Greening the World or "Greenwashing" a Reputation?
ERIC Educational Resources Information Center
Blumenstyk, Goldie
2003-01-01
Describes the role of Exxon Mobil in the new Global Climate and Energy Project at Stanford University. Questions about the university's independence from the corporation and real impact on the environment are explored. (SLD)
Route planning in a four-dimensional environment
NASA Technical Reports Server (NTRS)
Slack, M. G.; Miller, D. P.
1987-01-01
Robots must be able to function in the real world. The real world involves processes and agents that move independently of the actions of the robot, sometimes in an unpredictable manner. A real-time integrated route planning and spatial representation system for planning routes through dynamic domains is presented. The system will find the safest most efficient route through space-time as described by a set of user defined evaluation functions. Because the route planning algorthims is highly parallel and can run on an SIMD machine in O(p) time (p is the length of a path), the system will find real-time paths through unpredictable domains when used in an incremental mode. Spatial representation, an SIMD algorithm for route planning in a dynamic domain, and results from an implementation on a traditional computer architecture are discussed.
Measuring Presence in Virtual Environments
1994-10-01
viewpoint to change what they see, or to reposition their head to affect binaural hearing, or to search the environment haptically, they will experience a...increase presence in an alternate environment. For example a head mounted display that isolates the user from the real world may increase the sense...movement interface devices such as treadmills and trampolines , different gloves, and auditory equipment. Even as a low end technological implementation of
NASA Astrophysics Data System (ADS)
Torras, Juan; Zanuy, David; Bertran, Oscar; Alemán, Carlos; Puiggalí, Jordi; Turón, Pau; Revilla-López, Guillem
2018-02-01
The study of material science has been long devoted to the disentanglement of bulk structures which mainly entails finding the inner structure of materials. That structure is accountable for a major portion of materials' properties. Yet, as our knowledge of these "backbones" enlarged so did the interest for the materials' boundaries properties which means the properties at the frontier with the surrounding environment that is called interface. The interface is thus to be understood as the sum of the material's surface plus the surrounding environment be it in solid, liquid or gas phase. The study of phenomena at this interface requires both the use of experimental and theoretical techniques and, above all, a wise combination of them in order to shed light over the most intimate details at atomic, molecular and mesostructure levels. Here, we report several cases to be used as proof of concept of the results achieved when studying interface phenomena by combining a myriad of experimental and theoretical tools to overcome the usual limitation regardind atomic detail, size and time scales and systems of complex composition. Real world examples of the combined experimental-theoretical work and new tools, software, is offered to the readers.
Spatio-temporal networks: reachability, centrality and robustness.
Williams, Matthew J; Musolesi, Mirco
2016-06-01
Recent advances in spatial and temporal networks have enabled researchers to more-accurately describe many real-world systems such as urban transport networks. In this paper, we study the response of real-world spatio-temporal networks to random error and systematic attack, taking a unified view of their spatial and temporal performance. We propose a model of spatio-temporal paths in time-varying spatially embedded networks which captures the property that, as in many real-world systems, interaction between nodes is non-instantaneous and governed by the space in which they are embedded. Through numerical experiments on three real-world urban transport systems, we study the effect of node failure on a network's topological, temporal and spatial structure. We also demonstrate the broader applicability of this framework to three other classes of network. To identify weaknesses specific to the behaviour of a spatio-temporal system, we introduce centrality measures that evaluate the importance of a node as a structural bridge and its role in supporting spatio-temporally efficient flows through the network. This exposes the complex nature of fragility in a spatio-temporal system, showing that there is a variety of failure modes when a network is subject to systematic attacks.
Cantlon, Jessica F; Li, Rosa
2013-01-01
It is not currently possible to measure the real-world thought process that a child has while observing an actual school lesson. However, if it could be done, children's neural processes would presumably be predictive of what they know. Such neural measures would shed new light on children's real-world thought. Toward that goal, this study examines neural processes that are evoked naturalistically, during educational television viewing. Children and adults all watched the same Sesame Street video during functional magnetic resonance imaging (fMRI). Whole-brain intersubject correlations between the neural timeseries from each child and a group of adults were used to derive maps of "neural maturity" for children. Neural maturity in the intraparietal sulcus (IPS), a region with a known role in basic numerical cognition, predicted children's formal mathematics abilities. In contrast, neural maturity in Broca's area correlated with children's verbal abilities, consistent with prior language research. Our data show that children's neural responses while watching complex real-world stimuli predict their cognitive abilities in a content-specific manner. This more ecologically natural paradigm, combined with the novel measure of "neural maturity," provides a new method for studying real-world mathematics development in the brain.
Teaching the Dynamics of Framing Competitions
ERIC Educational Resources Information Center
Rinke, Eike Mark
2012-01-01
Framing theory is one of the most thriving and complex fields of communication theory, and as such it has grown to be an integral part of many political communication, public opinion, and communication theory courses. Part of the complexity stems from scholars' efforts to develop accounts of framing processes that are closer to the "real world" of…
Exploring Creativity by Linking Complexity Learning to Futures-Based Research Proposals
ERIC Educational Resources Information Center
Bolton, Michael J.
2009-01-01
Traditional teaching models based on linear approaches to instruction arguably are of limited value in preparing students to handle complex, dynamic real-world problems. As such, they are undergoing increased scrutiny by scholars in various disciplines. The author argues that nonlinear approaches to higher education such as those founded on…
Somatics in Action: How "I Feel Three-Dimensional and Real" Improves Dance Education and Training
ERIC Educational Resources Information Center
Kearns, Lauren W.
2010-01-01
The contemporary dance world, both in academic and professional settings, asks dancers to consistently engage with increasingly complex conceptual and physical dance work. Dancers in both settings must assimilate complex movement patterns, combine the technical nuances of multiple genres, reflect upon and critically assess their dancing, and…
Li, Tianlong; Chang, Xiaocong; Wu, Zhiguang; Li, Jinxing; Shao, Guangbin; Deng, Xinghong; Qiu, Jianbin; Guo, Bin; Zhang, Guangyu; He, Qiang; Li, Longqiu; Wang, Joseph
2017-09-26
Self-propelled micro- and nanoscale robots represent a rapidly emerging and fascinating robotics research area. However, designing autonomous and adaptive control systems for operating micro/nanorobotics in complex and dynamically changing environments, which is a highly demanding feature, is still an unmet challenge. Here we describe a smart microvehicle for precise autonomous navigation in complicated environments and traffic scenarios. The fully autonomous navigation system of the smart microvehicle is composed of a microscope-coupled CCD camera, an artificial intelligence planner, and a magnetic field generator. The microscope-coupled CCD camera provides real-time localization of the chemically powered Janus microsphere vehicle and environmental detection for path planning to generate optimal collision-free routes, while the moving direction of the microrobot toward a reference position is determined by the external electromagnetic torque. Real-time object detection offers adaptive path planning in response to dynamically changing environments. We demonstrate that the autonomous navigation system can guide the vehicle movement in complex patterns, in the presence of dynamically changing obstacles, and in complex biological environments. Such a navigation system for micro/nanoscale vehicles, relying on vision-based close-loop control and path planning, is highly promising for their autonomous operation in complex dynamic settings and unpredictable scenarios expected in a variety of realistic nanoscale scenarios.
Topics in Complexity: From Physical to Life Science Systems
NASA Astrophysics Data System (ADS)
Charry, Pedro David Manrique
Complexity seeks to unwrap the mechanisms responsible for collective phenomena across the physical, biological, chemical, economic and social sciences. This thesis investigates real-world complex dynamical systems ranging from the quantum/natural domain to the social domain. The following novel understandings are developed concerning these systems' out-of-equilibrium and nonlinear behavior. Standard quantum techniques show divergent outcomes when a quantum system comprising more than one subunit is far from thermodynamic equilibrium. Abnormal photon inter-arrival times help fulfill the metabolic needs of a terrestrial photosynthetic bacterium. Spatial correlations within incident light can act as a driving mechanism for an organism's adaptation toward more ordered structures. The group dynamics of non-identical objects, whose assembly rules depend on mutual heterogeneity, yield rich transition dynamics between isolation and cohesion, with the cohesion regime reproducing a particular universal pattern commonly found in many real-world systems. Analyses of covert networks reveal collective gender superiority in the connectivity that provides benefits for system robustness and survival. Nodal migration in a network generates complex contagion profiles that lie beyond traditional approaches and yet resemble many modern-day outbreaks.
Addressing Data Veracity in Big Data Applications
DOE Office of Scientific and Technical Information (OSTI.GOV)
Aman, Saima; Chelmis, Charalampos; Prasanna, Viktor
Big data applications such as in smart electric grids, transportation, and remote environment monitoring involve geographically dispersed sensors that periodically send back information to central nodes. In many cases, data from sensors is not available at central nodes at a frequency that is required for real-time modeling and decision-making. This may be due to physical limitations of the transmission networks, or due to consumers limiting frequent transmission of data from sensors located at their premises for security and privacy concerns. Such scenarios lead to partial data problem and raise the issue of data veracity in big data applications. We describemore » a novel solution to the problem of making short term predictions (up to a few hours ahead) in absence of real-time data from sensors in Smart Grid. A key implication of our work is that by using real-time data from only a small subset of influential sensors, we are able to make predictions for all sensors. We thus reduce the communication complexity involved in transmitting sensory data in Smart Grids. We use real-world electricity consumption data from smart meters to empirically demonstrate the usefulness of our method. Our dataset consists of data collected at 15-min intervals from 170 smart meters in the USC Microgrid for 7 years, totaling 41,697,600 data points.« less
NASA Astrophysics Data System (ADS)
McMullen, Kyla A.
Although the concept of virtual spatial audio has existed for almost twenty-five years, only in the past fifteen years has modern computing technology enabled the real-time processing needed to deliver high-precision spatial audio. Furthermore, the concept of virtually walking through an auditory environment did not exist. The applications of such an interface have numerous potential uses. Spatial audio has the potential to be used in various manners ranging from enhancing sounds delivered in virtual gaming worlds to conveying spatial locations in real-time emergency response systems. To incorporate this technology in real-world systems, various concerns should be addressed. First, to widely incorporate spatial audio into real-world systems, head-related transfer functions (HRTFs) must be inexpensively created for each user. The present study further investigated an HRTF subjective selection procedure previously developed within our research group. Users discriminated auditory cues to subjectively select their preferred HRTF from a publicly available database. Next, the issue of training to find virtual sources was addressed. Listeners participated in a localization training experiment using their selected HRTFs. The training procedure was created from the characterization of successful search strategies in prior auditory search experiments. Search accuracy significantly improved after listeners performed the training procedure. Next, in the investigation of auditory spatial memory, listeners completed three search and recall tasks with differing recall methods. Recall accuracy significantly decreased in tasks that required the storage of sound source configurations in memory. To assess the impacts of practical scenarios, the present work assessed the performance effects of: signal uncertainty, visual augmentation, and different attenuation modeling. Fortunately, source uncertainty did not affect listeners' ability to recall or identify sound sources. The present study also found that the presence of visual reference frames significantly increased recall accuracy. Additionally, the incorporation of drastic attenuation significantly improved environment recall accuracy. Through investigating the aforementioned concerns, the present study made initial footsteps guiding the design of virtual auditory environments that support spatial configuration recall.
NASA Astrophysics Data System (ADS)
Schiffman, C. R.; Carroll, K. P.; Wilson, T. J.
2008-12-01
The Polar Earth Observation Network (POLENET) and UNAVCO are collaborating to develop new educational materials for the public focused on polar-based research. Polenet is a consortium that aims to dramatically improve the coverage of many different kinds of geophysical data sets across the polar regions of Earth. The data from Polenet will enable new research into the interaction between the atmosphere, oceans, polar ice-sheets, and the Earth's crust and mantle. It is important that this research is disseminated to the public in an engaging and accurate matter while avoiding oversimplification. The Incorporated Research Institutions for Seismology's (IRIS) Active Earth Display (AED), a touch screen web-based kiosk, was originally designed to highlight real-time seismic data, and therefore provides a useful format for showing real-time data from the poles. The new polar pages for the AED will highlight real-time data from Antarctica and Greenland, and provide a way for the public to learn about POLENET research. The polar AED pages aim to engage users through teaching about the importance of polar-based research using a rich interactive multimedia environment. The pages are organized around four storylines: equipment, ice movement through time, life on the ice, and what ice in Antarctica has to do with you. The pages present complex scientific concepts in a way that is accessible and engaging to the general public by using simplified text, real-time data, videos, interactive games, and a set of coherent storylines. For example, one interactive feature will be an energy game, where users adjust various sources to power a GPS unit through the polar night. Another interactive feature will be a map of Polar Regions with clickable hotspots that will show videos of calving glaciers and collapsing ice sheets from around the world. The AED maintains a constant Internet connection, so the storylines are flexible and can be changed to conform to the location of the kiosk and the target audience. The flexible nature of the AED programming also allows the storylines and data to be updated as the POLENET project evolves. The storylines are designed to highlight the importance of monitoring the poles as a window of future changes in the mid- latitudes. The AED's interactive and entertaining environment allow the user to enrich themselves with the challenges, reasons, and necessity of conducting research is some of the most inhospitable environments in the world.
Open multi-agent control architecture to support virtual-reality-based man-machine interfaces
NASA Astrophysics Data System (ADS)
Freund, Eckhard; Rossmann, Juergen; Brasch, Marcel
2001-10-01
Projective Virtual Reality is a new and promising approach to intuitively operable man machine interfaces for the commanding and supervision of complex automation systems. The user interface part of Projective Virtual Reality heavily builds on latest Virtual Reality techniques, a task deduction component and automatic action planning capabilities. In order to realize man machine interfaces for complex applications, not only the Virtual Reality part has to be considered but also the capabilities of the underlying robot and automation controller are of great importance. This paper presents a control architecture that has proved to be an ideal basis for the realization of complex robotic and automation systems that are controlled by Virtual Reality based man machine interfaces. The architecture does not just provide a well suited framework for the real-time control of a multi robot system but also supports Virtual Reality metaphors and augmentations which facilitate the user's job to command and supervise a complex system. The developed control architecture has already been used for a number of applications. Its capability to integrate sensor information from sensors of different levels of abstraction in real-time helps to make the realized automation system very responsive to real world changes. In this paper, the architecture will be described comprehensively, its main building blocks will be discussed and one realization that is built based on an open source real-time operating system will be presented. The software design and the features of the architecture which make it generally applicable to the distributed control of automation agents in real world applications will be explained. Furthermore its application to the commanding and control of experiments in the Columbus space laboratory, the European contribution to the International Space Station (ISS), is only one example which will be described.
NASA Astrophysics Data System (ADS)
Bililign, Solomon
2014-03-01
Physics plays a very important role in most interdisciplinary efforts and can provide a solid foundation for students. Retention of students in STEM areas can be facilitated by enhanced interdisciplinary education and research since students are strongly attracted to research with societal relevance and show increasing enthusiasm about problems that have practical consequences. One such area of research is a collaborative Earth System Science. The Earth System is dynamic and complex. It is comprised of diverse components that interact. By providing students the opportunities to work in interdisciplinary groups on a problem that reflects a complex, real-world situation they can see the linkages between components of the Earth system that encompass climate and all its components (weather precipitation, temperature, etc.) and technology development and deployment of sensors and sensor networks and social impacts.
Armstrong, April W; Foster, Shonda A; Comer, Brian S; Lin, Chen-Yen; Malatestinic, William; Burge, Russel; Goldblum, Orin
2018-06-28
Little is known regarding real-world health outcomes data among US psoriasis patients, but electronic health records (EHR) that collect structured data at point-of-care may provide opportunities to investigate real-world health outcomes among psoriasis patients. Our objective was to investigate patient-perceived treatment effectiveness, patterns of medication use (duration, switching, and/or discontinuation), healthcare resource utilization, and medication costs using real-world data from psoriasis patients. Data for adults (≥18-years) with a dermatology provider-given diagnosis of psoriasis from 9/2014-9/2015 were obtained from dermatology practices using a widely used US dermatology-specific EHR containing over 500,000 psoriasis patients. Disease severity was captured by static physician's global assessment and body surface area. Patient-perceived treatment effectiveness was assessed by a pre-defined question. Treatment switching and duration were documented. Reasons for discontinuations were assessed using pre-defined selections. Healthcare resource utilization was defined by visit frequency and complexity. From 82,621 patients with psoriasis during the study period, patient-perceived treatment effectiveness was investigated in 2200 patients. The proportion of patients reporting "strongly agree" when asked if their treatment was effective was highest for biologics (73%) and those reporting treatment adherence (55%). In 16,000 patients who received oral systemics and 21,087 patients who received biologics, median treatment duration was longer for those who received biologics (160 vs. 113 days, respectively). Treatment switching was less frequent among patients on systemic monotherapies compared to those on combination therapies. The most common reason for discontinuing biologics was loss of efficacy; the most common reason for discontinuing orals was side effects. In 28,754 patients, higher disease severity was associated with increased healthcare resource utilization (increased visit frequency and complexity). When compared between treatment groups (n = 10,454), healthcare resource utilization was highest for phototherapy. Annual medication costs were higher for biologics ($21,977) than oral systemics ($3413). Real-world research using a widely implemented dermatology EHR provided valuable insights on patient perceived treatment effectiveness, patterns of medication usage, healthcare resource utilization, and medication costs for psoriasis patients in the US. This study and others utilizing EHRs for real-world research may assist clinical and payer decisions regarding the management of psoriasis.
Flexible augmented reality architecture applied to environmental management
NASA Astrophysics Data System (ADS)
Correia, Nuno M. R.; Romao, Teresa; Santos, Carlos; Trabuco, Adelaide; Santos, Rossana; Romero, Luis; Danado, Jose; Dias, Eduardo; Camara, Antonio; Nobre, Edmundo
2003-05-01
Environmental management often requires in loco observation of the area under analysis. Augmented Reality (AR) technologies allow real time superimposition of synthetic objects on real images, providing augmented knowledge about the surrounding world. Users of an AR system can visualize the real surrounding world together with additional data generated in real time in a contextual way. The work reported in this paper was done in the scope of ANTS (Augmented Environments) project. ANTS is an AR project that explores the development of an augmented reality technological infrastructure for environmental management. This paper presents the architecture and the most relevant modules of ANTS. The system"s architecture follows the client-server model and is based on several independent, but functionally interdependent modules. It has a flexible design, which allows the transfer of some modules to and from the client side, according to the available processing capacities of the client device and the application"s requirements. It combines several techniques to identify the user"s position and orientation allowing the system to adapt to the particular characteristics of each environment. The determination of the data associated to a certain location involves the use of both a 3D Model of the location and the multimedia geo-referenced database.
Immersive Environments - A Connectivist Approach
NASA Astrophysics Data System (ADS)
Loureiro, Ana; Bettencourt, Teresa
We are conducting a research project with the aim of achieving better and more efficient ways to facilitate teaching and learning in Higher Level Education. We have chosen virtual environments, with particular emphasis to Second Life® platform augmented by web 2.0 tools, to develop the study. The Second Life® environment has some interesting characteristics that captured our attention, it is immersive; it is a real world simulator; it is a social network; it allows real time communication, cooperation, collaboration and interaction; it is a safe and controlled environment. We specifically chose tools from web 2.0 that enable sharing and collaborative way of learning. Through understanding the characteristics of this learning environment, we believe that immersive learning along with other virtual tools can be integrated in today's pedagogical practices.
Virtual community centre for power wheelchair training: Experience of children and clinicians.
Torkia, Caryne; Ryan, Stephen E; Reid, Denise; Boissy, Patrick; Lemay, Martin; Routhier, François; Contardo, Resi; Woodhouse, Janet; Archambault, Phillipe S
2017-11-02
To: 1) characterize the overall experience in using the McGill immersive wheelchair - community centre (miWe-CC) simulator; and 2) investigate the experience of presence (i.e., sense of being in the virtual rather than in the real, physical environment) while driving a PW in the miWe-CC. A qualitative research design with structured interviews was used. Fifteen clinicians and 11 children were interviewed after driving a power wheelchair (PW) in the miWe-CC simulator. Data were analyzed using the conventional and directed content analysis approaches. Overall, participants enjoyed using the simulator and experienced a sense of presence in the virtual space. They felt a sense of being in the virtual environment, involved and focused on driving the virtual PW rather than on the surroundings of the actual room where they were. Participants reported several similarities between the virtual community centre layout and activities of the miWe-CC and the day-to-day reality of paediatric PW users. The simulator replicated participants' expectations of real-life PW use and promises to have an effect on improving the driving skills of new PW users. Implications for rehabilitation Among young users, the McGill immersive wheelchair (miWe) simulator provides an experience of presence within the virtual environment. This experience of presence is generated by a sense of being in the virtual scene, a sense of being involved, engaged, and focused on interacting within the virtual environment, and by the perception that the virtual environment is consistent with the real world. The miWe is a relevant and accessible approach, complementary to real world power wheelchair training for young users.
Effective real-time vehicle tracking using discriminative sparse coding on local patches
NASA Astrophysics Data System (ADS)
Chen, XiangJun; Ye, Feiyue; Ruan, Yaduan; Chen, Qimei
2016-01-01
A visual tracking framework that provides an object detector and tracker, which focuses on effective and efficient visual tracking in surveillance of real-world intelligent transport system applications, is proposed. The framework casts the tracking task as problems of object detection, feature representation, and classification, which is different from appearance model-matching approaches. Through a feature representation of discriminative sparse coding on local patches called DSCLP, which trains a dictionary on local clustered patches sampled from both positive and negative datasets, the discriminative power and robustness has been improved remarkably, which makes our method more robust to a complex realistic setting with all kinds of degraded image quality. Moreover, by catching objects through one-time background subtraction, along with offline dictionary training, computation time is dramatically reduced, which enables our framework to achieve real-time tracking performance even in a high-definition sequence with heavy traffic. Experiment results show that our work outperforms some state-of-the-art methods in terms of speed, accuracy, and robustness and exhibits increased robustness in a complex real-world scenario with degraded image quality caused by vehicle occlusion, image blur of rain or fog, and change in viewpoint or scale.
Quantifying uncertainty in high-resolution coupled hydrodynamic-ecosystem models
NASA Astrophysics Data System (ADS)
Allen, J. I.; Somerfield, P. J.; Gilbert, F. J.
2007-01-01
Marine ecosystem models are becoming increasingly complex and sophisticated, and are being used to estimate the effects of future changes in the earth system with a view to informing important policy decisions. Despite their potential importance, far too little attention has been, and is generally, paid to model errors and the extent to which model outputs actually relate to real-world processes. With the increasing complexity of the models themselves comes an increasing complexity among model results. If we are to develop useful modelling tools for the marine environment we need to be able to understand and quantify the uncertainties inherent in the simulations. Analysing errors within highly multivariate model outputs, and relating them to even more complex and multivariate observational data, are not trivial tasks. Here we describe the application of a series of techniques, including a 2-stage self-organising map (SOM), non-parametric multivariate analysis, and error statistics, to a complex spatio-temporal model run for the period 1988-1989 in the Southern North Sea, coinciding with the North Sea Project which collected a wealth of observational data. We use model output, large spatio-temporally resolved data sets and a combination of methodologies (SOM, MDS, uncertainty metrics) to simplify the problem and to provide tractable information on model performance. The use of a SOM as a clustering tool allows us to simplify the dimensions of the problem while the use of MDS on independent data grouped according to the SOM classification allows us to validate the SOM. The combination of classification and uncertainty metrics allows us to pinpoint the variables and associated processes which require attention in each region. We recommend the use of this combination of techniques for simplifying complex comparisons of model outputs with real data, and analysis of error distributions.
ERIC Educational Resources Information Center
Okutsu, Masataka; DeLaurentis, Daniel; Brophy, Sean; Lambert, Jason
2013-01-01
To test the concept of multiuser 3D virtual environments as media to teach semester-long courses, we developed a software prototype called Aeroquest. An aerospace design course--offered to 135 second-year students for university credits in Fall 2009--was divided into two groups: the real-world group attending lectures, physically, in a campus hall…
ERIC Educational Resources Information Center
Hwang, Gwo-Haur; Chu, Hui-Chun; Chen, Beyin; Cheng, Zheng Shan
2014-01-01
The rapid progress of wireless communication, sensing, and mobile technologies has enabled students to learn in an environment that combines learning resources from both the real world and the digital world. It can be viewed as a new learning style which has been called context-aware ubiquitous learning. Most context-aware ubiquitous learning…
A Remote Lab for Experiments with a Team of Mobile Robots
Casini, Marco; Garulli, Andrea; Giannitrapani, Antonio; Vicino, Antonio
2014-01-01
In this paper, a remote lab for experimenting with a team of mobile robots is presented. Robots are built with the LEGO Mindstorms technology and user-defined control laws can be directly coded in the Matlab programming language and validated on the real system. The lab is versatile enough to be used for both teaching and research purposes. Students can easily go through a number of predefined mobile robotics experiences without having to worry about robot hardware or low-level programming languages. More advanced experiments can also be carried out by uploading custom controllers. The capability to have full control of the vehicles, together with the possibility to define arbitrarily complex environments through the definition of virtual obstacles, makes the proposed facility well suited to quickly test and compare different control laws in a real-world scenario. Moreover, the user can simulate the presence of different types of exteroceptive sensors on board of the robots or a specific communication architecture among the agents, so that decentralized control strategies and motion coordination algorithms can be easily implemented and tested. A number of possible applications and real experiments are presented in order to illustrate the main features of the proposed mobile robotics remote lab. PMID:25192316
A remote lab for experiments with a team of mobile robots.
Casini, Marco; Garulli, Andrea; Giannitrapani, Antonio; Vicino, Antonio
2014-09-04
In this paper, a remote lab for experimenting with a team of mobile robots is presented. Robots are built with the LEGO Mindstorms technology and user-defined control laws can be directly coded in the Matlab programming language and validated on the real system. The lab is versatile enough to be used for both teaching and research purposes. Students can easily go through a number of predefined mobile robotics experiences without having to worry about robot hardware or low-level programming languages. More advanced experiments can also be carried out by uploading custom controllers. The capability to have full control of the vehicles, together with the possibility to define arbitrarily complex environments through the definition of virtual obstacles, makes the proposed facility well suited to quickly test and compare different control laws in a real-world scenario. Moreover, the user can simulate the presence of different types of exteroceptive sensors on board of the robots or a specific communication architecture among the agents, so that decentralized control strategies and motion coordination algorithms can be easily implemented and tested. A number of possible applications and real experiments are presented in order to illustrate the main features of the proposed mobile robotics remote lab.
Investigating the Preservice Primary School, Mathematics and Science Teachers' STEM Awareness
ERIC Educational Resources Information Center
Bakirci, Hasan; Karisan, Dilek
2018-01-01
Today's life requires individuals to be prepared for complex world environment, to make complex decisions, and to have critical thinking skills related to everyday life issues at hand. STEM education is thought to be the glorious solution to thrive in a global knowledge driven world. Teachers are key elements for successful STEM education. Present…
2010-10-01
organization in the WoW virtual world. Unlike the real world guilds of olden days (e.g., stone masons, leather workers, apothecaries) and unions of current...oriented sports teams (e.g., football, hockey, rugby ). This is the case in particular with player-vs- player combat. Fourth, organizational learning is...Microsystems Telecom Italia Telus Mobility Text 100 Toyota Trades Union Congress Union Network International New Unionism
Intelligent Agents for Design and Synthesis Environments: My Summary
NASA Technical Reports Server (NTRS)
Norvig, Peter
1999-01-01
This presentation gives a summary of intelligent agents for design synthesis environments. We'll start with the conclusions, and work backwards to justify them. First, an important assumption is that agents (whatever they are) are good for software engineering. This is especially true for software that operates in an uncertain, changing environment. The "real world" of physical artifacts is like that: uncertain in what we can measure, changing in that things are always breaking down, and we must interact with non-software entities. The second point is that software engineering techniques can contribute to good design. There may have been a time when we wanted to build simple artifacts containing little or no software. But modern aircraft and spacecraft are complex, and rely on a great deal of software. So better software engineering leads to better designed artifacts, especially when we are designing a series of related artifacts and can amortize the costs of software development. The third point is that agents are especially useful for design tasks, above and beyond their general usefulness for software engineering, and the usefulness of software engineering to design.
BatSLAM: Simultaneous localization and mapping using biomimetic sonar.
Steckel, Jan; Peremans, Herbert
2013-01-01
We propose to combine a biomimetic navigation model which solves a simultaneous localization and mapping task with a biomimetic sonar mounted on a mobile robot to address two related questions. First, can robotic sonar sensing lead to intelligent interactions with complex environments? Second, can we model sonar based spatial orientation and the construction of spatial maps by bats? To address these questions we adapt the mapping module of RatSLAM, a previously published navigation system based on computational models of the rodent hippocampus. We analyze the performance of the proposed robotic implementation operating in the real world. We conclude that the biomimetic navigation model operating on the information from the biomimetic sonar allows an autonomous agent to map unmodified (office) environments efficiently and consistently. Furthermore, these results also show that successful navigation does not require the readings of the biomimetic sonar to be interpreted in terms of individual objects/landmarks in the environment. We argue that the system has applications in robotics as well as in the field of biology as a simple, first order, model for sonar based spatial orientation and map building.
BatSLAM: Simultaneous Localization and Mapping Using Biomimetic Sonar
Steckel, Jan; Peremans, Herbert
2013-01-01
We propose to combine a biomimetic navigation model which solves a simultaneous localization and mapping task with a biomimetic sonar mounted on a mobile robot to address two related questions. First, can robotic sonar sensing lead to intelligent interactions with complex environments? Second, can we model sonar based spatial orientation and the construction of spatial maps by bats? To address these questions we adapt the mapping module of RatSLAM, a previously published navigation system based on computational models of the rodent hippocampus. We analyze the performance of the proposed robotic implementation operating in the real world. We conclude that the biomimetic navigation model operating on the information from the biomimetic sonar allows an autonomous agent to map unmodified (office) environments efficiently and consistently. Furthermore, these results also show that successful navigation does not require the readings of the biomimetic sonar to be interpreted in terms of individual objects/landmarks in the environment. We argue that the system has applications in robotics as well as in the field of biology as a simple, first order, model for sonar based spatial orientation and map building. PMID:23365647
LVC interaction within a mixed-reality training system
NASA Astrophysics Data System (ADS)
Pollock, Brice; Winer, Eliot; Gilbert, Stephen; de la Cruz, Julio
2012-03-01
The United States military is increasingly pursuing advanced live, virtual, and constructive (LVC) training systems for reduced cost, greater training flexibility, and decreased training times. Combining the advantages of realistic training environments and virtual worlds, mixed reality LVC training systems can enable live and virtual trainee interaction as if co-located. However, LVC interaction in these systems often requires constructing immersive environments, developing hardware for live-virtual interaction, tracking in occluded environments, and an architecture that supports real-time transfer of entity information across many systems. This paper discusses a system that overcomes these challenges to empower LVC interaction in a reconfigurable, mixed reality environment. This system was developed and tested in an immersive, reconfigurable, and mixed reality LVC training system for the dismounted warfighter at ISU, known as the Veldt, to overcome LVC interaction challenges and as a test bed for cuttingedge technology to meet future U.S. Army battlefield requirements. Trainees interact physically in the Veldt and virtually through commercial and developed game engines. Evaluation involving military trained personnel found this system to be effective, immersive, and useful for developing the critical decision-making skills necessary for the battlefield. Procedural terrain modeling, model-matching database techniques, and a central communication server process all live and virtual entity data from system components to create a cohesive virtual world across all distributed simulators and game engines in real-time. This system achieves rare LVC interaction within multiple physical and virtual immersive environments for training in real-time across many distributed systems.
NASA Astrophysics Data System (ADS)
Clemens, Joshua William
Game theory has application across multiple fields, spanning from economic strategy to optimal control of an aircraft and missile on an intercept trajectory. The idea of game theory is fascinating in that we can actually mathematically model real-world scenarios and determine optimal decision making. It may not always be easy to mathematically model certain real-world scenarios, nonetheless, game theory gives us an appreciation for the complexity involved in decision making. This complexity is especially apparent when the players involved have access to different information upon which to base their decision making (a nonclassical information pattern). Here we will focus on the class of adversarial two-player games (sometimes referred to as pursuit-evasion games) with nonclassical information pattern. We present a two-sided (simultaneous) optimization solution method for the two-player linear quadratic Gaussian (LQG) multistage game. This direct solution method allows for further interpretation of each player's decision making (strategy) as compared to previously used formal solution methods. In addition to the optimal control strategies, we present a saddle point proof and we derive an expression for the optimal performance index value. We provide some numerical results in order to further interpret the optimal control strategies and to highlight real-world application of this game-theoretic optimal solution.
Autonomous Robot Navigation in Human-Centered Environments Based on 3D Data Fusion
NASA Astrophysics Data System (ADS)
Steinhaus, Peter; Strand, Marcus; Dillmann, Rüdiger
2007-12-01
Efficient navigation of mobile platforms in dynamic human-centered environments is still an open research topic. We have already proposed an architecture (MEPHISTO) for a navigation system that is able to fulfill the main requirements of efficient navigation: fast and reliable sensor processing, extensive global world modeling, and distributed path planning. Our architecture uses a distributed system of sensor processing, world modeling, and path planning units. In this arcticle, we present implemented methods in the context of data fusion algorithms for 3D world modeling and real-time path planning. We also show results of the prototypic application of the system at the museum ZKM (center for art and media) in Karlsruhe.
NASA Astrophysics Data System (ADS)
Bainbridge, William Sims
2010-01-01
This essay introduces the opportunity for theory development and even empirical research on some aspects of astrosociology through today's online virtual worlds. The examples covered present life on other planets or in space itself, in a manner that can be experienced by the user and where the user's reactions may simulate to some degree future human behavior in real extraterrestrial environments: Tabula Rasa, Anarchy Online, Entropia Universe, EVE Online, StarCraft and World of Warcraft. Ethnographic exploration of these computerized environments raises many questions about the social science both of space exploration and of direct contact with extraterrestrials. The views expressed in this essay do not necessarily represent the views of the National Science Foundation or the United States.
A virtual shopping task for the assessment of executive functions: Validity for people with stroke.
Nir-Hadad, Shira Yama; Weiss, Patrice L; Waizman, Anna; Schwartz, Natalia; Kizony, Rachel
2017-07-01
The importance of assessing executive functions (EF) using ecologically valid assessments has been discussed extensively. Due to the difficulty of carrying out such assessments in real-world settings on a regular basis, virtual reality has been proposed as a technique to provide complex functional tasks under a variety of differing conditions while measuring various aspects of performance and controlling for stimuli. The main goal of this study was to examine the discriminant, construct-convergent and ecological validity of the Adapted Four-Item Shopping Task, an assessment of the Instrumental Activity of Daily Living (IADL) of shopping. Nineteen people with stroke, aged 50-85 years, and 20 age- and gender-matched healthy participants performed the shopping task in both the SeeMe Virtual Interactive Shopping environment and a real shopping environment (the hospital cafeteria) in a counterbalanced order. The shopping task outcomes were compared to clinical measures of EF. The findings provided good initial support for the validity of the Adapted Four-Item Shopping Task as an IADL assessment that requires the use of EF for people with stroke. Further studies should examine this task with a larger sample of people with stroke as well as with other populations who have deficits in EF.
CCML--Exchanging Marked-Up Documents in a Networked Writing Classroom.
ERIC Educational Resources Information Center
Ogata, Hiroaki; Yano, Yoneo; Wakita, Riko
1998-01-01
Describes an on-line mark-up-based composition learning environment system called CoCoA (Communicative Collection Assisting System). This system allows students and teachers to engage in marked-up documents via the Internet, and its environment is very similar to a real-world one in which people use pen and paper. CCML also facilitates teachers to…
Board Games in the Business Classroom: How to Play "Business Decisions"
ERIC Educational Resources Information Center
Clausen, Daniel
2017-01-01
Games have long been a staple of active learning environments. They are a fantastic way to reduce anxiety, promote competition, and energize classrooms. Board games, in particular, can be very useful in building real-world skills in a fun and non-threatening environment. Therefore, the author uses them extensively for Business English classes and…
Designing for Real-World Scientific Inquiry in Virtual Environments
ERIC Educational Resources Information Center
Ketelhut, Diane Jass; Nelson, Brian C.
2010-01-01
Background: Most policy doctrines promote the use of scientific inquiry in the K-12 classroom, but good inquiry is hard to implement, particularly for schools with fiscal and safety constraints and for teachers struggling with understanding how to do so. Purpose: In this paper, we present the design of a multi-user virtual environment (MUVE)…
Designing Authentic Learning Activities to Train Pre-Service Teachers about Teaching Online
ERIC Educational Resources Information Center
Luo, Tian; Murray, Alexander; Crompton, Helen
2017-01-01
Online learning is increasingly being used in K-12 learning environments. A concomitant trend is found towards learning becoming "authentic" as students learn with tasks that are connected to real world occupations. In this study, 48 pre-service teachers use an online environment to engage in authentic practice as they developed online…
ERIC Educational Resources Information Center
Leelamma, Sreelekha; Indira, Uma Devi
2017-01-01
This paper introduces the Mobile Assisted Inquiry Learning Environment (MAILE), an Experimental Instructional Strategy (EIS) which employs an inquiry-based learning approach to guide secondary school students to learn environmental science in an engaging way supported by mobile phones. The students are situated in both the real world and the…
Exploratory Decision-Making as a Function of Lifelong Experience, Not Cognitive Decline
2016-01-01
Older adults perform worse than younger adults in some complex decision-making scenarios, which is commonly attributed to age-related declines in striatal and frontostriatal processing. Recently, this popular account has been challenged by work that considered how older adults’ performance may differ as a function of greater knowledge and experience, and by work showing that, in some cases, older adults outperform younger adults in complex decision-making tasks. In light of this controversy, we examined the performance of older and younger adults in an exploratory choice task that is amenable to model-based analyses and ostensibly not reliant on prior knowledge. Exploration is a critical aspect of decision-making poorly understood across the life span. Across 2 experiments, we addressed (a) how older and younger adults differ in exploratory choice and (b) to what extent observed differences reflect processing capacity declines. Model-based analyses suggested that the strategies used by the 2 groups were qualitatively different, resulting in relatively worse performance for older adults in 1 decision-making environment but equal performance in another. Little evidence was found that differences in processing capacity drove performance differences. Rather the results suggested that older adults’ performance might result from applying a strategy that may have been shaped by their wealth of real-word decision-making experience. While this strategy is likely to be effective in the real world, it is ill suited to some decision environments. These results underscore the importance of taking into account effects of experience in aging studies, even for tasks that do not obviously tap past experiences. PMID:26726916
A model for flexible tools used in minimally invasive medical virtual environments.
Soler, Francisco; Luzon, M Victoria; Pop, Serban R; Hughes, Chris J; John, Nigel W; Torres, Juan Carlos
2011-01-01
Within the limits of current technology, many applications of a virtual environment will trade-off accuracy for speed. This is not an acceptable compromise in a medical training application where both are essential. Efficient algorithms must therefore be developed. The purpose of this project is the development and validation of a novel physics-based real time tool manipulation model, which is easy to integrate into any medical virtual environment that requires support for the insertion of long flexible tools into complex geometries. This encompasses medical specialities such as vascular interventional radiology, endoscopy, and laparoscopy, where training, prototyping of new instruments/tools and mission rehearsal can all be facilitated by using an immersive medical virtual environment. Our model recognises and uses accurately patient specific data and adapts to the geometrical complexity of the vessel in real time.
Valadas Ponte, Diogo; Schäfer, Lothar
2013-12-01
We describe similarities in the ontology of quantum physics and of Carl Gustav Jung's psychology. In spite of the fact that physics and psychology are usually considered as unrelated, in the last century, both of these disciplines have led at the same time to revolutionary changes in the Western understanding of the cosmic order, discovering a non-empirical realm of the universe that doesn't consist of material things but of forms. These forms are real, even though they are invisible, because they have the potential to appear in the empirical world and act in it. We present arguments that force us to believe, that the empirical world is an emanation out of a cosmic realm of potentiality, whose forms can appear as physical structures in the external world and as archetypal concepts in our mind. Accordingly, the evolution of life now appears no longer as a process of the adaptation of species to their environment, but as the adaptation of minds to increasingly complex forms that exist in the cosmic potentiality. The cosmic connection means that the human mind is a mystical mind.
Valadas Ponte, Diogo; Schäfer, Lothar
2013-01-01
We describe similarities in the ontology of quantum physics and of Carl Gustav Jung’s psychology. In spite of the fact that physics and psychology are usually considered as unrelated, in the last century, both of these disciplines have led at the same time to revolutionary changes in the Western understanding of the cosmic order, discovering a non-empirical realm of the universe that doesn’t consist of material things but of forms. These forms are real, even though they are invisible, because they have the potential to appear in the empirical world and act in it. We present arguments that force us to believe, that the empirical world is an emanation out of a cosmic realm of potentiality, whose forms can appear as physical structures in the external world and as archetypal concepts in our mind. Accordingly, the evolution of life now appears no longer as a process of the adaptation of species to their environment, but as the adaptation of minds to increasingly complex forms that exist in the cosmic potentiality. The cosmic connection means that the human mind is a mystical mind. PMID:25379259
Advanced computer architecture for large-scale real-time applications.
DOT National Transportation Integrated Search
1973-04-01
Air traffic control automation is identified as a crucial problem which provides a complex, real-time computer application environment. A novel computer architecture in the form of a pipeline associative processor is conceived to achieve greater perf...
Classification of complex networks based on similarity of topological network features
NASA Astrophysics Data System (ADS)
Attar, Niousha; Aliakbary, Sadegh
2017-09-01
Over the past few decades, networks have been widely used to model real-world phenomena. Real-world networks exhibit nontrivial topological characteristics and therefore, many network models are proposed in the literature for generating graphs that are similar to real networks. Network models reproduce nontrivial properties such as long-tail degree distributions or high clustering coefficients. In this context, we encounter the problem of selecting the network model that best fits a given real-world network. The need for a model selection method reveals the network classification problem, in which a target-network is classified into one of the candidate network models. In this paper, we propose a novel network classification method which is independent of the network size and employs an alignment-free metric of network comparison. The proposed method is based on supervised machine learning algorithms and utilizes the topological similarities of networks for the classification task. The experiments show that the proposed method outperforms state-of-the-art methods with respect to classification accuracy, time efficiency, and robustness to noise.
Sculpting 3D worlds with music: advanced texturing techniques
NASA Astrophysics Data System (ADS)
Greuel, Christian; Bolas, Mark T.; Bolas, Niko; McDowall, Ian E.
1996-04-01
Sound within the virtual environment is often considered to be secondary to the graphics. In a typical scenario, either audio cues are locally associated with specific 3D objects or a general aural ambiance is supplied in order to alleviate the sterility of an artificial experience. This paper discusses a completely different approach, in which cues are extracted from live or recorded music in order to create geometry and control object behaviors within a computer- generated environment. Advanced texturing techniques used to generate complex stereoscopic images are also discussed. By analyzing music for standard audio characteristics such as rhythm and frequency, information is extracted and repackaged for processing. With the Soundsculpt Toolkit, this data is mapped onto individual objects within the virtual environment, along with one or more predetermined behaviors. Mapping decisions are implemented with a user definable schedule and are based on the aesthetic requirements of directors and designers. This provides for visually active, immersive environments in which virtual objects behave in real-time correlation with the music. The resulting music-driven virtual reality opens up several possibilities for new types of artistic and entertainment experiences, such as fully immersive 3D `music videos' and interactive landscapes for live performance.
Matching rendered and real world images by digital image processing
NASA Astrophysics Data System (ADS)
Mitjà, Carles; Bover, Toni; Bigas, Miquel; Escofet, Jaume
2010-05-01
Recent advances in computer-generated images (CGI) have been used in commercial and industrial photography providing a broad scope in product advertising. Mixing real world images with those rendered from virtual space software shows a more or less visible mismatching between corresponding image quality performance. Rendered images are produced by software which quality performance is only limited by the resolution output. Real world images are taken with cameras with some amount of image degradation factors as lens residual aberrations, diffraction, sensor low pass anti aliasing filters, color pattern demosaicing, etc. The effect of all those image quality degradation factors can be characterized by the system Point Spread Function (PSF). Because the image is the convolution of the object by the system PSF, its characterization shows the amount of image degradation added to any taken picture. This work explores the use of image processing to degrade the rendered images following the parameters indicated by the real system PSF, attempting to match both virtual and real world image qualities. The system MTF is determined by the slanted edge method both in laboratory conditions and in the real picture environment in order to compare the influence of the working conditions on the device performance; an approximation to the system PSF is derived from the two measurements. The rendered images are filtered through a Gaussian filter obtained from the taking system PSF. Results with and without filtering are shown and compared measuring the contrast achieved in different final image regions.
NASA Technical Reports Server (NTRS)
1997-01-01
Coryphaeus Software, founded in 1989 by former NASA electronic engineer Steve Lakowske, creates real-time 3D software. Designer's Workbench, the company flagship product, is a modeling and simulation tool for the development of both static and dynamic 3D databases. Other products soon followed. Activation, specifically designed for game developers, allows developers to play and test the 3D games before they commit to a target platform. Game publishers can shorten development time and prove the "playability" of the title, maximizing their chances of introducing a smash hit. Another product, EasyT, lets users create massive, realistic representation of Earth terrains that can be viewed and traversed in real time. Finally, EasyScene software control the actions among interactive objects within a virtual world. Coryphaeus products are used on Silican Graphics workstation and supercomputers to simulate real-world performance in synthetic environments. Customers include aerospace, aviation, architectural and engineering firms, game developers, and the entertainment industry.
Continuous high speed coherent one-way quantum key distribution.
Stucki, Damien; Barreiro, Claudio; Fasel, Sylvain; Gautier, Jean-Daniel; Gay, Olivier; Gisin, Nicolas; Thew, Rob; Thoma, Yann; Trinkler, Patrick; Vannel, Fabien; Zbinden, Hugo
2009-08-03
Quantum key distribution (QKD) is the first commercial quantum technology operating at the level of single quanta and is a leading light for quantum-enabled photonic technologies. However, controlling these quantum optical systems in real world environments presents significant challenges. For the first time, we have brought together three key concepts for future QKD systems: a simple high-speed protocol; high performance detection; and integration both, at the component level and for standard fibre network connectivity. The QKD system is capable of continuous and autonomous operation, generating secret keys in real time. Laboratory and field tests were performed and comparisons made with robust InGaAs avalanche photodiodes and superconducting detectors. We report the first real world implementation of a fully functional QKD system over a 43 dB-loss (150 km) transmission line in the Swisscom fibre optic network where we obtained average real-time distribution rates over 3 hours of 2.5 bps.
Plant metabolic modeling: achieving new insight into metabolism and metabolic engineering.
Baghalian, Kambiz; Hajirezaei, Mohammad-Reza; Schreiber, Falk
2014-10-01
Models are used to represent aspects of the real world for specific purposes, and mathematical models have opened up new approaches in studying the behavior and complexity of biological systems. However, modeling is often time-consuming and requires significant computational resources for data development, data analysis, and simulation. Computational modeling has been successfully applied as an aid for metabolic engineering in microorganisms. But such model-based approaches have only recently been extended to plant metabolic engineering, mainly due to greater pathway complexity in plants and their highly compartmentalized cellular structure. Recent progress in plant systems biology and bioinformatics has begun to disentangle this complexity and facilitate the creation of efficient plant metabolic models. This review highlights several aspects of plant metabolic modeling in the context of understanding, predicting and modifying complex plant metabolism. We discuss opportunities for engineering photosynthetic carbon metabolism, sucrose synthesis, and the tricarboxylic acid cycle in leaves and oil synthesis in seeds and the application of metabolic modeling to the study of plant acclimation to the environment. The aim of the review is to offer a current perspective for plant biologists without requiring specialized knowledge of bioinformatics or systems biology. © 2014 American Society of Plant Biologists. All rights reserved.
Plant Metabolic Modeling: Achieving New Insight into Metabolism and Metabolic Engineering
Baghalian, Kambiz; Hajirezaei, Mohammad-Reza; Schreiber, Falk
2014-01-01
Models are used to represent aspects of the real world for specific purposes, and mathematical models have opened up new approaches in studying the behavior and complexity of biological systems. However, modeling is often time-consuming and requires significant computational resources for data development, data analysis, and simulation. Computational modeling has been successfully applied as an aid for metabolic engineering in microorganisms. But such model-based approaches have only recently been extended to plant metabolic engineering, mainly due to greater pathway complexity in plants and their highly compartmentalized cellular structure. Recent progress in plant systems biology and bioinformatics has begun to disentangle this complexity and facilitate the creation of efficient plant metabolic models. This review highlights several aspects of plant metabolic modeling in the context of understanding, predicting and modifying complex plant metabolism. We discuss opportunities for engineering photosynthetic carbon metabolism, sucrose synthesis, and the tricarboxylic acid cycle in leaves and oil synthesis in seeds and the application of metabolic modeling to the study of plant acclimation to the environment. The aim of the review is to offer a current perspective for plant biologists without requiring specialized knowledge of bioinformatics or systems biology. PMID:25344492
ERIC Educational Resources Information Center
Yoon, Susan A.; Goh, Sao-Ee; Park, Miyoung
2018-01-01
The study of complex systems has been highlighted in recent science education policy in the United States and has been the subject of important real-world scientific investigation. Because of this, research on complex systems in K-12 science education has shown a marked increase over the past two decades. In this systematic review, we analyzed 75…
COMPLEXITY IN ECOLOGICAL SYSTEMS
The enormous complexity of ecosystems is generally obvious under even the most cursory examination. In the modern world, this complexity is further augmented by the linkage of ecosystems to economic and social systems through the human use of the environment for technological pu...
Foreign Language Vocabulary Development through Activities in an Online 3D Environment
ERIC Educational Resources Information Center
Milton, James; Jonsen, Sunniva; Hirst, Steven; Lindenburn, Sharn
2012-01-01
On-line virtual 3D worlds offer the opportunity for users to interact in real time with native speakers of the language they are learning. In principle, this ought to be of great benefit to learners, and mimicking the opportunity for immersion that real-life travel to a foreign country offers. We have very little research to show whether this is…
A Framework for Realistic Modeling and Display of Object Surface Appearance
NASA Astrophysics Data System (ADS)
Darling, Benjamin A.
With advances in screen and video hardware technology, the type of content presented on computers has progressed from text and simple shapes to high-resolution photographs, photorealistic renderings, and high-definition video. At the same time, there have been significant advances in the area of content capture, with the development of devices and methods for creating rich digital representations of real-world objects. Unlike photo or video capture, which provide a fixed record of the light in a scene, these new technologies provide information on the underlying properties of the objects, allowing their appearance to be simulated for novel lighting and viewing conditions. These capabilities provide an opportunity to continue the computer display progression, from high-fidelity image presentations to digital surrogates that recreate the experience of directly viewing objects in the real world. In this dissertation, a framework was developed for representing objects with complex color, gloss, and texture properties and displaying them onscreen to appear as if they are part of the real-world environment. At its core, there is a conceptual shift from a traditional image-based display workflow to an object-based one. Instead of presenting the stored patterns of light from a scene, the objective is to reproduce the appearance attributes of a stored object by simulating its dynamic patterns of light for the real viewing and lighting geometry. This is accomplished using a computational approach where the physical light sources are modeled and the observer and display screen are actively tracked. Surface colors are calculated for the real spectral composition of the illumination with a custom multispectral rendering pipeline. In a set of experiments, the accuracy of color and gloss reproduction was evaluated by measuring the screen directly with a spectroradiometer. Gloss reproduction was assessed by comparing gonio measurements of the screen output to measurements of the real samples in the same measurement configuration. A chromatic adaptation experiment was performed to evaluate color appearance in the framework and explore the factors that contribute to differences when viewing self-luminous displays as opposed to reflective objects. A set of sample applications was developed to demonstrate the potential utility of the object display technology for digital proofing, psychophysical testing, and artwork display.
Children's sequential information search is sensitive to environmental probabilities.
Nelson, Jonathan D; Divjak, Bojana; Gudmundsdottir, Gudny; Martignon, Laura F; Meder, Björn
2014-01-01
We investigated 4th-grade children's search strategies on sequential search tasks in which the goal is to identify an unknown target object by asking yes-no questions about its features. We used exhaustive search to identify the most efficient question strategies and evaluated the usefulness of children's questions accordingly. Results show that children have good intuitions regarding questions' usefulness and search adaptively, relative to the statistical structure of the task environment. Search was especially efficient in a task environment that was representative of real-world experiences. This suggests that children may use their knowledge of real-world environmental statistics to guide their search behavior. We also compared different related search tasks. We found positive transfer effects from first doing a number search task on a later person search task. Copyright © 2013 The Authors. Published by Elsevier B.V. All rights reserved.
The lawful imprecision of human surface tilt estimation in natural scenes
2018-01-01
Estimating local surface orientation (slant and tilt) is fundamental to recovering the three-dimensional structure of the environment. It is unknown how well humans perform this task in natural scenes. Here, with a database of natural stereo-images having groundtruth surface orientation at each pixel, we find dramatic differences in human tilt estimation with natural and artificial stimuli. Estimates are precise and unbiased with artificial stimuli and imprecise and strongly biased with natural stimuli. An image-computable Bayes optimal model grounded in natural scene statistics predicts human bias, precision, and trial-by-trial errors without fitting parameters to the human data. The similarities between human and model performance suggest that the complex human performance patterns with natural stimuli are lawful, and that human visual systems have internalized local image and scene statistics to optimally infer the three-dimensional structure of the environment. These results generalize our understanding of vision from the lab to the real world. PMID:29384477
The lawful imprecision of human surface tilt estimation in natural scenes.
Kim, Seha; Burge, Johannes
2018-01-31
Estimating local surface orientation (slant and tilt) is fundamental to recovering the three-dimensional structure of the environment. It is unknown how well humans perform this task in natural scenes. Here, with a database of natural stereo-images having groundtruth surface orientation at each pixel, we find dramatic differences in human tilt estimation with natural and artificial stimuli. Estimates are precise and unbiased with artificial stimuli and imprecise and strongly biased with natural stimuli. An image-computable Bayes optimal model grounded in natural scene statistics predicts human bias, precision, and trial-by-trial errors without fitting parameters to the human data. The similarities between human and model performance suggest that the complex human performance patterns with natural stimuli are lawful, and that human visual systems have internalized local image and scene statistics to optimally infer the three-dimensional structure of the environment. These results generalize our understanding of vision from the lab to the real world. © 2018, Kim et al.
"Generality of mis-fit"? The real-life difficulty of matching scales in an interconnected world.
Keskitalo, E Carina H; Horstkotte, Tim; Kivinen, Sonja; Forbes, Bruce; Käyhkö, Jukka
2016-10-01
A clear understanding of processes at multiple scales and levels is of special significance when conceiving strategies for human-environment interactions. However, understanding and application of the scale concept often differ between administrative-political and ecological disciplines. These mirror major differences in potential solutions whether and how scales can, at all, be made congruent. As a result, opportunities of seeking "goodness-of-fit" between different concepts of governance should perhaps be reconsidered in the light of a potential "generality of mis-fit." This article reviews the interdisciplinary considerations inherent in the concept of scale in its ecological, as well as administrative-political, significance and argues that issues of how to manage "mis-fit" should be awarded more emphasis in social-ecological research and management practices. These considerations are exemplified by the case of reindeer husbandry in Fennoscandia. Whilst an indigenous small-scale practice, reindeer husbandry involves multi-level ecological and administrative-political complexities-complexities that we argue may arise in any multi-level system.
Combining Modeling and Gaming for Predictive Analytics
DOE Office of Scientific and Technical Information (OSTI.GOV)
Riensche, Roderick M.; Whitney, Paul D.
2012-08-22
Many of our most significant challenges involve people. While human behavior has long been studied, there are recent advances in computational modeling of human behavior. With advances in computational capabilities come increases in the volume and complexity of data that humans must understand in order to make sense of and capitalize on these modeling advances. Ultimately, models represent an encapsulation of human knowledge. One inherent challenge in modeling is efficient and accurate transfer of knowledge from humans to models, and subsequent retrieval. The simulated real-world environment of games presents one avenue for these knowledge transfers. In this paper we describemore » our approach of combining modeling and gaming disciplines to develop predictive capabilities, using formal models to inform game development, and using games to provide data for modeling.« less
Wong, Chi Wah; Olafsson, Valur; Plank, Markus; Snider, Joseph; Halgren, Eric; Poizner, Howard; Liu, Thomas T.
2014-01-01
In the real world, learning often proceeds in an unsupervised manner without explicit instructions or feedback. In this study, we employed an experimental paradigm in which subjects explored an immersive virtual reality environment on each of two days. On day 1, subjects implicitly learned the location of 39 objects in an unsupervised fashion. On day 2, the locations of some of the objects were changed, and object location recall performance was assessed and found to vary across subjects. As prior work had shown that functional magnetic resonance imaging (fMRI) measures of resting-state brain activity can predict various measures of brain performance across individuals, we examined whether resting-state fMRI measures could be used to predict object location recall performance. We found a significant correlation between performance and the variability of the resting-state fMRI signal in the basal ganglia, hippocampus, amygdala, thalamus, insula, and regions in the frontal and temporal lobes, regions important for spatial exploration, learning, memory, and decision making. In addition, performance was significantly correlated with resting-state fMRI connectivity between the left caudate and the right fusiform gyrus, lateral occipital complex, and superior temporal gyrus. Given the basal ganglia's role in exploration, these findings suggest that tighter integration of the brain systems responsible for exploration and visuospatial processing may be critical for learning in a complex environment. PMID:25286145
Understanding Emergency Medicine Physicians Multitasking Behaviors Around Interruptions.
Fong, Allan; Ratwani, Raj M
2018-06-11
Interruptions can adversely impact human performance, particularly in fast-paced and high-risk environments such as the emergency department (ED). Understanding physician behaviors before, during, and after interruptions is important to the design and promotion of safe and effective workflow solutions. However, traditional human factors based interruption models do not accurately reflect the complexities of real-world environments like the ED and may not capture multiple interruptions and multitasking. We present a more comprehensive framework for understanding interruptions that is composed of three phases, each with multiple levels: Interruption Start Transition, Interruption Engagement, and Interruption End Transition. This three-phase framework is not constrained to discrete task transitions, providing a robust method to categorize multitasking behaviors around interruptions. We apply this framework in categorizing 457 interruption episodes. 457 interruption episodes were captured during 36 hours of observation. The interrupted task was immediately suspended 348 (76.1%) times. Participants engaged in new self-initiated tasks during the interrupting task 164 (35.9%) times and did not directly resume the interrupted task in 284 (62.1%) interruption episodes. Using this framework provides a more detailed description of the types of physician behaviors in complex environments. Understanding the different types of interruption and resumption patterns, which may have a different impact on performance, can support the design of interruption mitigation strategies. This article is protected by copyright. All rights reserved. This article is protected by copyright. All rights reserved.
NASA Astrophysics Data System (ADS)
Lien, F. S.; Yee, E.; Ji, H.; Keats, A.; Hsieh, K. J.
2006-06-01
The release of chemical, biological, radiological, or nuclear (CBRN) agents by terrorists or rogue states in a North American city (densely populated urban centre) and the subsequent exposure, deposition and contamination are emerging threats in an uncertain world. The modeling of the transport, dispersion, deposition and fate of a CBRN agent released in an urban environment is an extremely complex problem that encompasses potentially multiple space and time scales. The availability of high-fidelity, time-dependent models for the prediction of a CBRN agent's movement and fate in a complex urban environment can provide the strongest technical and scientific foundation for support of Canada's more broadly based effort at advancing counter-terrorism planning and operational capabilities.The objective of this paper is to report the progress of developing and validating an integrated, state-of-the-art, high-fidelity multi-scale, multi-physics modeling system for the accurate and efficient prediction of urban flow and dispersion of CBRN (and other toxic) materials discharged into these flows. Development of this proposed multi-scale modeling system will provide the real-time modeling and simulation tool required to predict injuries, casualties and contamination and to make relevant decisions (based on the strongest technical and scientific foundations) in order to minimize the consequences of a CBRN incident in a populated centre.
Smart rules: six ways to get people to solve problems without you.
Morieux, Yves
2011-09-01
As the world has become more complex, companies have steadily increased their performance requirements: Now they strive to offer low prices and high quality; to customize products for local markets and standardize them for greater returns; to innovate and be efficient. The typical corporate response to such conflicting goals complicates things further: Firms restructure and try to align their organizations with extra coordinating functions, processes, and incentives. This approach does more harm than good. Managers' time gets sucked up by reports and meetings, leaving little time to work with employees. But there is a better way, says BCG senior partner Yves Morieux: Instead of strangling employees with new rules and procedures, create an environment in which they're compelled to work with one another to develop solutions to complex challenges. Managers can create this environment by applying six "smart rules": (1) improve understanding of what coworkers do and the real constraints they face, (2) determine which people are the firm's natural integrators and strengthen their roles, (3) expand the amount of power available to everyone, (4) increase the need for reciprocity in the system, (5) make employees feel the "shadow of the future," and (6) hold uncooperative people accountable. By tapping employees' ingenuity through the use of smart rules, firms can manage complexity quickly and creatively-and streamline their organizations.
ERIC Educational Resources Information Center
Jacob, Laura Beth
2012-01-01
Virtual world environments have evolved from object-oriented, text-based online games to complex three-dimensional immersive social spaces where the lines between reality and computer-generated begin to blur. Educators use virtual worlds to create engaging three-dimensional learning spaces for students, but the impact of virtual worlds in…
Differences in Assessing Chemical vs. Nonchemical Stressors
Cumulative risk assessment (CRA) addresses the impacts of multiple chemical and nonchemical stressors on real world individuals and communities, resulting in complex exposures for individuals and populations with a variety of vulnerabilities, in applications that range from envir...
ERIC Educational Resources Information Center
Evans, Michael A.; Wang, Feihong
2008-01-01
Of late, digital game-based learning has attracted game designers, researchers and educators alike. Immersion in the virtual 3D environment of a game may have positive effects on K-12 students' cultivation of self (Dodge et al., 2006). Currently, two opposing views related to game-based identity formation are presented in the literature: the…
Enabling Graph Mining in RDF Triplestores using SPARQL for Holistic In-situ Graph Analysis
DOE Office of Scientific and Technical Information (OSTI.GOV)
Lee, Sangkeun; Sukumar, Sreenivas R; Hong, Seokyong
The graph analysis is now considered as a promising technique to discover useful knowledge in data with a new perspective. We envi- sion that there are two dimensions of graph analysis: OnLine Graph Analytic Processing (OLGAP) and Graph Mining (GM) where each respectively focuses on subgraph pattern matching and automatic knowledge discovery in graph. Moreover, as these two dimensions aim to complementarily solve complex problems, holistic in-situ graph analysis which covers both OLGAP and GM in a single system is critical for minimizing the burdens of operating multiple graph systems and transferring intermediate result-sets between those systems. Nevertheless, most existingmore » graph analysis systems are only capable of one dimension of graph analysis. In this work, we take an approach to enabling GM capabilities (e.g., PageRank, connected-component analysis, node eccentricity, etc.) in RDF triplestores, which are originally developed to store RDF datasets and provide OLGAP capability. More specifically, to achieve our goal, we implemented six representative graph mining algorithms using SPARQL. The approach allows a wide range of available RDF data sets directly applicable for holistic graph analysis within a system. For validation of our approach, we evaluate performance of our implementations with nine real-world datasets and three different computing environments - a laptop computer, an Amazon EC2 instance, and a shared-memory Cray XMT2 URIKA-GD graph-processing appliance. The experimen- tal results show that our implementation can provide promising and scalable performance for real world graph analysis in all tested environments. The developed software is publicly available in an open-source project that we initiated.« less
Biodiversity and ecosystem functioning in dynamic landscapes
Brose, Ulrich; Hillebrand, Helmut
2016-01-01
The relationship between biodiversity and ecosystem functioning (BEF) and its consequence for ecosystem services has predominantly been studied by controlled, short-term and small-scale experiments under standardized environmental conditions and constant community compositions. However, changes in biodiversity occur in real-world ecosystems with varying environments and a dynamic community composition. In this theme issue, we present novel research on BEF in such dynamic communities. The contributions are organized in three sections on BEF relationships in (i) multi-trophic diversity, (ii) non-equilibrium biodiversity under disturbance and varying environmental conditions, and (iii) large spatial and long temporal scales. The first section shows that multi-trophic BEF relationships often appear idiosyncratic, while accounting for species traits enables a predictive understanding. Future BEF research on complex communities needs to include ecological theory that is based on first principles of species-averaged body masses, stoichiometry and effects of environmental conditions such as temperature. The second section illustrates that disturbance and varying environments have direct as well as indirect (via changes in species richness, community composition and species' traits) effects on BEF relationships. Fluctuations in biodiversity (species richness, community composition and also trait dominance within species) can severely modify BEF relationships. The third section demonstrates that BEF at larger spatial scales is driven by different variables. While species richness per se and community biomass are most important, species identity effects and community composition are less important than at small scales. Across long temporal scales, mass extinctions represent severe changes in biodiversity with mixed effects on ecosystem functions. Together, the contributions of this theme issue identify new research frontiers and answer some open questions on BEF relationships in dynamic communities of real-world landscapes. PMID:27114570
Enabling Graph Mining in RDF Triplestores using SPARQL for Holistic In-situ Graph Analysis
Lee, Sangkeun; Sukumar, Sreenivas R; Hong, Seokyong; ...
2016-01-01
The graph analysis is now considered as a promising technique to discover useful knowledge in data with a new perspective. We envi- sion that there are two dimensions of graph analysis: OnLine Graph Analytic Processing (OLGAP) and Graph Mining (GM) where each respectively focuses on subgraph pattern matching and automatic knowledge discovery in graph. Moreover, as these two dimensions aim to complementarily solve complex problems, holistic in-situ graph analysis which covers both OLGAP and GM in a single system is critical for minimizing the burdens of operating multiple graph systems and transferring intermediate result-sets between those systems. Nevertheless, most existingmore » graph analysis systems are only capable of one dimension of graph analysis. In this work, we take an approach to enabling GM capabilities (e.g., PageRank, connected-component analysis, node eccentricity, etc.) in RDF triplestores, which are originally developed to store RDF datasets and provide OLGAP capability. More specifically, to achieve our goal, we implemented six representative graph mining algorithms using SPARQL. The approach allows a wide range of available RDF data sets directly applicable for holistic graph analysis within a system. For validation of our approach, we evaluate performance of our implementations with nine real-world datasets and three different computing environments - a laptop computer, an Amazon EC2 instance, and a shared-memory Cray XMT2 URIKA-GD graph-processing appliance. The experimen- tal results show that our implementation can provide promising and scalable performance for real world graph analysis in all tested environments. The developed software is publicly available in an open-source project that we initiated.« less
Li, Dachuan; Li, Qing; Cheng, Nong; Song, Jingyan
2014-11-18
This paper presents a real-time motion planning approach for autonomous vehicles with complex dynamics and state uncertainty. The approach is motivated by the motion planning problem for autonomous vehicles navigating in GPS-denied dynamic environments, which involves non-linear and/or non-holonomic vehicle dynamics, incomplete state estimates, and constraints imposed by uncertain and cluttered environments. To address the above motion planning problem, we propose an extension of the closed-loop rapid belief trees, the closed-loop random belief trees (CL-RBT), which incorporates predictions of the position estimation uncertainty, using a factored form of the covariance provided by the Kalman filter-based estimator. The proposed motion planner operates by incrementally constructing a tree of dynamically feasible trajectories using the closed-loop prediction, while selecting candidate paths with low uncertainty using efficient covariance update and propagation. The algorithm can operate in real-time, continuously providing the controller with feasible paths for execution, enabling the vehicle to account for dynamic and uncertain environments. Simulation results demonstrate that the proposed approach can generate feasible trajectories that reduce the state estimation uncertainty, while handling complex vehicle dynamics and environment constraints.
Li, Dachuan; Li, Qing; Cheng, Nong; Song, Jingyan
2014-01-01
This paper presents a real-time motion planning approach for autonomous vehicles with complex dynamics and state uncertainty. The approach is motivated by the motion planning problem for autonomous vehicles navigating in GPS-denied dynamic environments, which involves non-linear and/or non-holonomic vehicle dynamics, incomplete state estimates, and constraints imposed by uncertain and cluttered environments. To address the above motion planning problem, we propose an extension of the closed-loop rapid belief trees, the closed-loop random belief trees (CL-RBT), which incorporates predictions of the position estimation uncertainty, using a factored form of the covariance provided by the Kalman filter-based estimator. The proposed motion planner operates by incrementally constructing a tree of dynamically feasible trajectories using the closed-loop prediction, while selecting candidate paths with low uncertainty using efficient covariance update and propagation. The algorithm can operate in real-time, continuously providing the controller with feasible paths for execution, enabling the vehicle to account for dynamic and uncertain environments. Simulation results demonstrate that the proposed approach can generate feasible trajectories that reduce the state estimation uncertainty, while handling complex vehicle dynamics and environment constraints. PMID:25412217
The Effects of Similarity on High-Level Visual Working Memory Processing.
Yang, Li; Mo, Lei
2017-01-01
Similarity has been observed to have opposite effects on visual working memory (VWM) for complex images. How can these discrepant results be reconciled? To answer this question, we used a change-detection paradigm to test visual working memory performance for multiple real-world objects. We found that working memory for moderate similarity items was worse than that for either high or low similarity items. This pattern was unaffected by manipulations of stimulus type (faces vs. scenes), encoding duration (limited vs. self-paced), and presentation format (simultaneous vs. sequential). We also found that the similarity effects differed in strength in different categories (scenes vs. faces). These results suggest that complex real-world objects are represented using a centre-surround inhibition organization . These results support the category-specific cortical resource theory and further suggest that centre-surround inhibition organization may differ by category.
Ocean Networks Canada's "Big Data" Initiative
NASA Astrophysics Data System (ADS)
Dewey, R. K.; Hoeberechts, M.; Moran, K.; Pirenne, B.; Owens, D.
2013-12-01
Ocean Networks Canada operates two large undersea observatories that collect, archive, and deliver data in real time over the Internet. These data contribute to our understanding of the complex changes taking place on our ocean planet. Ocean Networks Canada's VENUS was the world's first cabled seafloor observatory to enable researchers anywhere to connect in real time to undersea experiments and observations. Its NEPTUNE observatory is the largest cabled ocean observatory, spanning a wide range of ocean environments. Most recently, we installed a new small observatory in the Arctic. Together, these observatories deliver "Big Data" across many disciplines in a cohesive manner using the Oceans 2.0 data management and archiving system that provides national and international users with open access to real-time and archived data while also supporting a collaborative work environment. Ocean Networks Canada operates these observatories to support science, innovation, and learning in four priority areas: study of the impact of climate change on the ocean; the exploration and understanding the unique life forms in the extreme environments of the deep ocean and below the seafloor; the exchange of heat, fluids, and gases that move throughout the ocean and atmosphere; and the dynamics of earthquakes, tsunamis, and undersea landslides. To date, the Ocean Networks Canada archive contains over 130 TB (collected over 7 years) and the current rate of data acquisition is ~50 TB per year. This data set is complex and diverse. Making these "Big Data" accessible and attractive to users is our priority. In this presentation, we share our experience as a "Big Data" institution where we deliver simple and multi-dimensional calibrated data cubes to a diverse pool of users. Ocean Networks Canada also conducts extensive user testing. Test results guide future tool design and development of "Big Data" products. We strive to bridge the gap between the raw, archived data and the needs and experience of a diverse user community, each requiring tailored data visualization and integrated products. By doing this we aim to design tools that maximize exploitation of the data.
NASA Technical Reports Server (NTRS)
Hajare, Ankur R.; Wick, Daniel T.; Bovenzi, James J.
1991-01-01
The purpose of this paper is to describe plans for the Space Station Training Facility (SSTF) which has been designed to meet the envisioned training needs for Space Station Freedom. To meet these needs, the SSTF will integrate networked simulators with real-world systems in five training modes: Stand-Alone, Combined, Joint-Combined, Integrated, and Joint-Integrated. This paper describes the five training modes within the context of three training scenaries. In addition, this paper describes an authoring system which will support the rapid integration of new real-world system changes in the Space Station Freedom Program.
Multilayer network decoding versatility and trust
NASA Astrophysics Data System (ADS)
Sarkar, Camellia; Yadav, Alok; Jalan, Sarika
2016-01-01
In the recent years, the multilayer networks have increasingly been realized as a more realistic framework to understand emergent physical phenomena in complex real-world systems. We analyze massive time-varying social data drawn from the largest film industry of the world under a multilayer network framework. The framework enables us to evaluate the versatility of actors, which turns out to be an intrinsic property of lead actors. Versatility in dimers suggests that working with different types of nodes are more beneficial than with similar ones. However, the triangles yield a different relation between type of co-actor and the success of lead nodes indicating the importance of higher-order motifs in understanding the properties of the underlying system. Furthermore, despite the degree-degree correlations of entire networks being neutral, multilayering picks up different values of correlation indicating positive connotations like trust, in the recent years. The analysis of weak ties of the industry uncovers nodes from a lower-degree regime being important in linking Bollywood clusters. The framework and the tools used herein may be used for unraveling the complexity of other real-world systems.
An Environment for Incremental Development of Distributed Extensible Asynchronous Real-time Systems
NASA Technical Reports Server (NTRS)
Ames, Charles K.; Burleigh, Scott; Briggs, Hugh C.; Auernheimer, Brent
1996-01-01
Incremental parallel development of distributed real-time systems is difficult. Architectural techniques and software tools developed at the Jet Propulsion Laboratory's (JPL's) Flight System Testbed make feasible the integration of complex systems in various stages of development.
Role of childhood aerobic fitness in successful street crossing.
Chaddock, Laura; Neider, Mark B; Lutz, Aubrey; Hillman, Charles H; Kramer, Arthur F
2012-04-01
Increased aerobic fitness is associated with improved cognition, brain health, and academic achievement during preadolescence. In this study, we extended these findings by examining the relationship between aerobic fitness and an everyday real-world task: street crossing. Because street crossing can be a dangerous multitask challenge and is a leading cause of injury in children, it is important to find ways to improve pedestrian safety. A street intersection was modeled in a virtual environment, and higher-fit (n = 13, 7 boys) and lower-fit (n = 13, 5 boys) 8- to 10-yr-old children, as determined by V˙O(2max) testing, navigated trafficked roads by walking on a treadmill that was integrated with an immersive virtual world. Child pedestrians crossed the street while undistracted, listening to music, or conversing on a hands-free cellular phone. Cell phones impaired street crossing success rates compared with the undistracted or music conditions for all participants (P = 0.004), a result that supports previous research. However, individual differences in aerobic fitness influenced these patterns (fitness × condition interaction, P = 0.003). Higher-fit children maintained street crossing success rates across all three conditions (paired t-tests, all P > 0.4), whereas lower-fit children showed decreased success rates when on the phone, relative to the undistracted (P = 0.018) and music (P = 0.019) conditions. The results suggest that higher levels of childhood aerobic fitness may attenuate the impairment typically associated with multitasking during street crossing. It is possible that superior cognitive abilities of higher-fit children play a role in the performance differences during complex real-world tasks.
The Mathematics of High School Physics
NASA Astrophysics Data System (ADS)
Kanderakis, Nikos
2016-10-01
In the seventeenth and eighteenth centuries, mathematicians and physical philosophers managed to study, via mathematics, various physical systems of the sublunar world through idealized and simplified models of these systems, constructed with the help of geometry. By analyzing these models, they were able to formulate new concepts, laws and theories of physics and then through models again, to apply these concepts and theories to new physical phenomena and check the results by means of experiment. Students' difficulties with the mathematics of high school physics are well known. Science education research attributes them to inadequately deep understanding of mathematics and mainly to inadequate understanding of the meaning of symbolic mathematical expressions. There seem to be, however, more causes of these difficulties. One of them, not independent from the previous ones, is the complex meaning of the algebraic concepts used in school physics (e.g. variables, parameters, functions), as well as the complexities added by physics itself (e.g. that equations' symbols represent magnitudes with empirical meaning and units instead of pure numbers). Another source of difficulties is that the theories and laws of physics are often applied, via mathematics, to simplified, and idealized physical models of the world and not to the world itself. This concerns not only the applications of basic theories but also all authentic end-of-the-chapter problems. Hence, students have to understand and participate in a complex interplay between physics concepts and theories, physical and mathematical models, and the real world, often without being aware that they are working with models and not directly with the real world.
Brown, Bryan L; Downing, Amy L; Leibold, Mathew A
2016-08-01
Compensatory dynamics are an important suite of mechanisms that can stabilize community and ecosystem attributes in systems subject to environmental fluctuations. However, few experimental investigations of compensatory dynamics have addressed these mechanisms in systems of real-world complexity, and existing evidence relies heavily on correlative analyses, retrospective examination, and experiments in simple systems. We investigated the potential for compensatory dynamics to stabilize plankton communities in plankton mesocosm systems of real-world complexity. We employed four types of perturbations including two types of nutrient pulses, shading, and acidification. To quantify how communities responded to these perturbations, we used a measure of community-wide synchrony combined with spectral analysis that allowed us to assess timescale-specific community dynamics, for example, whether dynamics were synchronous at some timescales but compensatory at others. The 150-d experiment produced 32-point time series of all zooplankton taxa in the mesocosms. We then used those time series to evaluate total zooplankton biomass as an aggregate property and to evaluate community dynamics. For three of our four perturbation types, total zooplankton biomass was significantly less variable in systems with environmental variation than in constant environments. For the same three perturbation types, community-wide synchrony was much lower in fluctuating environments than in the constant environment, particularly at longer timescales (periods ≈ 60 d). Additionally, there were strong negative correlations between population temporal variances and the level of community-wide synchrony. Taken together, these results strongly imply that compensatory interactions between species stabilized total biomass in response to perturbations. Diversity did not differ significantly across either treatments or perturbation types, thus ruling out several classes of mechanisms driven by changes in diversity. We also used several pieces of secondary evidence to evaluate the particular mechanism behind compensatory responses since a wide variety of mechanisms are hypothesized to produce compensatory dynamics. We concluded that fluctuation dependent endogenous cycles that occur as a consequence of consumer-resource interactions in competitive communities were the most likely explanation for the compensatory dynamics observed in our experiment. As with our previous work, scale-dependent dynamics were also a key to understanding compensatory dynamics in these experimental communities. © 2016 by the Ecological Society of America.
Learning Physics from the Real World by Direct Observation
NASA Astrophysics Data System (ADS)
Shaibani, Saami J.
2012-03-01
It is axiomatic that hands-on experience provides many learning opportunities, which lectures and textbooks cannot match. Moreover, experiments involving the real world are beneficial in helping students to gain a level of understanding that they might not otherwise achieve. One practical limitation with the real world is that simplifications and approximations are sometimes necessary to make the material accessible; however, these types of adjustments can be viewed with misgiving when they appear arbitrary and/or convenience-based. The present work describes a very familiar feature of everyday life, whose underlying physics is examined without modifications to mitigate difficulties from the lack of control in a non-laboratory environment. In the absence of any immediate formula to process results, students are encouraged to reach ab initio answers with guidance provided by a structured series of worksheets. Many of the latter can be completed as homework assignments prior to activity in the field. This approach promotes thinking and inquiry as valuable attributes instead of unquestioningly following a prescribed path.
Teipel, Stefan; König, Alexandra; Hoey, Jesse; Kaye, Jeff; Krüger, Frank; Robillard, Julie M; Kirste, Thomas; Babiloni, Claudio
2018-06-21
Cognitive function is an important end point of treatments in dementia clinical trials. Measuring cognitive function by standardized tests, however, is biased toward highly constrained environments (such as hospitals) in selected samples. Patient-powered real-world evidence using information and communication technology devices, including environmental and wearable sensors, may help to overcome these limitations. This position paper describes current and novel information and communication technology devices and algorithms to monitor behavior and function in people with prodromal and manifest stages of dementia continuously, and discusses clinical, technological, ethical, regulatory, and user-centered requirements for collecting real-world evidence in future randomized controlled trials. Challenges of data safety, quality, and privacy and regulatory requirements need to be addressed by future smart sensor technologies. When these requirements are satisfied, these technologies will provide access to truly user relevant outcomes and broader cohorts of participants than currently sampled in clinical trials. Copyright © 2018. Published by Elsevier Inc.
Self-organization and natural selection in the evolution of complex despotic societies.
Hemelrijk, C K
2002-06-01
Differences between related species are usually explained as separate adaptations produced by individual selection. I discuss in this paper how related species, which differ in many respects, may evolve by a combination of individual selection, self-organization, and group-selection, requiring an evolutionary adaptation of only a single trait. In line with the supposed evolution of despotic species of macaques, we take as a starting point an ancestral species that is egalitarian and mildly aggressive. We suppose it to live in an environment with abundant food and we put the case that, if food becomes scarce and more clumped, natural selection at the level of the individual will favor individuals with a more intense aggression (implying, for instance, biting and fierce fighting). Using an individual-centered model, called DomWorld, I show what happens when the intensity of aggression increases. In DomWorld, group life is represented by artificial individuals that live in a homogeneous world. Individuals are extremely simple: all they do is flock together and, upon meeting one another, they may perform dominance interactions in which the effects of winning and losing are self-reinforcing. When the intensity of aggression in the model is increased, a complex feedback between the hierarchy and spatial structure results; via self-organization, this feedback causes the egalitarian society to change into a despotic one. The many differences between the two types of artificial society closely correspond to those between despotic and egalitarian macaques in the real world. Given that, in the model, the organization changes as a side effect of the change of one single trait proper to an egalitarian society, in the real world a despotic society may also have arisen as a side effect of the mutation of a single trait of an egalitarian species. If groups with different intensities of aggression evolve in this way, they will also have different gradients of hierarchy. When food is scarce, groups with the steepest hierarchy may have the best chance to survive, because at least a small number of individuals in such a group may succeed in producing offspring, whereas in egalitarian societies every individual is at risk of being insufficiently fed to reproduce. Therefore, intrademic group selection (selection within an interbreeding group) may have contributed to the evolution of despotic societies.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Pin, F.G.
Outdoor sensor-based operation of autonomous robots has revealed to be an extremely challenging problem, mainly because of the difficulties encountered when attempting to represent the many uncertainties which are always present in the real world. These uncertainties are primarily due to sensor imprecisions and unpredictability of the environment, i.e., lack of full knowledge of the environment characteristics and dynamics. Two basic principles, or philosophies, and their associated methodologies are proposed in an attempt to remedy some of these difficulties. The first principle is based on the concept of ``minimal model`` for accomplishing given tasks and proposes to utilize only themore » minimum level of information and precision necessary to accomplish elemental functions of complex tasks. This approach diverges completely from the direction taken by most artificial vision studies which conventionally call for crisp and detailed analysis of every available component in the perception data. The paper will first review the basic concepts of this approach and will discuss its pragmatic feasibility when embodied in a behaviorist framework. The second principle which is proposed deals with implicit representation of uncertainties using Fuzzy Set Theory-based approximations and approximate reasoning, rather than explicit (crisp) representation through calculation and conventional propagation techniques. A framework which merges these principles and approaches is presented, and its application to the problem of sensor-based outdoor navigation of a mobile robot is discussed. Results of navigation experiments with a real car in actual outdoor environments are also discussed to illustrate the feasibility of the overall concept.« less
The Hype over Hyperbolic Browsers.
ERIC Educational Resources Information Center
Allen, Maryellen Mott
2002-01-01
Considers complaints about the usability in the human-computer interaction aspect of information retrieval and discusses information visualization, the Online Library of Information Visualization Environments, hyperbolic information structure, subject searching, real-world applications, relational databases and hyperbolic trees, and the future of…
THE TAMPA ASTHMATIC CHILDREN'S STUDY (TACS)
Conduct field monitoring studies with asthmatic children to identify and quantify factors that effect personal exposures in real-world environments and use the results of these studies to develop simple questions and/or measurements for classifying exposure in large studies as ...
Experience Report: Visual Programming in the Real World
NASA Technical Reports Server (NTRS)
Baroth, E.; Hartsough, C
1994-01-01
This paper reports direct experience with two commercial, widely used visual programming environments. While neither of these systems is object oriented, the tools have transformed the development process and indicate a direction for visual object oriented tools to proceed.
Haas, Magali; Stephenson, Diane; Romero, Klaus; Gordon, Mark Forrest; Zach, Neta; Geerts, Hugo
2016-09-01
Many disease-modifying clinical development programs in Alzheimer's disease (AD) have failed to date, and development of new and advanced preclinical models that generate actionable knowledge is desperately needed. This review reports on computer-based modeling and simulation approach as a powerful tool in AD research. Statistical data-analysis techniques can identify associations between certain data and phenotypes, such as diagnosis or disease progression. Other approaches integrate domain expertise in a formalized mathematical way to understand how specific components of pathology integrate into complex brain networks. Private-public partnerships focused on data sharing, causal inference and pathway-based analysis, crowdsourcing, and mechanism-based quantitative systems modeling represent successful real-world modeling examples with substantial impact on CNS diseases. Similar to other disease indications, successful real-world examples of advanced simulation can generate actionable support of drug discovery and development in AD, illustrating the value that can be generated for different stakeholders. Copyright © 2016 The Authors. Published by Elsevier Inc. All rights reserved.
Some of the thousand words a picture is worth.
Mandler, J M; Johnson, N S
1976-09-01
The effects of real-world schemata on recognition of complex pictures were studied. Two kinds of pictures were used: pictures of objects forming real-world scenes and unorganized collections of the same objects. The recognition test employed distractors that varied four types of information: inventory, spatial location, descriptive and spatial composition. Results emphasized the selective nature of schemata since superior recognition of one kind of information was offset by loss of another. Spatial location information was better recognized in real-world scenes and spatial composition information was better recognized in unorganized scenes. Organized and unorganized pictures did not differ with respect of inventory and descriptive information. The longer the pictures were studied, the longer subjects took to recognize them. Reaction time for hits, misses, and false alarms increased dramatically as presentation time increased from 5 to 60 sec. It was suggested that detection of a difference in a distractor terminated search, but that when no difference was detected, an exhaustive search of the available information took place.
Informatics in radiology: an information model of the DICOM standard.
Kahn, Charles E; Langlotz, Curtis P; Channin, David S; Rubin, Daniel L
2011-01-01
The Digital Imaging and Communications in Medicine (DICOM) Standard is a key foundational technology for radiology. However, its complexity creates challenges for information system developers because the current DICOM specification requires human interpretation and is subject to nonstandard implementation. To address this problem, a formally sound and computationally accessible information model of the DICOM Standard was created. The DICOM Standard was modeled as an ontology, a machine-accessible and human-interpretable representation that may be viewed and manipulated by information-modeling tools. The DICOM Ontology includes a real-world model and a DICOM entity model. The real-world model describes patients, studies, images, and other features of medical imaging. The DICOM entity model describes connections between real-world entities and the classes that model the corresponding DICOM information entities. The DICOM Ontology was created to support the Cancer Biomedical Informatics Grid (caBIG) initiative, and it may be extended to encompass the entire DICOM Standard and serve as a foundation of medical imaging systems for research and patient care. RSNA, 2010
Self-generated strategic behavior in an ecological shopping task.
Bottari, Carolina; Wai Shun, Priscilla Lam; Dorze, Guylaine Le; Gosselin, Nadia; Dawson, Deirdre
2014-01-01
OBJECTIVES. The use of cognitive strategies optimizes performance in complex everyday tasks such as shopping. This exploratory study examined the cognitive strategies people with traumatic brain injury (TBI) effectively use in an unstructured, real-world situation. METHOD. A behavioral analysis of the self-generated strategic behaviors of 5 people with severe TBI using videotaped sessions of an ecological shopping task (Instrumental Activities of Daily Living Profile) was performed. RESULTS. All participants used some form of cognitive strategy in an unstructured real-world shopping task, although the number, type, and degree of effectiveness of the strategies in leading to goal attainment varied. The most independent person used the largest number and a broader repertoire of self-generated strategies. CONCLUSION. These results provide initial evidence that occupational therapists should examine the use of self-generated cognitive strategies in real-world contexts as a potential means of guiding therapy aimed at improving independence in everyday activities for people with TBI. Copyright © 2014 by the American Occupational Therapy Association, Inc.
NASA Technical Reports Server (NTRS)
Lawson, Gary; Sosonkina, Masha; Baurle, Robert; Hammond, Dana
2017-01-01
In many fields, real-world applications for High Performance Computing have already been developed. For these applications to stay up-to-date, new parallel strategies must be explored to yield the best performance; however, restructuring or modifying a real-world application may be daunting depending on the size of the code. In this case, a mini-app may be employed to quickly explore such options without modifying the entire code. In this work, several mini-apps have been created to enhance a real-world application performance, namely the VULCAN code for complex flow analysis developed at the NASA Langley Research Center. These mini-apps explore hybrid parallel programming paradigms with Message Passing Interface (MPI) for distributed memory access and either Shared MPI (SMPI) or OpenMP for shared memory accesses. Performance testing shows that MPI+SMPI yields the best execution performance, while requiring the largest number of code changes. A maximum speedup of 23 was measured for MPI+SMPI, but only 11 was measured for MPI+OpenMP.
The Political Economy of Work in the 21st Century: Implications for an Aging American Workforce.
ERIC Educational Resources Information Center
Sicker, Martin
The prospective place of the aging worker in the employment environment of the 21st century is examined. The following are among the specific topics discussed: (1) the real world of work and retirement; (2) the changing employment environment; (3) the restructuring of business in the United States; (4) globalization and the economy; (5) downsizing…
Population Growth Rates: Connecting Mathematics to Studies of Society and the Environment
ERIC Educational Resources Information Center
Ninbet, Steven; Hurley, Gabrielle; Weldon, Elizabeth
2006-01-01
This article reports on the teaching of a unit of lessons which integrates mathematics with studies of society and the environment. The unit entitled "Population Growth Rates" was taught to a double class of Year 6 students by a team of three teachers. The objectives of the unit were: (1) to provide students with a real-world context in…
Virtual Worlds; Real Learning: Design Principles for Engaging Immersive Environments
NASA Technical Reports Server (NTRS)
Wu (u. Sjarpm)
2012-01-01
The EMDT master's program at Full Sail University embarked on a small project to use a virtual environment to teach graduate students. The property used for this project has evolved our several iterations and has yielded some basic design principles and pedagogy for virtual spaces. As a result, students are emerging from the program with a better grasp of future possibilities.
Food intake in the real world: implications for nutrition and aging.
de Castro, John M; Stroebele, Nanette
2002-11-01
Nutrient intakes are affected by two classes of factors, physiological and environmental. In the real world, environmental variables such as social factors, palatability, and the time of eating appear to have large influences on amounts ingested in the short-term. Physiological control mechanisms also operate to regulate intake, and they induce compensatory responses to deviations from the norm. These physiological influences only appear to have weak influences on short-term intake unless there are large deviations from the normal state, but over the long-term they act patiently and persistently to rectify the excesses produced by environmental fluctuations and thereby tend to maintain a relative balance between energy intake and expenditure. As individuals age there is a progressive decline in physiological function including the mechanisms that act to control intake in the young. This should not produce a problem in a healthy individual in a stable environment: however, if that situation should change due to illness or an environmental change such as the death of a spouse, which produces decline in intake, elderly individuals would not have the physiological mechanisms present to compensate. Thus, the deficit in energy intake would not be replaced, and the lower level of intake would be maintained as long as the new health condition or environment remains stable. Hence, the decline in the effectiveness of the physiological systems with age makes the elderly particularly vulnerable and unable to rebound from deficits. Although the elderly have difficulty compensating for deficits automatically by physiologically-induced adjustments, the studies of real world intake reviewed in this article suggest that compensation can be produced by adjustments to the environment. The elderly appear to be as responsive to environmental factors as younger individuals. In particular, they appear to increase intake in response to social facilitation, diurnal rhythms, the eating environment, and palatability to the same extent as their juniors. These data suggest that alterations in the social, temporal, environmental, or hedonic conditions of eating could induce desired alterations in the nutrient intakes of the elderly. The study of real world eating behavior has produced evidence that suggests that this strategy can work. It remains for future applied investigations to ascertain whether or not this strategy is effective in treating undernutrition in the elderly.
Evidence for complex contagion models of social contagion from observational data
Sprague, Daniel A.
2017-01-01
Social influence can lead to behavioural ‘fads’ that are briefly popular and quickly die out. Various models have been proposed for these phenomena, but empirical evidence of their accuracy as real-world predictive tools has so far been absent. Here we find that a ‘complex contagion’ model accurately describes the spread of behaviours driven by online sharing. We found that standard, ‘simple’, contagion often fails to capture both the rapid spread and the long tails of popularity seen in real fads, where our complex contagion model succeeds. Complex contagion also has predictive power: it successfully predicted the peak time and duration of the ALS Icebucket Challenge. The fast spread and longer duration of fads driven by complex contagion has important implications for activities such as publicity campaigns and charity drives. PMID:28686719
A novel scene management technology for complex virtual battlefield environment
NASA Astrophysics Data System (ADS)
Sheng, Changchong; Jiang, Libing; Tang, Bo; Tang, Xiaoan
2018-04-01
The efficient scene management of virtual environment is an important research content of computer real-time visualization, which has a decisive influence on the efficiency of drawing. However, Traditional scene management methods do not suitable for complex virtual battlefield environments, this paper combines the advantages of traditional scene graph technology and spatial data structure method, using the idea of management and rendering separation, a loose object-oriented scene graph structure is established to manage the entity model data in the scene, and the performance-based quad-tree structure is created for traversing and rendering. In addition, the collaborative update relationship between the above two structural trees is designed to achieve efficient scene management. Compared with the previous scene management method, this method is more efficient and meets the needs of real-time visualization.
Characterizing Risks of Exposures to Combined Stressors: An Overview
Cumulative risk assessment (CRA) addresses the impacts of multiple chemical and nonchemical stressors on communities, resulting from complex exposures for populations with a variety of vulnerabilities. These efforts focus on real world exposure scenarios and applications that ra...
ERIC Educational Resources Information Center
Parnafes, Orit
2010-01-01
Many real-world phenomena, even "simple" physical phenomena such as natural harmonic motion, are complex in the sense that they require coordinating multiple subtle foci of attention to get the required information when experiencing them. Moreover, for students to develop sound understanding of a concept or a phenomenon, they need to learn to get…
Emergent Complexity in Conway's Game of Life
NASA Astrophysics Data System (ADS)
Gotts, Nick
It is shown that both small, finite patterns and random infinite very low density ("sparse") arrays of the Game of Life can produce emergent structures and processes of great complexity, through ramifying feedback networks and cross-scale interactions. The implications are discussed: it is proposed that analogous networks and interactions may have been precursors to natural selection in the real world.
Ishii, Kenichi; Ogasahara, Morihiro
2007-04-01
The present study explores how online communities affect real-world personal relations based on a cross-cultural survey conducted in Japan and Korea. Findings indicate that the gratifications of online communities moderate the effects of online communities on social participation. Online communities are categorized into a real-group-based community and a virtual-network-based community. The membership of real-group-based online community is positively correlated with social bonding gratification and negatively correlated with information- seeking gratification. Japanese users prefer more virtual-network-based online communities, while their Korean counterparts prefer real-group-based online communities. Korean users are more active in online communities and seek a higher level of socializing gratifications, such as social bonding and making new friends, when compared with their Japanese counterparts. These results indicate that in Korea, personal relations via the online community are closely associated with the real-world personal relations, but this is not the case in Japan. This study suggests that the effects of the Internet are culture-specific and that the online community can serve a different function in different cultural environments.
NASA Astrophysics Data System (ADS)
Chamitoff, Gregory E.; Saenz-Otero, Alvar; Katz, Jacob G.; Ulrich, Steve; Morrell, Benjamin J.; Gibbens, Peter W.
2018-01-01
This paper presents the development of a real-time path-planning optimization approach to controlling the motion of space-based robots. The algorithm is capable of planning three dimensional trajectories for a robot to navigate within complex surroundings that include numerous static and dynamic obstacles, path constraints and performance limitations. The methodology employs a unique transformation that enables rapid generation of feasible solutions for complex geometries, making it suitable for application to real-time operations and dynamic environments. This strategy was implemented on the Synchronized Position Hold Engage Reorient Experimental Satellite (SPHERES) test-bed on the International Space Station (ISS), and experimental testing was conducted onboard the ISS during Expedition 17 by the first author. Lessons learned from the on-orbit tests were used to further refine the algorithm for future implementations.
Using the Geospatial Web to Deliver and Teach Giscience Education Programs
NASA Astrophysics Data System (ADS)
Veenendaal, B.
2015-05-01
Geographic information science (GIScience) education has undergone enormous changes over the past years. One major factor influencing this change is the role of the geospatial web in GIScience. In addition to the use of the web for enabling and enhancing GIScience education, it is also used as the infrastructure for communicating and collaborating among geospatial data and users. The web becomes both the means and the content for a geospatial education program. However, the web does not replace the traditional face-to-face environment, but rather is a means to enhance it, expand it and enable an authentic and real world learning environment. This paper outlines the use of the web in both the delivery and content of the GIScience program at Curtin University. The teaching of the geospatial web, web and cloud based mapping, and geospatial web services are key components of the program, and the use of the web and online learning are important to deliver this program. Some examples of authentic and real world learning environments are provided including joint learning activities with partner universities.
Belz, Steven M; Robinson, Gary S; Casali, John G
2004-01-01
This on-road field investigation employed, for the first time, a completely automated trigger-based data collection system capable of evaluating driver performance in an extended-duration real-world commercial motor vehicle environment. The study examined the use of self-assessment of fatigue (Karolinska Sleepiness Scale) and temporal separation (minimum time to collision, minimum headway, and mean headway) as indicators of driver fatigue. Without exception, the correlation analyses for both the self-rating of alertness and temporal separation yielded models low in associative ability; neither metric was found to be a valid indicator of driver fatigue. In addition, based upon the data collected for this research, preliminary evidence suggests that driver fatigue onset within a real-world driving environment does not appear to follow the standard progression of events associated with the onset of fatigue within a simulated driving environment. Application of this research includes the development of an on-board driver performance/fatigue monitoring system that could potentially assist drivers in identifying the onset of fatigue.
NASA Technical Reports Server (NTRS)
Pholsiri, Chalongrath; English, James; Seberino, Charles; Lim, Yi-Je
2010-01-01
The Excavator Design Validation tool verifies excavator designs by automatically generating control systems and modeling their performance in an accurate simulation of their expected environment. Part of this software design includes interfacing with human operations that can be included in simulation-based studies and validation. This is essential for assessing productivity, versatility, and reliability. This software combines automatic control system generation from CAD (computer-aided design) models, rapid validation of complex mechanism designs, and detailed models of the environment including soil, dust, temperature, remote supervision, and communication latency to create a system of high value. Unique algorithms have been created for controlling and simulating complex robotic mechanisms automatically from just a CAD description. These algorithms are implemented as a commercial cross-platform C++ software toolkit that is configurable using the Extensible Markup Language (XML). The algorithms work with virtually any mobile robotic mechanisms using module descriptions that adhere to the XML standard. In addition, high-fidelity, real-time physics-based simulation algorithms have also been developed that include models of internal forces and the forces produced when a mechanism interacts with the outside world. This capability is combined with an innovative organization for simulation algorithms, new regolith simulation methods, and a unique control and study architecture to make powerful tools with the potential to transform the way NASA verifies and compares excavator designs. Energid's Actin software has been leveraged for this design validation. The architecture includes parametric and Monte Carlo studies tailored for validation of excavator designs and their control by remote human operators. It also includes the ability to interface with third-party software and human-input devices. Two types of simulation models have been adapted: high-fidelity discrete element models and fast analytical models. By using the first to establish parameters for the second, a system has been created that can be executed in real time, or faster than real time, on a desktop PC. This allows Monte Carlo simulations to be performed on a computer platform available to all researchers, and it allows human interaction to be included in a real-time simulation process. Metrics on excavator performance are established that work with the simulation architecture. Both static and dynamic metrics are included.
Gfeller, Kate; Jiang, Dingfeng; Oleson, Jacob J; Driscoll, Virginia; Olszewski, Carol; Knutson, John F; Turner, Christopher; Gantz, Bruce
2012-01-01
Cochlear implants (CI) are effective in transmitting salient features of speech, especially in quiet, but current CI technology is not well suited in transmission of key musical structures (e.g., melody, timbre). It is possible, however, that sung lyrics, which are commonly heard in real-world music may provide acoustical cues that support better music perception. The purpose of this study was to examine how accurately adults who use CIs (n = 87) and those with normal hearing (NH) (n = 17) are able to recognize real-world music excerpts based upon musical and linguistic (lyrics) cues. CI recipients were significantly less accurate than NH listeners on recognition of real-world music with or, in particular, without lyrics; however, CI recipients whose devices transmitted acoustic plus electric stimulation were more accurate than CI recipients reliant upon electric stimulation alone (particularly items without linguistic cues). Recognition by CI recipients improved as a function of linguistic cues. Participants were tested on melody recognition of complex melodies (pop, country, & classical styles). Results were analyzed as a function of: hearing status and history, device type (electric only or acoustic plus electric stimulation), musical style, linguistic and musical cues, speech perception scores, cognitive processing, music background, age, and in relation to self-report on listening acuity and enjoyment. Age at time of testing was negatively correlated with recognition performance. These results have practical implications regarding successful participation of CI users in music-based activities that include recognition and accurate perception of real-world songs (e.g., reminiscence, lyric analysis, & listening for enjoyment).
Monitoring and Identifying in Real time Critical Patients Events.
Chavez Mora, Emma
2014-01-01
Nowadays pervasive health care monitoring environments, as well as business activity monitoring environments, gather information from a variety of data sources. However it includes new challenges because of the use of body and wireless sensors, nontraditional operational and transactional sources. This makes the health data more difficult to monitor. Decision making in this environment is typically complex and unstructured as clinical work is essentially interpretative, multitasking, collaborative, distributed and reactive. Thus, the health care arena requires real time data management in areas such as patient monitoring, detection of adverse events and adaptive responses to operational failures. This research presents a new architecture that enables real time patient data management through the use of intelligent data sources.
Hypothetical Case and Scenario Description for International Transportation of Spent Nuclear Fuel.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Williams, Adam David; Osborn, Douglas; Jones, Katherine A.
To support more rigorous analysis on global security issues at Sandia National Laboratories (SNL), there is a need to develop realistic data sets without using "real" data or identifying "real" vulnerabilities, hazards or geopolitically embarrassing shortcomings. In response, an interdisciplinary team led by subject matter experts in SNL's Center for Global Security and Cooperation (CGSC) developed a hypothetical case description. This hypothetical case description assigns various attributes related to international SNF transportation that are representative, illustrative and indicative of "real" characteristics of "real" countries. There is no intent to identify any particular country and any similarity with specific real-world eventsmore » is purely coincidental. To support the goal of this report to provide a case description (and set of scenarios of concern) for international SNF transportation inclusive of as much "real-world" complexity as possible -- without crossing over into politically sensitive or classified information -- this SAND report provides a subject matter expert-validated (and detailed) description of both technical and political influences on the international transportation of spent nuclear fuel. [PAGE INTENTIONALLY LEFT BLANK]« less
The Role of Semantics in Next-Generation Online Virtual World-Based Retail Store
NASA Astrophysics Data System (ADS)
Sharma, Geetika; Anantaram, C.; Ghosh, Hiranmay
Online virtual environments are increasingly becoming popular for entrepreneurship. While interactions are primarily between avatars, some interactions could occur through intelligent chatbots. Such interactions require connecting to backend business applications to obtain information, carry out real-world transactions etc. In this paper, we focus on integrating business application systems with virtual worlds. We discuss the probable features of a next-generation online virtual world-based retail store and the technologies involved in realizing the features of such a store. In particular, we examine the role of semantics in integrating popular virtual worlds with business applications to provide natural language based interactions.
Vaidya, Avinash R; Fellows, Lesley K
2016-09-21
Real-world decisions are typically made between options that vary along multiple dimensions, requiring prioritization of the important dimensions to support optimal choice. Learning in this setting depends on attributing decision outcomes to the dimensions with predictive relevance rather than to dimensions that are irrelevant and nonpredictive. This attribution problem is computationally challenging, and likely requires an interplay between selective attention and reward learning. Both these processes have been separately linked to the prefrontal cortex, but little is known about how they combine to support learning the reward value of multidimensional stimuli. Here, we examined the necessary contributions of frontal lobe subregions in attributing feedback to relevant and irrelevant dimensions on a trial-by-trial basis in humans. Patients with focal frontal lobe damage completed a demanding reward learning task where options varied on three dimensions, only one of which predicted reward. Participants with left lateral frontal lobe damage attributed rewards to irrelevant dimensions, rather than the relevant dimension. Damage to the ventromedial frontal lobe also impaired learning about the relevant dimension, but did not increase reward attribution to irrelevant dimensions. The results argue for distinct roles for these two regions in learning the value of multidimensional decision options under dynamic conditions, with the lateral frontal lobe required for selecting the relevant dimension to associate with reward, and the ventromedial frontal lobe required to learn the reward association itself. The real world is complex and multidimensional; how do we attribute rewards to predictive features when surrounded by competing cues? Here, we tested the critical involvement of human frontal lobe subregions in a probabilistic, multidimensional learning environment, asking whether focal lesions affected trial-by-trial attribution of feedback to relevant and irrelevant dimensions. The left lateral frontal lobe was required for filtering option dimensions to allow appropriate feedback attribution, while the ventromedial frontal lobe was necessary for learning the value of features in the relevant dimension. These findings argue that selective attention and associative learning processes mediated by anatomically distinct frontal lobe subregions are both critical for adaptive choice in more complex, ecologically valid settings. Copyright © 2016 the authors 0270-6474/16/369843-16$15.00/0.
Hermiller, James B; Rutledge, David R; Mao, Vivian W; Zhao, Weiying; Wang, Jin; Gruberg, Luis; Lombardi, William; Sharma, Samin K; Krucoff, Mitchell W
2014-07-01
The purpose of this study was to evaluate the 1-year clinical outcomes of more complex XIENCE V USA real-world patients with small versus nonsmall vessel lesions. Patients with small vessel lesions undergoing coronary stent placement are at higher risk of major adverse cardiac events. Improved safety and efficacy of XIENCE V everolimus eluting stents (EES) have been previously demonstrated in selected low-risk small vessel populations in randomized clinical trials. The XIENCE V USA study was a condition of approval, single-arm study in unselected real-world patients. Baseline and 1-year clinical outcomes were compared between XIENCE V USA patients who received a single 2.5 mm stent (small vessel group, N = 838) and patients implanted with a single >2.5 mm stent (non-small vessel group, N = 2,015). Mean reference vessel diameter was 2.55 ± 0.36 and 3.25 ± 0.46 mm in the small and non-small vessel groups, respectively (P < 0.001). Small vessel group had more females, presented with a higher rate of diabetes, and had more complex lesion characteristics. The definite or probable ST rates analyzed using Kaplan-Meier method were low and not significantly different between the groups at 0.37 and 0.40% for the small and nonsmall vessel group (P = 0.88), respectively. The composite rate of cardiac death or MI was comparable at 4.5% for the small and 5.1% for the non-small vessel 1 groups (P = 0.57). The 1-year target lesion revascularization rate was also comparable in the small vessel group (3.8% vs. 3.0%, P = 0.35). Despite gender difference, higher prevalence of diabetes and more complex lesions in the small vessel groups, the 1-year clinical outcomes were similar in both small and nonsmall vessel groups. These results demonstrate the therapeutic benefit of XIENCE V EES in a real-world all inclusive patient population with small vessel disease. © 2013 Wiley Periodicals, Inc.
ERIC Educational Resources Information Center
Hay, Lyn; Pymm, Bob
2011-01-01
Following a review of the online delivery of distance education programs within the School of Information Studies (SIS) program at Charles Sturt University, a team of academics worked with an external consultant to design a purpose built SIS Learning Centre in Second Life (SL), a 3D virtual world environment in which people (via their avatars) may…
Motif structure and cooperation in real-world complex networks
NASA Astrophysics Data System (ADS)
Salehi, Mostafa; Rabiee, Hamid R.; Jalili, Mahdi
2010-12-01
Networks of dynamical nodes serve as generic models for real-world systems in many branches of science ranging from mathematics to physics, technology, sociology and biology. Collective behavior of agents interacting over complex networks is important in many applications. The cooperation between selfish individuals is one of the most interesting collective phenomena. In this paper we address the interplay between the motifs’ cooperation properties and their abundance in a number of real-world networks including yeast protein-protein interaction, human brain, protein structure, email communication, dolphins’ social interaction, Zachary karate club and Net-science coauthorship networks. First, the amount of cooperativity for all possible undirected subgraphs with three to six nodes is calculated. To this end, the evolutionary dynamics of the Prisoner’s Dilemma game is considered and the cooperativity of each subgraph is calculated as the percentage of cooperating agents at the end of the simulation time. Then, the three- to six-node motifs are extracted for each network. The significance of the abundance of a motif, represented by a Z-value, is obtained by comparing them with some properly randomized versions of the original network. We found that there is always a group of motifs showing a significant inverse correlation between their cooperativity amount and Z-value, i.e. the more the Z-value the less the amount of cooperativity. This suggests that networks composed of well-structured units do not have good cooperativity properties.
Onishi, Takayuki; Onishi, Yuko; Kobayashi, Isshi; Umezawa, Shigeo; Niwa, Akihiro
2018-06-18
The aim of this study is to validate the efficacy of drug-coated balloons (DCBs) for real-world de novo small vessel diseases including chronic total occlusion and bifurcation. DCB angioplasty has been reported to be effective in the treatment of de novo small vessel disease. However, the number of reports that have focused on complex lesions is limited. This observational study comprised consecutive patients who underwent DCB angioplasty for de novo small vessel disease with a reference diameter of less than 2.5 mm by visual estimation. Outcome parameters included late lumen loss, restenosis rate, and major adverse cardiac events, such as cardiac death, non-fatal myocardial infarction, and target lesion revascularization (TLR). Fifty-two patients underwent DCB angioplasty for 59 lesions with a reference vessel diameter of 1.93 ± 0.63 mm. Thirty-eight of the lesions (69%) were classified as type B2/C, including chronic total occlusions (20%) and bifurcations (33%). At the 8-month follow-up, late lumen loss was - 0.01 ± 0.44 mm with a restenosis rate of 20%. No cardiac deaths or myocardial infarctions were reported and only 5 (9%) angiographically driven TLRs were reported. DCB angioplasty offered an acceptable 8-month lumen patency and a stable clinical outcome for real-world complex de novo coronary diseases.
Curiosity driven reinforcement learning for motion planning on humanoids
Frank, Mikhail; Leitner, Jürgen; Stollenga, Marijn; Förster, Alexander; Schmidhuber, Jürgen
2014-01-01
Most previous work on artificial curiosity (AC) and intrinsic motivation focuses on basic concepts and theory. Experimental results are generally limited to toy scenarios, such as navigation in a simulated maze, or control of a simple mechanical system with one or two degrees of freedom. To study AC in a more realistic setting, we embody a curious agent in the complex iCub humanoid robot. Our novel reinforcement learning (RL) framework consists of a state-of-the-art, low-level, reactive control layer, which controls the iCub while respecting constraints, and a high-level curious agent, which explores the iCub's state-action space through information gain maximization, learning a world model from experience, controlling the actual iCub hardware in real-time. To the best of our knowledge, this is the first ever embodied, curious agent for real-time motion planning on a humanoid. We demonstrate that it can learn compact Markov models to represent large regions of the iCub's configuration space, and that the iCub explores intelligently, showing interest in its physical constraints as well as in objects it finds in its environment. PMID:24432001
Map Matching and Real World Integrated Sensor Data Warehousing (Presentation)
DOE Office of Scientific and Technical Information (OSTI.GOV)
Burton, E.
2014-02-01
The inclusion of interlinked temporal and spatial elements within integrated sensor data enables a tremendous degree of flexibility when analyzing multi-component datasets. The presentation illustrates how to warehouse, process, and analyze high-resolution integrated sensor datasets to support complex system analysis at the entity and system levels. The example cases presented utilizes in-vehicle sensor system data to assess vehicle performance, while integrating a map matching algorithm to link vehicle data to roads to demonstrate the enhanced analysis possible via interlinking data elements. Furthermore, in addition to the flexibility provided, the examples presented illustrate concepts of maintaining proprietary operational information (Fleet DNA)more » and privacy of study participants (Transportation Secure Data Center) while producing widely distributed data products. Should real-time operational data be logged at high resolution across multiple infrastructure types, map matched to their associated infrastructure, and distributed employing a similar approach; dependencies between urban environment infrastructures components could be better understood. This understanding is especially crucial for the cities of the future where transportation will rely more on grid infrastructure to support its energy demands.« less
Ecological advice for the global fisher crisis.
Roberts, C M
1997-01-01
Fisheries science was the precursor of population ecology and continues to contribute important theoretical advances. Despite this, fishery scientists have a poor record for applying their insights to real-world fisheries management. Is there a gulf between theory and application or does the high variability inherent in fish populations and complexity of multispecies fisheries demand a different approach to management? Perhaps the solution to the world fisheries crisis is obvious after all?
Sustained Attention in Real Classroom Settings: An EEG Study.
Ko, Li-Wei; Komarov, Oleksii; Hairston, W David; Jung, Tzyy-Ping; Lin, Chin-Teng
2017-01-01
Sustained attention is a process that enables the maintenance of response persistence and continuous effort over extended periods of time. Performing attention-related tasks in real life involves the need to ignore a variety of distractions and inhibit attention shifts to irrelevant activities. This study investigates electroencephalography (EEG) spectral changes during a sustained attention task within a real classroom environment. Eighteen healthy students were instructed to recognize as fast as possible special visual targets that were displayed during regular university lectures. Sorting their EEG spectra with respect to response times, which indicated the level of visual alertness to randomly introduced visual stimuli, revealed significant changes in the brain oscillation patterns. The results of power-frequency analysis demonstrated a relationship between variations in the EEG spectral dynamics and impaired performance in the sustained attention task. Across subjects and sessions, prolongation of the response time was preceded by an increase in the delta and theta EEG powers over the occipital region, and decrease in the beta power over the occipital and temporal regions. Meanwhile, implementation of the complex attention task paradigm into a real-world classroom setting makes it possible to investigate specific mutual links between brain activities and factors that cause impaired behavioral performance, such as development and manifestation of classroom mental fatigue. The findings of the study set a basis for developing a system capable of estimating the level of visual attention during real classroom activities by monitoring changes in the EEG spectra.
Sustained Attention in Real Classroom Settings: An EEG Study
Ko, Li-Wei; Komarov, Oleksii; Hairston, W. David; Jung, Tzyy-Ping; Lin, Chin-Teng
2017-01-01
Sustained attention is a process that enables the maintenance of response persistence and continuous effort over extended periods of time. Performing attention-related tasks in real life involves the need to ignore a variety of distractions and inhibit attention shifts to irrelevant activities. This study investigates electroencephalography (EEG) spectral changes during a sustained attention task within a real classroom environment. Eighteen healthy students were instructed to recognize as fast as possible special visual targets that were displayed during regular university lectures. Sorting their EEG spectra with respect to response times, which indicated the level of visual alertness to randomly introduced visual stimuli, revealed significant changes in the brain oscillation patterns. The results of power-frequency analysis demonstrated a relationship between variations in the EEG spectral dynamics and impaired performance in the sustained attention task. Across subjects and sessions, prolongation of the response time was preceded by an increase in the delta and theta EEG powers over the occipital region, and decrease in the beta power over the occipital and temporal regions. Meanwhile, implementation of the complex attention task paradigm into a real-world classroom setting makes it possible to investigate specific mutual links between brain activities and factors that cause impaired behavioral performance, such as development and manifestation of classroom mental fatigue. The findings of the study set a basis for developing a system capable of estimating the level of visual attention during real classroom activities by monitoring changes in the EEG spectra. PMID:28824396
Direct Manipulation in Virtual Reality
NASA Technical Reports Server (NTRS)
Bryson, Steve
2003-01-01
Virtual Reality interfaces offer several advantages for scientific visualization such as the ability to perceive three-dimensional data structures in a natural way. The focus of this chapter is direct manipulation, the ability for a user in virtual reality to control objects in the virtual environment in a direct and natural way, much as objects are manipulated in the real world. Direct manipulation provides many advantages for the exploration of complex, multi-dimensional data sets, by allowing the investigator the ability to intuitively explore the data environment. Because direct manipulation is essentially a control interface, it is better suited for the exploration and analysis of a data set than for the publishing or communication of features found in that data set. Thus direct manipulation is most relevant to the analysis of complex data that fills a volume of three-dimensional space, such as a fluid flow data set. Direct manipulation allows the intuitive exploration of that data, which facilitates the discovery of data features that would be difficult to find using more conventional visualization methods. Using a direct manipulation interface in virtual reality, an investigator can, for example, move a data probe about in space, watching the results and getting a sense of how the data varies within its spatial volume.
ERIC Educational Resources Information Center
Grelecki, Ryan C.; Willey, Susan L.
2017-01-01
One of the most significant hurdles to overcome in teaching law to business students is getting them to recognize and appreciate the real-world applicability of the law, a seemingly esoteric and irrelevant discipline. This hurdle is especially challenging when teaching Legal and Ethical Environment of Business (LEEB), a course that most business…
A fractal growth model: Exploring the connection pattern of hubs in complex networks
NASA Astrophysics Data System (ADS)
Li, Dongyan; Wang, Xingyuan; Huang, Penghe
2017-04-01
Fractal is ubiquitous in many real-world networks. Previous researches showed that the strong disassortativity between the hub-nodes on all length scales was the key principle that gave rise to the fractal architecture of networks. Although fractal property emerged in some models, there were few researches about the fractal growth model and quantitative analyses about the strength of the disassortativity for fractal model. In this paper, we proposed a novel inverse renormalization method, named Box-based Preferential Attachment (BPA), to build the fractal growth models in which the Preferential Attachment was performed at box level. The proposed models provided a new framework that demonstrated small-world-fractal transition. Also, we firstly demonstrated the statistical characteristic of connection patterns of the hubs in fractal networks. The experimental results showed that, given proper growing scale and added edges, the proposed models could clearly show pure small-world or pure fractal or both of them. It also showed that the hub connection ratio showed normal distribution in many real-world networks. At last, the comparisons of connection pattern between the proposed models and the biological and technical networks were performed. The results gave useful reference for exploring the growth principle and for modeling the connection patterns for real-world networks.
Managing in the Virtual World: How Second Life is Rewriting the Rules of "Real Life" Business
NASA Astrophysics Data System (ADS)
Wyld, David C.
In this paper, we will explore the growth of virtual worlds - one of the most exciting and fast-growing concepts in the Web 2.0 era. We will see that while there has been significant growth across all demographic groups, online gaming in MMOGs (Massively Multiplayer Online Games) are finding particular appeal in today's youth - the so-called "digital native" generation. We then overview the today's virtual world marketplace, both in the youth and adult-oriented markets. Second Life is emerging as the most important virtual world today, due to the intense interest amongst both large organizations and individual entrepreneurs to conduct real business in the virtual environment. Due to its prominence today and its forecasted growth over the next decade, we take a look at the unscripted world of Second Life, examining the corporate presence in-world, as well as the economic, technical, legal, ethical and security issues involved for companies doing business in the virtual world. In conclusion, we present an analysis of where we stand in terms of virtual world development today and a projection of where we will be heading in the near future. Finally, we present advice to management practitioners and academicians on how to learn about virtual worlds and explore the world of opportunities in them.
Metallurgical Plant Optimization Through the use of Flowsheet Simulation Modelling
NASA Astrophysics Data System (ADS)
Kennedy, Mark William
Modern metallurgical plants typically have complex flowsheets and operate on a continuous basis. Real time interactions within such processes can be complex and the impacts of streams such as recycles on process efficiency and stability can be highly unexpected prior to actual operation. Current desktop computing power, combined with state-of-the-art flowsheet simulation software like Metsim, allow for thorough analysis of designs to explore the interaction between operating rate, heat and mass balances and in particular the potential negative impact of recycles. Using plant information systems, it is possible to combine real plant data with simple steady state models, using dynamic data exchange links to allow for near real time de-bottlenecking of operations. Accurate analytical results can also be combined with detailed unit operations models to allow for feed-forward model-based-control. This paper will explore some examples of the application of Metsim to real world engineering and plant operational issues.
Identification of hybrid node and link communities in complex networks
He, Dongxiao; Jin, Di; Chen, Zheng; Zhang, Weixiong
2015-01-01
Identifying communities in complex networks is an effective means for analyzing complex systems, with applications in diverse areas such as social science, engineering, biology and medicine. Finding communities of nodes and finding communities of links are two popular schemes for network analysis. These schemes, however, have inherent drawbacks and are inadequate to capture complex organizational structures in real networks. We introduce a new scheme and an effective approach for identifying complex mixture structures of node and link communities, called hybrid node-link communities. A central piece of our approach is a probabilistic model that accommodates node, link and hybrid node-link communities. Our extensive experiments on various real-world networks, including a large protein-protein interaction network and a large network of semantically associated words, illustrated that the scheme for hybrid communities is superior in revealing network characteristics. Moreover, the new approach outperformed the existing methods for finding node or link communities separately. PMID:25728010
Identification of hybrid node and link communities in complex networks.
He, Dongxiao; Jin, Di; Chen, Zheng; Zhang, Weixiong
2015-03-02
Identifying communities in complex networks is an effective means for analyzing complex systems, with applications in diverse areas such as social science, engineering, biology and medicine. Finding communities of nodes and finding communities of links are two popular schemes for network analysis. These schemes, however, have inherent drawbacks and are inadequate to capture complex organizational structures in real networks. We introduce a new scheme and an effective approach for identifying complex mixture structures of node and link communities, called hybrid node-link communities. A central piece of our approach is a probabilistic model that accommodates node, link and hybrid node-link communities. Our extensive experiments on various real-world networks, including a large protein-protein interaction network and a large network of semantically associated words, illustrated that the scheme for hybrid communities is superior in revealing network characteristics. Moreover, the new approach outperformed the existing methods for finding node or link communities separately.
Identification of hybrid node and link communities in complex networks
NASA Astrophysics Data System (ADS)
He, Dongxiao; Jin, Di; Chen, Zheng; Zhang, Weixiong
2015-03-01
Identifying communities in complex networks is an effective means for analyzing complex systems, with applications in diverse areas such as social science, engineering, biology and medicine. Finding communities of nodes and finding communities of links are two popular schemes for network analysis. These schemes, however, have inherent drawbacks and are inadequate to capture complex organizational structures in real networks. We introduce a new scheme and an effective approach for identifying complex mixture structures of node and link communities, called hybrid node-link communities. A central piece of our approach is a probabilistic model that accommodates node, link and hybrid node-link communities. Our extensive experiments on various real-world networks, including a large protein-protein interaction network and a large network of semantically associated words, illustrated that the scheme for hybrid communities is superior in revealing network characteristics. Moreover, the new approach outperformed the existing methods for finding node or link communities separately.
Virtual environments from panoramic images
NASA Astrophysics Data System (ADS)
Chapman, David P.; Deacon, Andrew
1998-12-01
A number of recent projects have demonstrated the utility of Internet-enabled image databases for the documentation of complex, inaccessible and potentially hazardous environments typically encountered in the petrochemical and nuclear industries. Unfortunately machine vision and image processing techniques have not, to date, enabled the automatic extraction geometrical data from such images and thus 3D CAD modeling remains an expensive and laborious manual activity. Recent developments in panoramic image capture and presentation offer an alternative intermediate deliverable which, in turn, offers some of the benefits of a 3D model at a fraction of the cost. Panoramic image display tools such as Apple's QuickTime VR (QTVR) and Live Spaces RealVR provide compelling and accessible digital representations of the real world and justifiably claim to 'put the reality in Virtual Reality.' This paper will demonstrate how such technologies can be customized, extended and linked to facility management systems delivered over a corporate intra-net to enable end users to become familiar with remote sites and extract simple dimensional data. In addition strategies for the integration of such images with documents gathered from 2D or 3D CAD and Process and Instrumentation Diagrams (P&IDs) will be described as will techniques for precise 'As-Built' modeling using the calibrated images from which panoramas have been derived and the use of textures from these images to increase the realism of rendered scenes. A number of case studies relating to both nuclear and process engineering will demonstrate the extent to which such solution are scaleable in order to deal with the very large volumes of image data required to fully document the large, complex facilities typical of these industry sectors.
BI-sparsity pursuit for robust subspace recovery
Bian, Xiao; Krim, Hamid
2015-09-01
Here, the success of sparse models in computer vision and machine learning in many real-world applications, may be attributed in large part, to the fact that many high dimensional data are distributed in a union of low dimensional subspaces. The underlying structure may, however, be adversely affected by sparse errors, thus inducing additional complexity in recovering it. In this paper, we propose a bi-sparse model as a framework to investigate and analyze this problem, and provide as a result , a novel algorithm to recover the union of subspaces in presence of sparse corruptions. We additionally demonstrate the effectiveness ofmore » our method by experiments on real-world vision data.« less
NASA Astrophysics Data System (ADS)
Kondo, Yoshihisa; Yomo, Hiroyuki; Yamaguchi, Shinji; Davis, Peter; Miura, Ryu; Obana, Sadao; Sampei, Seiichi
This paper proposes multipoint-to-multipoint (MPtoMP) real-time broadcast transmission using network coding for ad-hoc networks like video game networks. We aim to achieve highly reliable MPtoMP broadcasting using IEEE 802.11 media access control (MAC) that does not include a retransmission mechanism. When each node detects packets from the other nodes in a sequence, the correctly detected packets are network-encoded, and the encoded packet is broadcasted in the next sequence as a piggy-back for its native packet. To prevent increase of overhead in each packet due to piggy-back packet transmission, network coding vector for each node is exchanged between all nodes in the negotiation phase. Each user keeps using the same coding vector generated in the negotiation phase, and only coding information that represents which user signal is included in the network coding process is transmitted along with the piggy-back packet. Our simulation results show that the proposed method can provide higher reliability than other schemes using multi point relay (MPR) or redundant transmissions such as forward error correction (FEC). We also implement the proposed method in a wireless testbed, and show that the proposed method achieves high reliability in a real-world environment with a practical degree of complexity when installed on current wireless devices.
An information dimension of weighted complex networks
NASA Astrophysics Data System (ADS)
Wen, Tao; Jiang, Wen
2018-07-01
The fractal and self-similarity are important properties in complex networks. Information dimension is a useful dimension for complex networks to reveal these properties. In this paper, an information dimension is proposed for weighted complex networks. Based on the box-covering algorithm for weighted complex networks (BCANw), the proposed method can deal with the weighted complex networks which appear frequently in the real-world, and it can get the influence of the number of nodes in each box on the information dimension. To show the wide scope of information dimension, some applications are illustrated, indicating that the proposed method is effective and feasible.
From Bacteria to Whales: Using Functional Size Spectra to Model Marine Ecosystems.
Blanchard, Julia L; Heneghan, Ryan F; Everett, Jason D; Trebilco, Rowan; Richardson, Anthony J
2017-03-01
Size-based ecosystem modeling is emerging as a powerful way to assess ecosystem-level impacts of human- and environment-driven changes from individual-level processes. These models have evolved as mechanistic explanations for observed regular patterns of abundance across the marine size spectrum hypothesized to hold from bacteria to whales. Fifty years since the first size spectrum measurements, we ask how far have we come? Although recent modeling studies capture an impressive range of sizes, complexity, and real-world applications, ecosystem coverage is still only partial. We describe how this can be overcome by unifying functional traits with size spectra (which we call functional size spectra) and highlight the key knowledge gaps that need to be filled to model ecosystems from bacteria to whales. Copyright © 2017 Elsevier Ltd. All rights reserved.
NASA Technical Reports Server (NTRS)
Foyle, David C.; Goodman, Allen; Hooley, Becky L.
2003-01-01
An overview is provided of the Human Performance Modeling (HPM) element within the NASA Aviation Safety Program (AvSP). Two separate model development tracks for performance modeling of real-world aviation environments are described: the first focuses on the advancement of cognitive modeling tools for system design, while the second centers on a prescriptive engineering model of activity tracking for error detection and analysis. A progressive implementation strategy for both tracks is discussed in which increasingly more complex, safety-relevant applications are undertaken to extend the state-of-the-art, as well as to reveal potential human-system vulnerabilities in the aviation domain. Of particular interest is the ability to predict the precursors to error and to assess potential mitigation strategies associated with the operational use of future flight deck technologies.
New trends in the virtualization of hospitals--tools for global e-Health.
Graschew, Georgi; Roelofs, Theo A; Rakowsky, Stefan; Schlag, Peter M; Heinzlreiter, Paul; Kranzlmüller, Dieter; Volkert, Jens
2006-01-01
The development of virtual hospitals and digital medicine helps to bridge the digital divide between different regions of the world and enables equal access to high-level medical care. Pre-operative planning, intra-operative navigation and minimally-invasive surgery require a digital and virtual environment supporting the perception of the physician. As data and computing resources in a virtual hospital are distributed over many sites the concept of the Grid should be integrated with other communication networks and platforms. A promising approach is the implementation of service-oriented architectures for an invisible grid, hiding complexity for both application developers and end-users. Examples of promising medical applications of Grid technology are the real-time 3D-visualization and manipulation of patient data for individualized treatment planning and the creation of distributed intelligent databases of medical images.
Combining fuzzy mathematics with fuzzy logic to solve business management problems
NASA Astrophysics Data System (ADS)
Vrba, Joseph A.
1993-12-01
Fuzzy logic technology has been applied to control problems with great success. Because of this, many observers fell that fuzzy logic is applicable only in the control arena. However, business management problems almost never deal with crisp values. Fuzzy systems technology--a combination of fuzzy logic, fuzzy mathematics and a graphical user interface--is a natural fit for developing software to assist in typical business activities such as planning, modeling and estimating. This presentation discusses how fuzzy logic systems can be extended through the application of fuzzy mathematics and the use of a graphical user interface to make the information contained in fuzzy numbers accessible to business managers. As demonstrated through examples from actual deployed systems, this fuzzy systems technology has been employed successfully to provide solutions to the complex real-world problems found in the business environment.
Toward the Rational Use of Exposure Information in Mixtures Toxicology
Of all the disciplines of toxicology, perhaps none is as dependent on exposure information as Mixtures Toxicology. Identifying real world mixtures and replicating them in the laboratory (or in silico) is critical to understanding their risks. Complex mixtures such as cigarett...
The Community Collaboration Stakeholder Project
ERIC Educational Resources Information Center
Heath, Renee Guarriello
2010-01-01
Today's increasingly complex and diverse world demands 21st century communication skills to solve community and social justice problems. Interorganizational collaboration is at the heart of much community activism, such as that focused on solving environmental disputes, eradicating racially discriminating real estate practices, and bringing early…
Engineering Problem-Solving Knowledge: The Impact of Context
ERIC Educational Resources Information Center
Wolff, Karin
2017-01-01
Employer complaints of engineering graduate inability to "apply knowledge" suggests a need to interrogate the complex theory-practice relationship in twenty-first century real world contexts. Focussing specifically on the application of mathematics, physics and logic-based disciplinary knowledge, the research examines engineering…
Monitoring a Complex Physical System using a Hybrid Dynamic Bayes Net
NASA Technical Reports Server (NTRS)
Lerner, Uri; Moses, Brooks; Scott, Maricia; McIlraith, Sheila; Keller, Daphne
2005-01-01
The Reverse Water Gas Shift system (RWGS) is a complex physical system designed to produce oxygen from the carbon dioxide atmosphere on Mars. If sent to Mars, it would operate without human supervision, thus requiring a reliable automated system for monitoring and control. The RWGS presents many challenges typical of real-world systems, including: noisy and biased sensors, nonlinear behavior, effects that are manifested over different time granularities, and unobservability of many important quantities. In this paper we model the RWGS using a hybrid (discrete/continuous) Dynamic Bayesian Network (DBN), where the state at each time slice contains 33 discrete and 184 continuous variables. We show how the system state can be tracked using probabilistic inference over the model. We discuss how to deal with the various challenges presented by the RWGS, providing a suite of techniques that are likely to be useful in a wide range of applications. In particular, we describe a general framework for dealing with nonlinear behavior using numerical integration techniques, extending the successful Unscented Filter. We also show how to use a fixed-point computation to deal with effects that develop at different time scales, specifically rapid changes occuring during slowly changing processes. We test our model using real data collected from the RWGS, demonstrating the feasibility of hybrid DBNs for monitoring complex real-world physical systems.
Towards Kilo-Hertz 6-DoF Visual Tracking Using an Egocentric Cluster of Rolling Shutter Cameras.
Bapat, Akash; Dunn, Enrique; Frahm, Jan-Michael
2016-11-01
To maintain a reliable registration of the virtual world with the real world, augmented reality (AR) applications require highly accurate, low-latency tracking of the device. In this paper, we propose a novel method for performing this fast 6-DOF head pose tracking using a cluster of rolling shutter cameras. The key idea is that a rolling shutter camera works by capturing the rows of an image in rapid succession, essentially acting as a high-frequency 1D image sensor. By integrating multiple rolling shutter cameras on the AR device, our tracker is able to perform 6-DOF markerless tracking in a static indoor environment with minimal latency. Compared to state-of-the-art tracking systems, this tracking approach performs at significantly higher frequency, and it works in generalized environments. To demonstrate the feasibility of our system, we present thorough evaluations on synthetically generated data with tracking frequencies reaching 56.7 kHz. We further validate the method's accuracy on real-world images collected from a prototype of our tracking system against ground truth data using standard commodity GoPro cameras capturing at 120 Hz frame rate.
Using a virtual world for robot planning
NASA Astrophysics Data System (ADS)
Benjamin, D. Paul; Monaco, John V.; Lin, Yixia; Funk, Christopher; Lyons, Damian
2012-06-01
We are building a robot cognitive architecture that constructs a real-time virtual copy of itself and its environment, including people, and uses the model to process perceptual information and to plan its movements. This paper describes the structure of this architecture. The software components of this architecture include PhysX for the virtual world, OpenCV and the Point Cloud Library for visual processing, and the Soar cognitive architecture that controls the perceptual processing and task planning. The RS (Robot Schemas) language is implemented in Soar, providing the ability to reason about concurrency and time. This Soar/RS component controls visual processing, deciding which objects and dynamics to render into PhysX, and the degree of detail required for the task. As the robot runs, its virtual model diverges from physical reality, and errors grow. The Match-Mediated Difference component monitors these errors by comparing the visual data with corresponding data from virtual cameras, and notifies Soar/RS of significant differences, e.g. a new object that appears, or an object that changes direction unexpectedly. Soar/RS can then run PhysX much faster than real-time and search among possible future world paths to plan the robot's actions. We report experimental results in indoor environments.
NASA Astrophysics Data System (ADS)
Dermendzhieva, Stela; Nejdet, Semra
2017-03-01
The purpose of this paper is to follow "Climate change, risks and Natural Resources" in the curriculum of Geography of Bulgaria and the world in 9th and 10th grade and to interpret some didactic aspects. Analysis of key themes, concepts and categories related to the environment, events and approaches to environmental protection and the environmentally sound development of sectors of the economy is didikticheski targeted. Considering the emergence and development of geo-ecological issues, their scope and their importance to the environment, systematize some species and some approaches to solving them. Geography education in grade 9 and 10 involves acquiring knowledge, developing skills and composing behaviors of objective perception and assessment of the reality of globed, regional and local aspect. The emerging consumer and individualistic culture snowballing globalization, are increasingly occurring global warming, declining biodiversity form new realities which education must respond appropriately. The objective, consistency, accessibility and relevance in real terms are meaningful, logical accents. Whether and how reproduced in the study of Geography of Bulgaria and the world is the subject of research study in this report. Geoecological structuring of topics, concepts and categories can be done in different signs. In terms of their scope are local, national or regional, and global. Matter and interdisciplinary approach, which is to reveal the unity of the "man-society-nature" to clarify the complexity of their character with a view to forming a harmonious personality with high Geoecological consciousness and culture, and the activities carried out in their study.
NASA Astrophysics Data System (ADS)
Chambelland, Jean-Christophe; Gesquière, Gilles
2012-03-01
Due to the advances in computer graphics and network speed it is possible to navigate in 3D virtual world in real time. This technology proposed for example in computer games, has been adapted for training systems. In this context, a collaborative serious game for urban crisis management called SIMFOR is born in France. This project has been designed for intensive realistic training and consequently must allow the players to create new urban operational theatres. In this goal, importing, structuring, processing and exchanging 3D urban data remains an important underlying problem. This communication will focus on the design of the 3D Environment Editor (EE) and the related data processes needed to prepare the data flow to be exploitable by the runtime environment of SIMFOR. We will use solutions proposed by the Open Geospatial Consortium (OGC) to aggregate and share data. A presentation of the proposed architecture will be given. The overall design of the EE and some strategies for efficiently analyzing, displaying and exporting large amount of urban CityGML information will be presented. An example illustrating the potentiality of the EE and the reliability of the proposed data processing will be proposed.
Kibria, Muhammad Golam; Ali, Sajjad; Jarwar, Muhammad Aslam; Kumar, Sunil; Chong, Ilyoung
2017-09-22
Due to a very large number of connected virtual objects in the surrounding environment, intelligent service features in the Internet of Things requires the reuse of existing virtual objects and composite virtual objects. If a new virtual object is created for each new service request, then the number of virtual object would increase exponentially. The Web of Objects applies the principle of service modularity in terms of virtual objects and composite virtual objects. Service modularity is a key concept in the Web Objects-Enabled Internet of Things (IoT) environment which allows for the reuse of existing virtual objects and composite virtual objects in heterogeneous ontologies. In the case of similar service requests occurring at the same, or different locations, the already-instantiated virtual objects and their composites that exist in the same, or different ontologies can be reused. In this case, similar types of virtual objects and composite virtual objects are searched and matched. Their reuse avoids duplication under similar circumstances, and reduces the time it takes to search and instantiate them from their repositories, where similar functionalities are provided by similar types of virtual objects and their composites. Controlling and maintaining a virtual object means controlling and maintaining a real-world object in the real world. Even though the functional costs of virtual objects are just a fraction of those for deploying and maintaining real-world objects, this article focuses on reusing virtual objects and composite virtual objects, as well as discusses similarity matching of virtual objects and composite virtual objects. This article proposes a logistic model that supports service modularity for the promotion of reusability in the Web Objects-enabled IoT environment. Necessary functional components and a flowchart of an algorithm for reusing composite virtual objects are discussed. Also, to realize the service modularity, a use case scenario is studied and implemented.
Chong, Ilyoung
2017-01-01
Due to a very large number of connected virtual objects in the surrounding environment, intelligent service features in the Internet of Things requires the reuse of existing virtual objects and composite virtual objects. If a new virtual object is created for each new service request, then the number of virtual object would increase exponentially. The Web of Objects applies the principle of service modularity in terms of virtual objects and composite virtual objects. Service modularity is a key concept in the Web Objects-Enabled Internet of Things (IoT) environment which allows for the reuse of existing virtual objects and composite virtual objects in heterogeneous ontologies. In the case of similar service requests occurring at the same, or different locations, the already-instantiated virtual objects and their composites that exist in the same, or different ontologies can be reused. In this case, similar types of virtual objects and composite virtual objects are searched and matched. Their reuse avoids duplication under similar circumstances, and reduces the time it takes to search and instantiate them from their repositories, where similar functionalities are provided by similar types of virtual objects and their composites. Controlling and maintaining a virtual object means controlling and maintaining a real-world object in the real world. Even though the functional costs of virtual objects are just a fraction of those for deploying and maintaining real-world objects, this article focuses on reusing virtual objects and composite virtual objects, as well as discusses similarity matching of virtual objects and composite virtual objects. This article proposes a logistic model that supports service modularity for the promotion of reusability in the Web Objects-enabled IoT environment. Necessary functional components and a flowchart of an algorithm for reusing composite virtual objects are discussed. Also, to realize the service modularity, a use case scenario is studied and implemented. PMID:28937590
Intelligent mobility research for robotic locomotion in complex terrain
NASA Astrophysics Data System (ADS)
Trentini, Michael; Beckman, Blake; Digney, Bruce; Vincent, Isabelle; Ricard, Benoit
2006-05-01
The objective of the Autonomous Intelligent Systems Section of Defence R&D Canada - Suffield is best described by its mission statement, which is "to augment soldiers and combat systems by developing and demonstrating practical, cost effective, autonomous intelligent systems capable of completing military missions in complex operating environments." The mobility requirement for ground-based mobile systems operating in urban settings must increase significantly if robotic technology is to augment human efforts in these roles and environments. The intelligence required for autonomous systems to operate in complex environments demands advances in many fields of robotics. This has resulted in large bodies of research in areas of perception, world representation, and navigation, but the problem of locomotion in complex terrain has largely been ignored. In order to achieve its objective, the Autonomous Intelligent Systems Section is pursuing research that explores the use of intelligent mobility algorithms designed to improve robot mobility. Intelligent mobility uses sensing, control, and learning algorithms to extract measured variables from the world, control vehicle dynamics, and learn by experience. These algorithms seek to exploit available world representations of the environment and the inherent dexterity of the robot to allow the vehicle to interact with its surroundings and produce locomotion in complex terrain. The primary focus of the paper is to present the intelligent mobility research within the framework of the research methodology, plan and direction defined at Defence R&D Canada - Suffield. It discusses the progress and future direction of intelligent mobility research and presents the research tools, topics, and plans to address this critical research gap. This research will create effective intelligence to improve the mobility of ground-based mobile systems operating in urban settings to assist the Canadian Forces in their future urban operations.
Characteristics of real futures trading networks
NASA Astrophysics Data System (ADS)
Wang, Junjie; Zhou, Shuigeng; Guan, Jihong
2011-01-01
Futures trading is the core of futures business, and it is considered as one of the typical complex systems. To investigate the complexity of futures trading, we employ the analytical method of complex networks. First, we use real trading records from the Shanghai Futures Exchange to construct futures trading networks, in which nodes are trading participants, and two nodes have a common edge if the two corresponding investors appear simultaneously in at least one trading record as a purchaser and a seller, respectively. Then, we conduct a comprehensive statistical analysis on the constructed futures trading networks. Empirical results show that the futures trading networks exhibit features such as scale-free behavior with interesting odd-even-degree divergence in low-degree regions, small-world effect, hierarchical organization, power-law betweenness distribution, disassortative mixing, and shrinkage of both the average path length and the diameter as network size increases. To the best of our knowledge, this is the first work that uses real data to study futures trading networks, and we argue that the research results can shed light on the nature of real futures business.
Gfeller, Kate; Jiang, Dingfeng; Oleson, Jacob; Driscoll, Virginia; Olszewski, Carol; Knutson, John F.; Turner, Christopher; Gantz, Bruce
2011-01-01
Background Cochlear implants (CI) are effective in transmitting salient features of speech, especially in quiet, but current CI technology is not well suited in transmission of key musical structures (e.g., melody, timbre). It is possible, however, that sung lyrics, which are commonly heard in real-world music may provide acoustical cues that support better music perception. Objective The purpose of this study was to examine how accurately adults who use CIs (n=87) and those with normal hearing (NH) (n=17) are able to recognize real-world music excerpts based upon musical and linguistic (lyrics) cues. Results CI recipients were significantly less accurate than NH listeners on recognition of real-world music with or, in particular, without lyrics; however, CI recipients whose devices transmitted acoustic plus electric stimulation were more accurate than CI recipients reliant upon electric stimulation alone (particularly items without linguistic cues). Recognition by CI recipients improved as a function of linguistic cues. Methods Participants were tested on melody recognition of complex melodies (pop, country, classical styles). Results were analyzed as a function of: hearing status and history, device type (electric only or acoustic plus electric stimulation), musical style, linguistic and musical cues, speech perception scores, cognitive processing, music background, age, and in relation to self-report on listening acuity and enjoyment. Age at time of testing was negatively correlated with recognition performance. Conclusions These results have practical implications regarding successful participation of CI users in music-based activities that include recognition and accurate perception of real-world songs (e.g., reminiscence, lyric analysis, listening for enjoyment). PMID:22803258
Some practical approaches to a course on paraconsistent logic for engineers
NASA Astrophysics Data System (ADS)
Lambert-Torres, Germano; de Moraes, Carlos Henrique Valerio; Coutinho, Maurilio Pereira; Martins, Helga Gonzaga; Borges da Silva, Luiz Eduardo
2017-11-01
This paper describes a non-classical logic course primarily indicated for graduate students in electrical engineering and energy engineering. The content of this course is based on the vision that it is not enough for a student to indefinitely accumulate knowledge; it is necessary to explore all the occasions to update, deepen, and enrich that knowledge, adapting it to a complex world. Therefore, this course is not tied to theoretical formalities and tries at each moment to provide a practical view of the non-classical logic. In the real world, the inconsistencies are important and cannot be ignored because contradictory information brings relevant facts, sometimes modifying the entire result of the analysis. As consequence, the non-classical logics, such as annotated paraconsistent logic - APL, are efficiently framed in the approach of complex situations of the real world. In APL, the concepts of unknown, partial, ambiguous, and inconsistent knowledge are referred not to trivialise any system in analysis. This course presents theoretical and applicable aspects of APL, which are successfully used in decision-making structures. The course is divided into modules: Basic, 2vAPL, 3vAPL, 4vAPL, and Final Project.
Adventure Learning: Transformative Hybrid Online Education
ERIC Educational Resources Information Center
Doering, Aaron
2006-01-01
Adventure learning (AL) is a hybrid distance education approach that provides students with opportunities to explore real-world issues through authentic learning experiences within collaborative learning environments. This article defines this online distance education approach, outlines an AL framework, and showcases an AL archetype. In AL…
ERIC Educational Resources Information Center
Zielinski, Edward J.; Bethel, Lowell J.
1983-01-01
Describes the use of an Energy-Environment Simulator in environmental/energy education programs. The simulator is a specially designed analog computer that simulates real-world conditions of energy production and use. Energy resources, demands, and the environmental effects of energy use are programmed into the computer. (Author/JN)
The purpose of this poster is to present the application and assessment of advanced technologies in a real-world environment - wastewater effluent and source waters - for detecting six drugs (azithromycin, fluoxetine, omeprazole, levothyroxine, methamphetamine, and methylenedioxy...
The status of rotor noise technology: One man's opinion
NASA Technical Reports Server (NTRS)
White, R. P., Jr.
1978-01-01
The problem of establishing the state of the technology is approached by first identifying the various characteristics of rotor noise and then assessing the state of technology in understanding and predicting the most important of these rotor noise characteristics in a real-world environment.
Robust representation and recognition of facial emotions using extreme sparse learning.
Shojaeilangari, Seyedehsamaneh; Yau, Wei-Yun; Nandakumar, Karthik; Li, Jun; Teoh, Eam Khwang
2015-07-01
Recognition of natural emotions from human faces is an interesting topic with a wide range of potential applications, such as human-computer interaction, automated tutoring systems, image and video retrieval, smart environments, and driver warning systems. Traditionally, facial emotion recognition systems have been evaluated on laboratory controlled data, which is not representative of the environment faced in real-world applications. To robustly recognize the facial emotions in real-world natural situations, this paper proposes an approach called extreme sparse learning, which has the ability to jointly learn a dictionary (set of basis) and a nonlinear classification model. The proposed approach combines the discriminative power of extreme learning machine with the reconstruction property of sparse representation to enable accurate classification when presented with noisy signals and imperfect data recorded in natural settings. In addition, this paper presents a new local spatio-temporal descriptor that is distinctive and pose-invariant. The proposed framework is able to achieve the state-of-the-art recognition accuracy on both acted and spontaneous facial emotion databases.
Reinforcement Learning in Multidimensional Environments Relies on Attention Mechanisms
Daniel, Reka; Geana, Andra; Gershman, Samuel J.; Leong, Yuan Chang; Radulescu, Angela; Wilson, Robert C.
2015-01-01
In recent years, ideas from the computational field of reinforcement learning have revolutionized the study of learning in the brain, famously providing new, precise theories of how dopamine affects learning in the basal ganglia. However, reinforcement learning algorithms are notorious for not scaling well to multidimensional environments, as is required for real-world learning. We hypothesized that the brain naturally reduces the dimensionality of real-world problems to only those dimensions that are relevant to predicting reward, and conducted an experiment to assess by what algorithms and with what neural mechanisms this “representation learning” process is realized in humans. Our results suggest that a bilateral attentional control network comprising the intraparietal sulcus, precuneus, and dorsolateral prefrontal cortex is involved in selecting what dimensions are relevant to the task at hand, effectively updating the task representation through trial and error. In this way, cortical attention mechanisms interact with learning in the basal ganglia to solve the “curse of dimensionality” in reinforcement learning. PMID:26019331
Reinforcement learning in multidimensional environments relies on attention mechanisms.
Niv, Yael; Daniel, Reka; Geana, Andra; Gershman, Samuel J; Leong, Yuan Chang; Radulescu, Angela; Wilson, Robert C
2015-05-27
In recent years, ideas from the computational field of reinforcement learning have revolutionized the study of learning in the brain, famously providing new, precise theories of how dopamine affects learning in the basal ganglia. However, reinforcement learning algorithms are notorious for not scaling well to multidimensional environments, as is required for real-world learning. We hypothesized that the brain naturally reduces the dimensionality of real-world problems to only those dimensions that are relevant to predicting reward, and conducted an experiment to assess by what algorithms and with what neural mechanisms this "representation learning" process is realized in humans. Our results suggest that a bilateral attentional control network comprising the intraparietal sulcus, precuneus, and dorsolateral prefrontal cortex is involved in selecting what dimensions are relevant to the task at hand, effectively updating the task representation through trial and error. In this way, cortical attention mechanisms interact with learning in the basal ganglia to solve the "curse of dimensionality" in reinforcement learning. Copyright © 2015 the authors 0270-6474/15/358145-13$15.00/0.
Robustness and structure of complex networks
NASA Astrophysics Data System (ADS)
Shao, Shuai
This dissertation covers the two major parts of my PhD research on statistical physics and complex networks: i) modeling a new type of attack -- localized attack, and investigating robustness of complex networks under this type of attack; ii) discovering the clustering structure in complex networks and its influence on the robustness of coupled networks. Complex networks appear in every aspect of our daily life and are widely studied in Physics, Mathematics, Biology, and Computer Science. One important property of complex networks is their robustness under attacks, which depends crucially on the nature of attacks and the structure of the networks themselves. Previous studies have focused on two types of attack: random attack and targeted attack, which, however, are insufficient to describe many real-world damages. Here we propose a new type of attack -- localized attack, and study the robustness of complex networks under this type of attack, both analytically and via simulation. On the other hand, we also study the clustering structure in the network, and its influence on the robustness of a complex network system. In the first part, we propose a theoretical framework to study the robustness of complex networks under localized attack based on percolation theory and generating function method. We investigate the percolation properties, including the critical threshold of the phase transition pc and the size of the giant component Pinfinity. We compare localized attack with random attack and find that while random regular (RR) networks are more robust against localized attack, Erdoḧs-Renyi (ER) networks are equally robust under both types of attacks. As for scale-free (SF) networks, their robustness depends crucially on the degree exponent lambda. The simulation results show perfect agreement with theoretical predictions. We also test our model on two real-world networks: a peer-to-peer computer network and an airline network, and find that the real-world networks are much more vulnerable to localized attack compared with random attack. In the second part, we extend the tree-like generating function method to incorporating clustering structure in complex networks. We study the robustness of a complex network system, especially a network of networks (NON) with clustering structure in each network. We find that the system becomes less robust as we increase the clustering coefficient of each network. For a partially dependent network system, we also find that the influence of the clustering coefficient on network robustness decreases as we decrease the coupling strength, and the critical coupling strength qc, at which the first-order phase transition changes to second-order, increases as we increase the clustering coefficient.
Spatial Generalization in Operant Learning: Lessons from Professional Basketball
Neiman, Tal; Loewenstein, Yonatan
2014-01-01
In operant learning, behaviors are reinforced or inhibited in response to the consequences of similar actions taken in the past. However, because in natural environments the “same” situation never recurs, it is essential for the learner to decide what “similar” is so that he can generalize from experience in one state of the world to future actions in different states of the world. The computational principles underlying this generalization are poorly understood, in particular because natural environments are typically too complex to study quantitatively. In this paper we study the principles underlying generalization in operant learning of professional basketball players. In particular, we utilize detailed information about the spatial organization of shot locations to study how players adapt their attacking strategy in real time according to recent events in the game. To quantify this learning, we study how a make \\ miss from one location in the court affects the probabilities of shooting from different locations. We show that generalization is not a spatially-local process, nor is governed by the difficulty of the shot. Rather, to a first approximation, players use a simplified binary representation of the court into 2 pt and 3 pt zones. This result indicates that rather than using low-level features, generalization is determined by high-level cognitive processes that incorporate the abstract rules of the game. PMID:24853373
Real-time UNIX in HEP data acquisition
NASA Astrophysics Data System (ADS)
Buono, S.; Gaponenko, I.; Jones, R.; Mapelli, L.; Mornacchi, G.; Prigent, D.; Sanchez-Corral, E.; Skiadelli, M.; Toppers, A.; Duval, P. Y.; Ferrato, D.; Le Van Suu, A.; Qian, Z.; Rondot, C.; Ambrosini, G.; Fumagalli, G.; Aguer, M.; Huet, M.
1994-12-01
Today's experimentation in high energy physics is characterized by an increasing need for sensitivity to rare phenomena and complex physics signatures, which require the use of huge and sophisticated detectors and consequently a high performance readout and data acquisition. Multi-level triggering, hierarchical data collection and an always increasing amount of processing power, distributed throughout the data acquisition layers, will impose a number of features on the software environment, especially the need for a high level of standardization. Real-time UNIX seems, today, the best solution for the platform independence, operating system interface standards and real-time features necessary for data acquisition in HEP experiments. We present the results of the evaluation, in a realistic application environment, of a Real-Time UNIX operating system: the EP/LX real-time UNIX system.
Complex Adaptive System Models and the Genetic Analysis of Plasma HDL-Cholesterol Concentration
Rea, Thomas J.; Brown, Christine M.; Sing, Charles F.
2006-01-01
Despite remarkable advances in diagnosis and therapy, ischemic heart disease (IHD) remains a leading cause of morbidity and mortality in industrialized countries. Recent efforts to estimate the influence of genetic variation on IHD risk have focused on predicting individual plasma high-density lipoprotein cholesterol (HDL-C) concentration. Plasma HDL-C concentration (mg/dl), a quantitative risk factor for IHD, has a complex multifactorial etiology that involves the actions of many genes. Single gene variations may be necessary but are not individually sufficient to predict a statistically significant increase in risk of disease. The complexity of phenotype-genotype-environment relationships involved in determining plasma HDL-C concentration has challenged commonly held assumptions about genetic causation and has led to the question of which combination of variations, in which subset of genes, in which environmental strata of a particular population significantly improves our ability to predict high or low risk phenotypes. We document the limitations of inferences from genetic research based on commonly accepted biological models, consider how evidence for real-world dynamical interactions between HDL-C determinants challenges the simplifying assumptions implicit in traditional linear statistical genetic models, and conclude by considering research options for evaluating the utility of genetic information in predicting traits with complex etiologies. PMID:17146134
Review of Data Integrity Models in Multi-Level Security Environments
2011-02-01
2: (E-1 extension) Only executions described in a (User, TP, (CDIs)) relation are allowed • E-3: Users must be authenticated before allowing TP... authentication and verification procedures for upgrading the integrity of certain objects. The mechanism used to manage access to objects is primarily...that is, the self-consistency of interdependent data and the consistency of real-world environment data. The prevention of authorised users from making
Oscillations in interconnected complex networks under intentional attack
NASA Astrophysics Data System (ADS)
Zhang, Wen-Ping; Xia, Yongxiang; Tan, Fei
2016-01-01
Many real-world networks are interconnected with each other. In this paper, we study the traffic dynamics in interconnected complex networks under an intentional attack. We find that with the shortest time delay routing strategy, the traffic dynamics can show the stable state, periodic, quasi-periodic and chaotic oscillations, when the capacity redundancy parameter changes. Moreover, compared with isolated complex networks, oscillations always take place in interconnected networks more easily. Thirdly, in interconnected networks, oscillations are affected strongly by the coupling probability and coupling preference.
Effect of real-world sounds on protein crystallization.
Zhang, Chen-Yan; Liu, Yue; Tian, Xu-Hua; Liu, Wen-Jing; Li, Xiao-Yu; Yang, Li-Xue; Jiang, Han-Jun; Han, Chong; Chen, Ke-An; Yin, Da-Chuan
2018-06-01
Protein crystallization is sensitive to the environment, while audible sound, as a physical and environmental factor during the entire process, is always ignored. We have previously reported that protein crystallization can be affected by a computer-generated monotonous sound with fixed frequency and amplitude. However, real-world sounds are not so simple but are complicated by parameters (frequency, amplitude, timbre, etc.) that vary over time. In this work, from three sound categories (music, speech, and environmental sound), we selected 26 different sounds and evaluated their effects on protein crystallization. The correlation between the sound parameters and the crystallization success rate was studied mathematically. The results showed that the real-world sounds, similar to the artificial monotonous sounds, could not only affect protein crystallization, but also improve crystal quality. Crystallization was dependent not only on the frequency, amplitude, volume, irradiation time, and overall energy of the sounds but also on their spectral characteristics. Based on these results, we suggest that intentionally applying environmental sound may be a simple and useful tool to promote protein crystallization. Copyright © 2018. Published by Elsevier B.V.
Hu, Yi; Loizou, Philipos C
2010-06-01
Attempts to develop noise-suppression algorithms that can significantly improve speech intelligibility in noise by cochlear implant (CI) users have met with limited success. This is partly because algorithms were sought that would work equally well in all listening situations. Accomplishing this has been quite challenging given the variability in the temporal/spectral characteristics of real-world maskers. A different approach is taken in the present study focused on the development of environment-specific noise suppression algorithms. The proposed algorithm selects a subset of the envelope amplitudes for stimulation based on the signal-to-noise ratio (SNR) of each channel. Binary classifiers, trained using data collected from a particular noisy environment, are first used to classify the mixture envelopes of each channel as either target-dominated (SNR>or=0 dB) or masker-dominated (SNR<0 dB). Only target-dominated channels are subsequently selected for stimulation. Results with CI listeners indicated substantial improvements (by nearly 44 percentage points at 5 dB SNR) in intelligibility with the proposed algorithm when tested with sentences embedded in three real-world maskers. The present study demonstrated that the environment-specific approach to noise reduction has the potential to restore speech intelligibility in noise to a level near to that attained in quiet.
Soli, Sigfrid D; Amano-Kusumoto, Akiko; Clavier, Odile; Wilbur, Jed; Casto, Kristen; Freed, Daniel; Laroche, Chantal; Vaillancourt, Véronique; Giguère, Christian; Dreschler, Wouter A; Rhebergen, Koenraad S
2018-05-01
Validate use of the Extended Speech Intelligibility Index (ESII) for prediction of speech intelligibility in non-stationary real-world noise environments. Define a means of using these predictions for objective occupational hearing screening for hearing-critical public safety and law enforcement jobs. Analyses of predicted and measured speech intelligibility in recordings of real-world noise environments were performed in two studies using speech recognition thresholds (SRTs) and intelligibility measures. ESII analyses of the recordings were used to predict intelligibility. Noise recordings were made in prison environments and at US Army facilities for training ground and airborne forces. Speech materials included full bandwidth sentences and bandpass filtered sentences that simulated radio transmissions. A total of 22 adults with normal hearing (NH) and 15 with mild-moderate hearing impairment (HI) participated in the two studies. Average intelligibility predictions for individual NH and HI subjects were accurate in both studies (r 2 ≥ 0.94). Pooled predictions were slightly less accurate (0.78 ≤ r 2 ≤ 0.92). An individual's SRT and audiogram can accurately predict the likelihood of effective speech communication in noise environments with known ESII characteristics, where essential hearing-critical tasks are performed. These predictions provide an objective means of occupational hearing screening.
Robot Training Through Incremental Learning
2011-04-18
Turing Associates, Ann Arbor, MI 48103 ABSTRACT The real world is too complex and variable to directly program an autonomous ground robot’s...11 th Conf. Uncertainty in Artificial Intelligence, 338-45 (1995). [6] J. Cleary and L. Trigg, “K*: An Instance-based learner using an entropic
Thinking about Educational Technology and Creativity
ERIC Educational Resources Information Center
Spector, J. Michael
2016-01-01
The 2016 National Educational Technology Plan mentions fostering creativity, collaboration, leadership, and critical thinking while engaging learners in complex, real-world challenges through a project-based learning approach (see http://tech.ed.gov/netp/learn ing/). The Partnership for 21st Century Learning (P21; see…
USDA-ARS?s Scientific Manuscript database
For several decades, optimization and sensitivity/uncertainty analysis of environmental models has been the subject of extensive research. Although much progress has been made and sophisticated methods developed, the growing complexity of environmental models to represent real-world systems makes it...
Neural basis of processing threatening voices in a crowded auditory world
Mothes-Lasch, Martin; Becker, Michael P. I.; Miltner, Wolfgang H. R.
2016-01-01
In real world situations, we typically listen to voice prosody against a background crowded with auditory stimuli. Voices and background can both contain behaviorally relevant features and both can be selectively in the focus of attention. Adequate responses to threat-related voices under such conditions require that the brain unmixes reciprocally masked features depending on variable cognitive resources. It is unknown which brain systems instantiate the extraction of behaviorally relevant prosodic features under varying combinations of prosody valence, auditory background complexity and attentional focus. Here, we used event-related functional magnetic resonance imaging to investigate the effects of high background sound complexity and attentional focus on brain activation to angry and neutral prosody in humans. Results show that prosody effects in mid superior temporal cortex were gated by background complexity but not attention, while prosody effects in the amygdala and anterior superior temporal cortex were gated by attention but not background complexity, suggesting distinct emotional prosody processing limitations in different regions. Crucially, if attention was focused on the highly complex background, the differential processing of emotional prosody was prevented in all brain regions, suggesting that in a distracting, complex auditory world even threatening voices may go unnoticed. PMID:26884543
Cluster formation by allelomimesis in real-world complex adaptive systems
NASA Astrophysics Data System (ADS)
Juanico, Dranreb Earl; Monterola, Christopher; Saloma, Caesar
2005-04-01
Animal and human clusters are complex adaptive systems and many organize in cluster sizes s that obey the frequency distribution D(s)∝s-τ . The exponent τ describes the relative abundance of the cluster sizes in a given system. Data analyses reveal that real-world clusters exhibit a broad spectrum of τ values, 0.7 (tuna fish schools) ⩽τ⩽4.61 (T4 bacteriophage gene family sizes). Allelomimesis is proposed as an underlying mechanism for adaptation that explains the observed broad τ spectrum. Allelomimesis is the tendency of an individual to imitate the actions of others and two cluster systems have different τ values when their component agents display unequal degrees of allelomimetic tendencies. Cluster formation by allelomimesis is shown to be of three general types: namely, blind copying, information-use copying, and noncopying. Allelomimetic adaptation also reveals that the most stable cluster size is formed by three strongly allelomimetic individuals. Our finding is consistent with available field data taken from killer whales and marmots.
Plan competitions reveal entrepreneurial talent
DOE Office of Scientific and Technical Information (OSTI.GOV)
Madison, Alison L.
2011-05-15
Monthly economic diversity column for Tri-City Herald business section. Excerpt below: There’s something to be said for gaining valuable real-world experience in a structured, nurturing environment. Take for instance learning to scuba dive in the comfort of my resort pool rather than immediately hanging out with sharks while I figure out little things like oxygen tanks and avoiding underwater panic attacks. Likewise, graduate students are getting some excellent, supportive real-world training through university business plan competitions. These competitions are places where smart minds, new technologies, months of preparation and coaching, and some healthy pre-presentation jitters collide to reveal not onlymore » solid new business ideas, but also some promising entrepreneurial talent. In fact, professionals from around our region descend upon college campuses every spring to judge these events, which help to bridge the gap between academics and the real technology and business-driven economy.« less
Lateral bias in theatre-seat choice.
Harms, Victoria; Reese, Miriam; Elias, Lorin J
2014-01-01
Examples of behavioural asymmetries are common in the range of human behaviour; even when faced with a symmetrical environment people demonstrate reliable asymmetries in behaviours like gesturing, cradling, and even seating. One such asymmetry is the observation that participants tend to choose seats to the right of the screen when asked to select their preferred seating location in a movie theatre. However, these results are based on seat selection using a seating chart rather than examining real seat choice behaviour in the theatre context. This study investigated the real-world seating patterns of theatre patrons during actual film screenings. Analysis of bias scores calculated using photographs of theatre patrons revealed a significant bias to choose seats on the right side of the theatre. These findings are consistent with the prior research in the area and confirm that the seating bias observed when seats are selected from a chart accurately reflects real-world seating behaviour.